BACKGROUND OF THE INVENTION
Field of the Invention
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The present invention relates to a gaming machine
equipped with a function by which a player can abandon
proceeding with game while playing the game.
Related Background Art
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Gaming machines of gaming medium utilization type
requiring players to insert medals, hard currencies,
and coins, utilize credits such as coins, or use money
information stored in prepaid cards while necessitating
a gaming medium for starting game have conventionally
been known (a gaming medium having a fixed form being
also referred to as "coin"). Known as a gaming machine
of this kind is a gaming machine (so-called video slot
machine) comprising a liquid crystal display means for
displaying images used for gaming, and reels displayed
as images (which will also be referred to as "reels" in
the following) rotate or scroll so as to effect
variable displays upon an insertion of a coin or the
like. At the time when the scrolling displays of the
reels are stopped in this video slot machine, a
combination of symbols appearing on a predetermined
activated line (pay line) (the combination of symbols
being referred to as "symbol combination" in the
following) determines whether a game is won or not and
a mode of winning (winning symbol arrangement) in the
case of winning, whereby coins are paid out according
to the winning symbol arrangement.
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On the other hand, there have been gaming
machines, such as portable or home gaming machines,
which do not require coins to be inserted (requiring no
gaming medium) before starting game. The gaming
machines of this kind include those having a function
of allowing a player to quit proceeding with game while
playing the game and abandon proceeding with game when
the player gives up. For example, Japanese Patent
Application Laid-Open No.10-15244 (Patent Document 1)
discloses a video gaming machine in which a video
gaming machine main body used in connection with a
separate monitor is provided with a reset button such
that a game can be restarted when a user operates the
reset button. On the other hand, Japanese Patent
Application Laid-Open No. 5-3963 (Patent Document 2)
discloses a game of go training machine provided with a
move give-up key for displaying the next move and
helping the move of a player when operated by the
player.
SUMMARY OF THE INVENTION
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As mentioned above, there are cases where players
do not wish to proceed with game further while playing
the gaming in a gaming machine requiring a gaming
medium for starting the gaming. For example, these are
cases where a player determines that a high point
cannot be expected even if gaming is continued more or
the player is bored with game in a gaming machine in
which gaming proceeds stepwise from the start to end
(gaming proceeding stepwise being referred to as
"stepwise game" in the following). For such cases,
gaming machines of gaming medium utilization type
requiring a gaming medium for starting the gaming are
also desired to be equipped with a function of allowing
the proceeding with game to abandon.
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However, in gaming machines requiring a gaming
medium for starting game, a player uses a gaming medium
by inserting a coin therein, utilizing a credit, and so
forth, when starting the gaming. Therefore, if the
player is simply allowed to abandon proceeding with the
game, payouts such as the points acquired until the
abandonment will be left unsecured. Hence, when the
game is resumed thereafter, the game thereafter is
likely to become a mere consumption game, thereby
yielding the fear of deteriorating playability. Also,
a coin or the like must be inserted again, and so forth,
for resuming the game. Therefore, providing a
conventional gaming machine of gaming medium
utilization type with an abandoning function does not
make the gaming medium such as coin used by the player
effective but inutile, so that the use of gaming medium
does not become meaningful, whereby the player becomes
unsatisfied with the gaming, and so forth, thus
yielding the fear of losing the playability.
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For overcoming the problem mentioned above, it is
an object of the present invention to provide a gaming
machine requiring a gaming medium for starting game,
which effectively utilizes the gaming medium such as
coin used by the player even when the player abandons
proceeding with the gaming, thereby keeping the
playability from being lost.
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For achieving the above-mentioned object, in one
aspect, the present invention provides a gaming machine
comprising gaming proceeding control means for
controlling stepwise game proceeding stepwise from
starting to ending, and requiring a gaming medium for
starting the game; the gaming machine further
comprising an abandon key for a player to abandon the
proceeding with the stepwise game while playing the
stepwise game, and point calculating means for
calculating, when the abandon key is operated by the
player, a point acquired by proceeding with the
stepwise game from the starting of the stepwise game
until the abandon key is operated.
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Even when the abandon key is operated while
playing the stepwise game in this gaming machine, a
point is calculated acquired by proceeding with the
stepwise game from the starting of the stepwise game
until the abandon key is operated, whereby the content
of proceeding with the gaming until the abandon key is
operated is reflected in the point calculation.
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Preferably, the gaming machine further comprises
a display means for displaying an image used in the
game, whereas the gaming proceeding control means
performs automatic proceeding control causing the
display means to display a post-operation stage image
used in a post-operation stage after the operation of
the abandon key in the stepwise game until the ending
without an operation by the player, so as to proceed
with the post-operation stage.
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This allows the display means to display an image
used in the gaming, and images used in a stage after
the operation of the abandon key until the ending are
automatically displayed in the display means, whereby
the proceeding with game after the operation of the
abandon key is clearly shown to the player.
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Any of the above-mentioned gaming machines may
further comprise a display means for displaying an
image used in the game, and variable display means for
variably displaying a plurality of symbols in a
plurality of columns; wherein the gaming proceeding
control means performs first game by causing the
variable display means to variably display the
plurality of symbols, and thereafter performs second
game by causing the display means to display a tile
image indicating a plurality of tiles and a board image
indicating a board for arranging the tiles indicated by
the tile image, so as to proceed with the stepwise game.
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This allows such control as to proceed with the
stepwise game by different kinds of game, i.e., the
first game by a variable display of a plurality of
symbols and the second game using the tile image and
board image.
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In another aspect, the present invention provides
a gaming machine comprising display means for
displaying an image used in game; shift determining
means for determining whether a shift condition for
shifting a game from a base game to a bonus game is
satisfied or not; and shifting means for shifting the
game from the base game to the bonus game according to
a result of determination by the shift determining
means; the gaming machine requiring a gaming medium for
starting the gaming; the gaming machine further
comprising touch input means, disposed in front of the
display means, for inputting corresponding input
information corresponding to a touch position of a
finger; gaming proceeding control means controlling
proceeding with the stepwise game proceeding stepwise
from the starting to ending after the shifting means
shifts the game to the bonus game by causing the
display means to display a stepwise game image used in
the stepwise game including an abandon key image
indicating an abandon key for a player to abandon the
proceeding with the stepwise game while playing the
stepwise game; and point calculating means for
calculating, when corresponding input information
corresponding to the abandon key information is
inputted from the touch input means, a point acquired
by proceeding with the stepwise game from the starting
of the stepwise game until the corresponding input
information is inputted.
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When the player performs an operation of touching
a position corresponding to the abandon key image in
the touch input means with a contact body while playing
the proceeding with game, a point is calculated
acquired by proceeding with the stepwise game from the
starting of the stepwise game until this operation is
performed, whereby the proceeding with game until this
operation is performed is reflected in the point
calculation.
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Preferably, in this gaming machine, the gaming
proceeding control means performs automatic proceeding
control for proceeding with a post-operation stage
after the input of the corresponding input information
corresponding to the abandon key image until the ending
without an operation by the player.
-
In this case, once the player performs an
operation of inputting the corresponding input
information corresponding to the abandon key image, the
post-operation stage proceeds thereafter until the
ending even when the player does not operate.
-
Preferably, the gaming proceeding control means
causes the display means to display a post-operation
stage image used in the post-operation stage
corresponding to the post-operation stage proceeds.
-
This allows the display means to automatically
display images used in the stage after the operation of
inputting the corresponding input information
corresponding to the abandon key image until the ending,
whereby the proceeding with game after the operation is
clearly shown to the player.
-
The gaming proceeding control means may cause the
display means to display as the stepwise game image a
tile image indicating a plurality of tiles and a board
image indicating a board for arranging the tiles
indicated by the tile image, whereas the point
calculating means may calculate the point by using the
tile image indicating the tiles arranged within the
board indicated by the board image.
-
In this case, the tiles arranged within the board
until the operation of inputting the corresponding
input information corresponding to the abandon key
image is performed are acquired in the point
calculation.
-
Preferably, the gaming machine further comprises
payout calculating means for determining the payout
according to the point calculated by the point
calculating means.
-
The gaming machine may further comprise
arrangement state registering means for managing a
state of arrangement of the tiles within the board,
whereas the point calculating means may calculate the
point by using information registered in the
arrangement state registering means.
-
The present invention will be more fully
understood from the detailed description given
hereinbelow and the accompanying drawings which are
given by way of illustration only, and thus are not to
be considered as limiting the present invention.
BRIEF DESCRIPTION OF THE DRAWINGS
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- Fig. 1 is a perspective view showing the overall
configuration of a gaming machine which is the gaming
machine in accordance with an embodiment of the present
invention;
- Fig. 2 is a front view showing a lower image
display of the gaming machine shown in Fig. 1;
- Fig. 3 is a perspective view showing a
configuration of reels;
- Fig. 4 is a perspective view showing one of the
reels shown in Fig. 3;
- Fig. 5 is a perspective view showing a schematic
configuration of a liquid crystal display means as seen
from the backside of a cabinet;
- Fig. 6 is an exploded perspective view of a part
of the liquid crystal display means;
- Fig. 7 is a block diagram of the gaming machine
focused on its internal configuration;
- Fig. 8 is a block diagram showing an image
control circuit;
- Fig. 9 is a flowchart showing an operation
procedure of a main process from the start to end of a
game in the gaming machine;
- Fig. 10 is a flowchart showing an operation
procedure of the lottery process shown in Fig. 9;
- Fig. 11 is a flowchart showing an operation
procedure of a base game process;
- Fig. 12 is a chart showing an example of contents
of a stop table;
- Fig. 13 is a view showing an example of state
where the reels are stopped in the base game process;
- Fig. 14 is a view showing an example of the lower
image display when stepwise game is performed;
- Fig. 15 is a view showing an example of the upper
image display when stepwise game is performed;
- Fig. 16 is a view showing an example of tile
images;
- Fig. 17A is a view showing a step of proceeding
with a tile game, whereas Fig. 17B is a view showing a
step subsequent to Fig. 17A;
- Fig. 18A is a view showing a step subsequent to
Fig. 17B, whereas Fig. 18B is a view showing a step
subsequent to Fig. 18A;
- Fig. 19 is a flowchart showing an operation
procedure of the tile game;
- Fig. 20 is a flowchart showing an operation
procedure of a tile arranging process;
- Fig. 21 is a flowchart showing an operation
procedure of another gaming machine; and
- Fig. 22A is a functional block diagram showing an
example of CPU 32, whereas Fig. 22B is a chart showing
an arrangement management table.
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DESCRIPTION OF THE PREFERRED EMBODIMENTS
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In the following, preferred embodiments of the
present invention will be explained in detail with
reference to the accompanying drawings. Here,
constituents identical or equivalent to each other will
be referred to with numerals identical to each other
without repeating their overlapping descriptions.
-
In the embodiments, a case where the present
invention is applied to a gaming machine having
variable display means for variably displaying symbols
will be explained while taking the following gaming
machine 1 by way of example. This gaming machine 1
performs stepwise game by different kinds of game whose
contents are different from each other, i.e., the first
game for variably displaying a plurality of symbols and
the second game for displaying tile images showing a
plurality of tiles. Namely, the gaming machine 1
includes a stage of performing the first game, and a
stage of performing the second game subsequent thereto.
Also, the gaming machine 1 is a coin insertion type
gaming machine which requires a coin to be inserted for
starting game.
Overall Configuration of Gaming Machine
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Fig. 1 is a perspective view showing the overall
configuration of the gaming machine 1. The gaming
machine 1 is a gaming machine in accordance with an
embodiment of the present invention, and includes
variable display means which variably displays a
plurality of symbols and allows a slot game using the
variable display of a plurality of symbols to be played.
The slot game is the first game.
-
The gaming machine 1 includes an upper image
display 4 and a lower image display 5 successively
arranged from the upper side in front of a cabinet 2.
The lower image display 5 displays a stepwise game
image, which will be explained later, used in the
stepwise game and constitutes the display means in the
present invention. The lower image display 5 is
disposed at substantially the vertical center of the
cabinet 2, whereas three mechanical reels 3L, 3C, 3R
are arranged rotatablely in a horizontal row within the
cabinet 2 so as to correspond to the lower image
display 5.
-
The reels 3L, 3C, 3R can be seen from the outside
through symbol display windows 21L, 21C, 21R of the
lower image display 5, which will be explained later.
As will later be explained in detail, the reels 3L, 3C,
3R have respective outer peripheries each illustrated
with symbol columns having a plurality of kinds of
symbols (not depicted), thereby constituting variable
display means which are rotatable such that the symbols
are displayed variably, each rotating at a fixed speed
(e.g., 80 rpm).
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The symbol display windows 21L, 21C, 21R are
provided with a horizontally extending pay line L1 so
as to correspond to the reels 3L, 3C, 3R as shown in
Fig. 2. Though not depicted, upper and lower pay lines
may separately be provided in addition to the pay line
L1, and two oblique lines may further be provided.
When a plurality of pay lines are provided, it will be
preferred if the number of lines varies depending on
the number of coins inserted. In this case, the pay
lines become individually active in response to the
number of inserted coins and operations of BET switches
9, 10 which will be explained later. The active pay
lines are referred to as activated lines or pay lines
as well. For example, only the center pay line L1
becomes an activated line when a player inserts one
coin into a coin insertion slot 6 which will be
explained later, the upper and lower pay lines become
active in addition to the pay line L1 when two coins
are inserted, and all the pay lines become active when
three coins are inserted. Though Fig. 2 shows a state
where symbols are stopped only on the pay line L1 for
easier viewing, each of the symbol display windows 21L,
21C, 21R usually displays three symbols in a vertical
row.
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In the gaming machine 1, a substantially
horizontal base portion 11 is disposed under the lower
display 5. The base portion 11 is provided with the
coin insertion slot 6, a bill insertion slot 7, a spin
switch 8, a 1-BET switch 9, and a maximum BET switch 10.
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The coin insertion slot 6 is provided in order
for a player to insert coins for betting on games, and
includes an inserted coin sensor 6a (see Fig. 7) for
outputting a signal indicative of the coin insertion.
The bill insertion slot 7 is provided in order for the
player to insert bills, and includes an inserted bill
sensor 7a (see Fig. 7) for outputting a signal
indicative of the bill insertion. The spin switch 8 is
provided in order for the player to perform an
operation for starting a variable display of symbols by
rotating the reels 3L, 3C, 3R within the respective
symbol display windows 21L, 21C, 21R, i.e., an
operation for starting a game. The 1-BET switch 9 is
provided for activating a setting for betting one coin
by one operation. The maximum BET switch 10 is
provided for activating a setting for betting the
maximum number of coins that can be bet on one game by
one operation.
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At the bottom part of the cabinet 2, the gaming
machine 1 is provided with a coin payout opening 13 and
a coin receiving tray 14 for collecting the paid-out
coins. Further, speakers 12L, 12R are disposed on the
left and right sides of the coin payout opening 13,
respectively.
Explanation of Image Display Sections
-
As shown in Fig. 2, the lower image display 5
includes the symbol display windows 21L, 21C, 21R;
frame display windows 22L, 22C, 22R; and a effect image
display area 5a. Contents displayed on the lower image
display 5 vary depending on the variable display mode
and stop mode of the reels 3L, 3C, 3R and contents of
actions of a liquid crystal display device 41 which
will be explained later. The lower image display 5 is
also provided with a BET number display section 16, a
payout display section 18, a credit display section 19,
etc., which are not depicted in Fig. 2.
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The symbol display windows 21L, 21C, 21R are
provided so as to correspond to the reels 3L, 3C, 3R,
respectively, and are areas for displaying the symbols
illustrated on the reels 3L, 3C, 3R in a recognizable
fashion. When the reels 3L, 3C, 3R are in a rotating
state or their rotation is stopped, their corresponding
symbol display windows 21L, 21C, 21R are displayed in a
transparent fashion such that the symbols illustrated
on the reels 3L, 3C, 3R being scrolled by the player
are recognizable, whereas effect image displaying by
still images and moving images, e.g., symbols, letters,
figures, marks, and characters, are not displayed.
-
The frame display windows 22L, 22C, 22R are
disposed so as to surround their corresponding symbol
display windows 21L, 21C, 21R, and function as
respective display windows for the symbols illustrated
on the reels 3L, 3C, 3R.
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The effect image display area 5a displays a tile
game image which will be explained later. In addition,
the effect image display area 5a displays effect image
for enhancing the joy of gaming, and information
allowing players to proceed with the gaming
advantageously.
-
The upper image display 4 changes its contents of
display depending on contents of operations of a liquid
crystal display device 101 which will be explained
later.
Configuration of Reels
-
As shown in Fig. 3, the reels 3L, 3C, 3R, each
being freely rotatable, are arranged in a horizontal
row and have the same configuration. As shown in Fig.
4, the reel 3L comprises a cylindrical frame in which
two annular frames 25, 26 having the same form are
arranged with a predetermined gap therebetween, and are
connected to each other by a plurality of connecting
members 27. The reel 3L includes a transmission member
28 for transmitting the driving force of a stepping
motor M1 (see Fig. 7) disposed at the center part of
the cylindrical frame to the annular frames 25, 26 as
shown in Fig. 4, while a reel sheet which is not
depicted is attached to a side face part so as to cover
the connecting members 27. The reel sheet is
illustrated with a plurality of symbols. Though
symbols such as those in a stop table 90 shown in Fig.
12 which will be explained later are assumed to be the
symbols in the reel sheet here, they are not
restrictive as a matter of course. Though not depicted,
the reels 3L, 3C, 3R may be provided with an LED-accommodating
circuit board and an LED lamp on the
backside of horizontal three rows each of symbols
appearing in the symbol display windows 21L, 21C, 21R
(nine in total) when the reels 3L, 3C, 3R are stopped,
respectively. This allows the LED lamp to emit white
light from the backside of the reel sheet, so as to
illuminate the lower image display 5, thereby effecting
game contents by devising the way of illumination.
Explanation of Liquid Crystal Display Device
-
The liquid crystal display device 41 constituting
the lower image display 5 will now be explained with
reference to Figs. 5 and 6. Fig. 5 is a perspective
view showing a schematic configuration of the liquid
crystal display device 41 as seen from the backside of
the cabinet 2. Fig. 6 is an exploded perspective view
of a part of the liquid crystal display device 41.
-
The liquid crystal display device 41 is disposed
in front of the reels 3L, 3C, 3R while being separated
therefrom by a predetermined distance and extending
thereover. The liquid crystal display device 41
constitutes a display means of the present invention.
The liquid crystal display device 41 comprises a
protective glass sheet 42; a display plate 43; a liquid
crystal panel 44; a lightguide plate 45; a reflecting
film 46; fluorescent lamps 47a, 47b, 48a, 48b which are
white light sources; lamp holders 49a to 49h; and a
flexible substrate (not depicted) which is connected to
a terminal part of the liquid crystal panel 44 and
constituted by a table carrier package (TCP) mounted
with an IC for driving the liquid crystal panel 44.
-
The protective glass sheet 42 and display plate
43 are transparent to light. The protective glass
sheet 42 is mainly provided for protecting the liquid
crystal panel 44. The display plate 43 is illustrated
with a predetermined image which is not depicted.
-
The liquid crystal panel 44 is constituted by a
transparent substrate such as a glass sheet formed with
a thin-film transistor, a transparent substrate
opposing the above-mentioned transparent substrate, and
a liquid crystal sealed between them, and forms the
symbol display windows 21L, 21C, 21R. The liquid
crystal panel 44 is configured normally white such that
it displays white (light is transmitted on the display
surface side and visible from the outside) in a state
where no voltage is applied to the liquid crystal (the
liquid crystal is not driven), whereby the reels 3L, 3C,
3R are visible from the front side. When the liquid
crystal panel 44 configured normally white as such is
provided, even if the sealed liquid crystal cannot be
driven, the symbols illustrated on the reels 3L, 3C, 3R
can be seen through the symbol display windows 21L, 21C,
21R, whereby the player can play game while seeing the
variable displays and stop displays of the reels 3L, 3C,
3R.
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The lightguide plate 45 is transparent to light,
and is disposed on the backside of the liquid crystal
panel 44 in order to guide the light from the
fluorescent lamps 47a, 47b to the liquid crystal panel
44.
-
The reflecting film 46 is provided in order to
reflect the light introduced to the lightguide plate 45
toward the front face of the lightguide plate 45, and
is constituted by a white polyester film or aluminum
thin film and a silver deposition film formed thereon.
The reflecting film 46 includes a reflecting area 46A
and a nonreflecting areas 46BL, 46BC, 46BR. The
nonreflecting areas 46BL, 46BC, 46BR are made of a
transparent material, and are formed as a light-transmitting
part which transmits incident light
therethrough without reflecting it. The nonreflecting
areas 46BL, 46BC, 46BR are formed so as to correspond
to the symbol display windows 21L, 21C, 21R, and are
each disposed in front of three symbols arranged in a
vertical row appearing when their corresponding reels
3L, 3C, 3R are stopped. The reflecting area 46A
reflects the incident light, and operates as
illuminating means mainly for regions corresponding to
the frame display windows 22L, 22C, 22R and effect
image display area 5a in the area of the liquid crystal
panel 44.
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The fluorescent lamps 47a, 47b are disposed along
upper and lower end parts of the lightguide plate 45,
and their both ends are supported by their
corresponding lamp holders 49a, 49b, 49g, 49h. The
florescent lamps 47a, 47b generate light to be
introduced into the lightguide plate 45, and operates
as illuminating means mainly for regions corresponding
to the frame display windows 22L, 22C, 22R and effect
image display area 5a in the area of the liquid crystal
panel 44.
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The fluorescent lamps 48a, 48b are disposed so as
to be directed to the reels 3L, 3C, 3R at upper and
lower positions on the backside of the reflecting film
46. Namely, the light emitted from the fluorescent
lamps 48a, 48b is reflected by the surfaces of the
reels 3L, 3C, 3R, so as to be made incident on the
nonreflecting areas 46BL, 46BC, 46BR, thus illuminating
the liquid crystal panel 44. Therefore, the
fluorescent lamps 48a, 48b act as illuminating means
for the symbols disposed on the reels 3L, 3C, 3R, and
illuminating means for regions corresponding to the
symbol display windows 21L, 21C, 21R in the reflecting
film 46.
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The liquid crystal display device 101 has the
same configuration as that of the liquid crystal
display device 41 except that a touch panel 56 which
will be explained later is not disposed in front and
that the reels 3L, 3C, 3R are not disposed on the
backside.
Internal Configuration of Gaming Machine
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Fig. 7 is a block diagram of the gaming machine 1
focused on its internal configuration. The gaming
machine 1 comprises a plurality of constituents
centered at a control board 71 including a
microcomputer 31. The control board 71 comprises the
microcomputer 31, a random number generator 35, a
sampling circuit 36, a clock pulse generating circuit
37, a divider 38, a hopper driving circuit 63, a payout
completion signal circuit 65, a display section driving
circuit 67, a sound generating IC 78, a power amplifier
79, and an image control circuit 81.
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The microcomputer 31 comprises a CPU (Central
Processing Unit) 32, a RAM (Random Access Memory) 33,
and a ROM (Read Only Memory) 34. The CPU 32 operates
as various means characterizing the present invention
according to programs stored in the ROM 34, and
inputs/outputs signals from/to other constituents by
way of an I/O port 39, thereby controlling operations
of the gaming machine 1 as a whole. The RAM 33 stores
data and programs used when the CPU 32 operates. For
example, the RAM 33 temporarily holds a random number
value sampled by the sampling circuit 36, which will be
explained later, after a game is started, and stores
code numbers of the reels 3L, 3C, 3R and symbol numbers.
The ROM 34 stores programs executed by the CPU 32, and
permanent data.
-
The random number generator 35 operates as
instructed by the CPU 32, so as to generate random
numbers within a fixed range. As instructed by the CPU
32, the sampling circuit 36 samples a given random
number from among the random numbers generated by the
random number generator 35, and feeds thus sampled
random number to the CPU 32. The clock pulse
generating circuit 37 generates a reference clock for
operating the CPU 32, whereas the divider 38 feeds the
CPU 32 with a signal obtained when dividing the
reference clock by a predetermined period.
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A reel driving unit 50 is connected to the
control board 71. The reel driving unit 50 includes a
reel position detecting circuit 51 for detecting
respective positions of the reels 3L, 3C, 3R, and a
motor driving circuit 52 for feeding driving signals to
motors M1, M2, M3 for rotating the reels 3L, 3C, 3R,
respectively. When the driving signals are inputted
from the motor driving circuit 52, the motors M1, M2,
M3 are actuated, so as to rotate the reels 3L, 3C, 3R,
respectively. In addition, the spin switch 8, 1-BET
switch 9, maximum BET switch 10, inserted coin sensor
6a, and inserted bill sensor 7a are connected to the
control board 71, so that respective signals are
inputted therefrom.
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The hopper driving circuit 63 drives a hopper 64
under the control of the CPU 32. The hopper 64
performs an action for paying out coins, whereby the
coins are paid out from the payout opening 13. The
payout completion signal circuit 65 inputs coin number
data from a coin detecting part 66 connected thereto
and, when the number reaches a preset value, feeds the
CPU 32 with a signal reporting that the payout of coins
is completed. The coin detecting part 66 counts the
number of coins paid out from the hopper 64, and feeds
data of thus counted number to the payout completion
signal circuit 65. The display section driving circuit
67 controls display operations of the individual
display sections (BET number display section 16, payout
display section 18, and credit display section 19).
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The sound generating IC 78 inputs instructions
from the CPU 32 and controls sound signals for
outputting sounds from the speakers 12L, 12R. The
power amplifier 79 inputs and amplifies the sound
signals, so as to make the speakers 12L, 12R output the
sounds. This allows the speakers 12L, 12R to output
sounds, for example, for enhancing the joy of a game at
an appropriate period after starting the game.
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Also, the touch panel 56 is connected to the CPU
32. The touch panel 56 is the touch input means in the
present invention, and is disposed so as to cover the
front face of the protective glass sheet 42 in front of
the lower image display 5. The touch panel 56 detects
a position (touch position) touched by a contact body
such as a finger of a player, and feeds the CPU 32 with
corresponding information in conformity to the touch
position. For example, the touch panel 56 feeds the
corresponding input information corresponding to a
give-up key 113, which will be explained later,
displayed on the lower image display 5.
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The image control circuit 81 controls respective
image displays in the liquid crystal display devices 41,
101, such that the liquid crystal display devices 41
displays tile game images including a tile image 100, a
board image 103, the give-up key 113, and the like
characterizing the present invention, and that the
liquid crystal display device 101 displays a point
display section 4d and the like which will be explained
later.
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As shown in Fig. 8, the image control circuit 81
includes an image control CPU 81a, a work RAM 81b, a
program ROM 81c, an image ROM 81d, a video RAM 81e, and
a VDP (Video Display Processor) 81f. In conformity to
an image control program (concerning displays in the
liquid crystal display devices 41, 101) stored in the
program ROM 81c beforehand according to parameters set
by the microcomputer 31, the image control CPU 81a
determines images to be displayed on the liquid crystal
display devices 41, 101. The work RAM 81b is
constructed as temporary storage means when the image
control CPU 81a executes the image control program.
-
The program ROM 81c stores the image control
program, various selection tables, etc. The image ROM
81d stores dot data for forming images. The video RAM
81e is constructed as temporary storage means used when
images are formed by the VDP 81f. The VDP 81f includes
a control RAM 81g, forms images in conformity to
respective contents of displays on the liquid crystal
display devices 41, 101 determined by the image control
CPU 81a, and outputs thus formed images to the liquid
crystal display devices 41, 101.
Contents of Operations of Gaming Machine
-
Contents of operations of thus configured gaming
machine 1 will now be explained with reference to
flowcharts shown in Figs. 9 to 11 and 19 to 21. The
gaming machine 1 in accordance with this embodiment
includes a bonus game in addition to a base game.
Though the base game is played, a bonus game
advantageous to the player is performed when the game
shifts from the base game. In the gaming machine 1,
the base game is a slot game in which a plurality of
symbols are variably displayed, whereas the bonus game
is a tile game proceeding while arranging tile images.
The slot game is the first game, whereas the tile game
is the second game.
-
Fig. 9 is a flowchart showing an operation
procedure of a main process from the start to end of a
game in the gaming machine 1 as being divided into
individual blocks. In Figs. 9 to 11 and 19 to 21,
steps are abbreviated as S.
-
In the gaming machine 1, the CPU 32 as the gaming
proceeding control means in the present invention,
thereby controlling the proceeding with game. When the
main process is started as shown in Fig. 9, the gaming
machine 1 performs a start reception process at step 1,
and a lottery process at step 2 subsequent thereto.
Next, a base game process is performed at step 3 while
the game is kept in the base game, and the flow
proceeds to step 4. At step 4, in response to the
lottery process at step 2, the CPU 32 operates as the
shift determining means in the present invention, so as
to determine whether a condition (shift condition) for
shifting to a bonus game is satisfied or not. If the
shift condition is satisfied here, the flow proceeds to
step 5; otherwise, the main process ends. At step 5,
the CPU 32 operates as the shifting means in the
present invention, so as to shift the game to the bonus
game, whereby a bonus game process is performed.
Thereafter, the main process ends. In the following,
details of the individual blocks will be explained.
-
First, at the start reception process of step 1,
the gaming machine 1 under the control of the CPU 32
receives an operation for starting a game from a player.
Since the gaming machine 1 is a coin insertion type
gaming machine, for starting the game, the player
initially inserts the number of coins to be bet on one
game from the coin insertion slot 6, and operates the
1-BET switch 9 or maximum BET switch 10 when credit
remains. Subsequently, the player operates the spin
switch 8 (these operations being referred to as
"starting operation" in the following). This starting
operation feeds a start signal from the spin switch 8
to the CPU 32.
-
Next, at step 2, the lottery process is performed.
When the lottery process is started, the flow proceeds
to step 6 shown in Fig. 10, where the CPU 32 performs a
symbol determining process. In the symbol determining
process, the CPU 32 operates as symbol determining
means, so as to determine respective symbols of the
reels 3L, 3C, 3R to be stopped at the pay line L1.
During the lottery process, the CPU 32 may instruct the
image control circuit 81 to cause the liquid crystal
display devices 41, 101 to show displays for effecting
the game.
-
In the lottery process, upon detecting the
starting operation of the player by the start signal
from the spin switch 8 (i.e., with the advent of the
starting of the game), the CPU 32 instructs the random
number generator 35 to generate random numbers within a
fixed range. Also, the CPU 32 instructs the sampling
circuit 36 to sample a given random number from among
the random numbers generated by the random number
generator 35. When the random number is sampled, the
CPU 32 refers to an undepicted symbol determining table
(table storing code numbers of symbols in association
with the random numbers) stored in the ROM 34 while
using the sampled random number as a search key, and
acquires the code number of the corresponding symbol.
-
Next, setting thus acquired code number as a
search key, the CPU 32 refers to the stop table 90
shown in Fig. 12, and retrieves respective symbols
displayed on the activated line when the reels 3L, 3C,
3R are stopped.
-
Here, as shown in Fig. 12, the stop table 90 is a
table including a code number area 90a for storing code
numbers (of symbols) and a symbol area 90b for storing
respective symbols corresponding to the code numbers,
so that, when the code number area 90a is searched
through while setting a code number as a search key,
corresponding symbols can be retrieved for the reels 3L,
3C, 3R. Individual symbols for the reels 3L, 3C, 3R
are registered in association with code numbers of "0"
to "10" in the symbol area 90b. For example, C1 in Fig.
12 indicates a symbol combination in which all the
acquired code numbers for the reels 3L, 3C, 3R are "0".
-
This gaming machine 1 performs three sets in
total of the random number sampling and searching of
the symbol determining table and stop table 90 for the
reels 3L, 3C, 3R, respectively. Namely, the table
search is carried out by the number corresponding to
that of reels. When respective symbols are determined
for the reels 3L, 3C, 3R, reel stopping positions for
stopping these symbols at the pay line L1 are
determined.
-
When the reel stopping positions are determined,
the CPU 32 proceeds to step 7, and determines whether
winning is attained or not by referring to a winning
determining table stored in the ROM 34. The winning
determining table registers any of winning symbol
combinations and non-winning symbol combinations in
association with combinations of code numbers
(hereinafter referred to as "code number pattern") in a
manner distinguishable from each other. Since a code
number pattern corresponding to the reel stopping
positions is determined at step 6, reference is made to
the winning determining table while setting this code
number pattern as a search key, and whether winning is
attained or not is determined from the result of the
reference.
-
Subsequently, the CPU 32 refers to a mode table,
and performs a winning symbol arrangement determining
process for determining a winning symbol arrangement
(which will also be referred to as "winning
combination"). The mode table is used for determining
a mode of winning (winning symbol arrangement), and
registers respective payout amount corresponding to
individual winning symbol arrangements. Though not
depicted, the mode table has the following contents in
this embodiment. For example, a winning combination of
"joker (symbol indicated by a in Fig. 12)" means a case
where a specific symbol appears. When this symbol
appears at the pay line L1, the game shifts to the
bonus game, whereby a bonus game is played (for example,
the symbol combination shown in Fig. 2 is displayed on
the lower image display 5 at this time). "3BAR-3BAR-3BAR"
in which three symbols each comprising vertically
aligning three "BARs" (3BAR; symbol indicated by b in
Fig. 12) align refers to a payout amount of 5. A
winning combination of "7-7-7" means that all the reels
3L, 3C, 3R attain the symbol of "7" (symbol indicated
by c in Fig. 12), and is registered with a payout
amount of 100 or the like.
-
Step 7 also determines the number of bonus games
to be played when the result of determination is a
bonus game (i.e., when the above-mentioned joker symbol
appears). While the gaming machine 1 is adapted to
play a tile game, which will be explained later, as the
bonus game, the number of tile games to be played is
determined at step 7. The lottery process ends with
step 7.
-
After the lottery process ends, the flow proceeds
to step 3 shown in Fig. 9, where a base game process
which will be explained later is performed. Here, the
reels 3L, 3C, 3R are rotated and then are stopped so as
to correspond to the result of lottery at step 2, and
coins are paid out according to the winning symbol
arrangement when won. Next, at step 4, the CPU 32
determines whether a shift condition for shifting to a
bonus game is satisfied or not from the result of the
winning symbol arrangement determining process at step
7. When the winning symbol arrangement allows the
shift to the bonus game, the flow proceeds to step 5,
where a bonus game process is performed. Namely, the
game progresses from a stage where the first game is
played to a subsequent stage where the second game is
played.
Bonus Game Process
-
In the gaming machine 1, a tile game is played as
a bonus game. At this time, the CPU 32 actuates the
image control circuit 81 and controls the proceeding
with the tile game in conformity to a flow chart which
will be explained later. In the tile game, tile game
images including the board image 103 are displayed on
the lower image display 5. The tile game proceeds
along the flowcharts shown in Figs. 19 and 20. Here,
Fig. 19 is a flowchart showing the procedure of the
tile game process, whereas Fig. 20 is a flowchart
showing the procedure of a tile arranging process.
-
Upon starting the tile game process, the CPU 32
proceeds to step 20 of the flowchart shown in Fig. 19,
whereby tile game images are displayed on the lower
image display 5 as the stepwise game image in the
present invention. At step 21 subsequent thereto,
other tile game images are displayed on the upper image
display 4. Then, an image (operation image) shown in
Fig. 14 is displayed on the lower image display 5,
whereas an image (various display image) shown in Fig.
15 is displayed on the upper image display 4. At step
22 subsequent thereto, the image control circuit 81 is
instructed to display a tile arrangement request
message (e.g., "Arrange A Tile At A Favorite Place")
onto the lower image display 5. Then, the flow
proceeds to step 23, where the tile arranging process
is performed. After the completion of the tile
arranging process, the tile game ends.
-
A tile game image displayed on the lower image
display 5 includes the following constituents. Namely,
this tile game image includes a board image 103 at the
center, and a score display section 110, a line display
section 111, and a give-up key (GIVE UP) 113 on the
left side thereof. Arranged on the lower side of the
board image 103 are a wager display section (WAGER) 114,
a prize display section (WIN) 115, a payout display
section (PAID) 116, and a credit (CREDIT) display
section 117. Disposed on the right side of the board
image 103 are a next tile display section (NEXT) 118, a
point display section (POINT) 119, and a help key
(HELP) 120.
-
The board image 103 is an image showing an
arrangement board (also referred to as arrangement
plate) for the player to arrange tiles indicated by a
tile image 100 which will be explained later, and
includes a frame 101 forming an outer frame, and a game
board 102 disposed therewithin and constituted by a
plurality of tile plates 102a, 102b, 102c, ..., each
acting as a site to place a tile.
-
The score display section 110 displays the total
point acquired by the player, whereas the line display
section 111 displays the number of completed lines
which will be explained later.
-
The give-up key 113 is the abandon key in the
present invention. As will later be explained in
detail, the give-up key 113 allows the player to
abandon proceeding with a tile game when operated while
playing the tile game. The give-up key 113 makes
inputs active under a fixed condition, and changes
(e.g., reverse white and black) its display when made
active.
-
The wager display section 114, prize display
section 115, payout display section 116, and credit
display section 117 display respective amounts waged,
won, paid out, and credited. The next tile display
section 118 sequentially displays the tile images 100
of tiles to be arranged, which will be explained later,
in conformity to the proceeding with game. The point
display section 119 displays the point acquired by the
player. The help key 120 is an operation key for
displaying explanations concerning gaming contents and
the like when operated by the player.
-
In the tile game, the player refers to the tile
game image, and repeatedly performs an operation
(hereinafter referred to as "arrangement operation") in
which a tile indicated by the tile image 100 in the
next tile display section 118 is arranged at a
desirable tile plate 102a, 102b, 102c, .... The tile
game is game in which a point is calculated from a tile
group constituted by a plurality of tiles finally
arranged on the game board 102. Since the tile game
proceeds stepwise as the player performs the
arrangement operation, the tile game itself is the
stepwise game.
-
On the other hand, the upper image display 4
comprises a title display section 4a for displaying a
title, an odds display section 4b for displaying odds,
a effect image display section 4c for displaying an
image for effecting the tile game, and a total point
display section 4d.
-
Then, at step 23 where the tile arranging process
is started, the CPU 32 performs the process as follows
according to the flowchart shown in Fig. 20.
-
After starting the process, the CPU 32 proceeds
to step 31, so as to cause the next tile display
section 118 to display the tile image 100 indicating a
tile (hereinafter referred to as "arrangement tile") to
be arranged on the game board 102 by the player.
-
Here, the tile image 100 is an image indicating a
tile having a regular hexagon, which includes a
vertical line 100a, a right oblique line 100b, and a
left oblique line 100c as shown in Fig. 16. The
vertical line 100a, right oblique line 100b, and left
oblique line 100c are illustrated with numbers of "5",
"4", and "6", respectively. The respective numbers
(hereinafter referred to as "line numbers") attached to
the lines form a basis for calculating a point
acquirable by the player (as will be explained later in
detail).
-
The gaming machine 1 provides 19 tile images 100
indicating arrangement tiles (i.e., 19 arrangement
tiles are prepared), each comprising the vertical line
100a, right oblique line 100b, and left oblique line
100c with different line numbers attached thereto.
-
Next, at step 32, the CPU 32 determines whether
the arrangement tile indicated by the tile image 100
displayed on the next tile display section 118 is
arranged at the game board 102 or not, i.e., whether
the player has performed an arrangement operation or
not. When the arrangement tile is arranged at the game
board 102 (the player has performed an arrangement
operation) here, the flow proceeds to step 33;
otherwise, the flow returns to step 31.
-
At the time of arrangement operation, the player
performs the following operation. Here, the player
touches the display position of the tile image 100 in
the touch panel 56 with a contact body such as a finger,
and moves it on the touch panel 56 to a desirable tile
plate 102a, 102b, ... while keeping the contact body in
contact therewith. This displays such an image as if
the tile image 100 displayed on the next tile image
display section 118 moves onto its corresponding tile
plate (tile plate 102b in Fig. 17B) in conformity to
the player's arrangement operation as shown in Fig. 17A.
-
Subsequently, the CPU 32 adds 1 to the tile
counter n (counter indicating the number of tiles
arranged at the game board 102) at step 33, and
proceeds to step 34, so as to determine whether the
resulting tile counter n is at least 7 or not. When
this condition is satisfied, the flow proceeds to step
35 subsequent thereto, where inputs of the give-up key
113 become active. Therefore, this condition is a
condition (hereinafter referred to as "active
condition") for making inputs of the give-up key 113
active. When this active condition is satisfied, the
flow proceeds to step 35; otherwise, the flow returns
to step 31, so as to cause the next tile display
section 118 to display the tile image 100 indicating
the next arrangement tile, and make the player perform
the above-mentioned arrangement operation.
-
As the player repeatedly performs the arrangement
operation in the manner mentioned above, the gaming
proceeds stepwise, so as to display such an image as if
the tile image 100 of the arrangement tile displayed on
the next tile display section 118 sequentially moves to
the tile plates 102a, 102b, ... within the game board
102 as shown in Fig. 17B, along which the tile counter
n increases one by one.
-
When the active condition of step 34 is satisfied,
on the other hand, the flow proceeds to step 35, where
an activating process for making inputs of the give-up
key 113 active is performed, so that the active give-up
key 113 is displayed together with a message (e.g.,
GIVE-UP KEY OK!) indicating that inputs of the give-up
key 113 are active, and the flow proceeds to step 36.
Here, it is determined whether there is an input of the
give-up key 113 or not. When the player touches the
give-up key 113 by a contact body such as a finger,
corresponding input information corresponding to the
give-up key 113 is fed from the touch panel 56 to the
CPU 32, whereby the CPU 32 determines whether or not
there is an input from the give-up key 113 according to
whether the corresponding input information is inputted
or not. When there is an input from the give-up key
113, the flow proceeds to step 37; otherwise, the flow
proceeds to step 38.
-
The flow proceeds to step 37 when the player
operates the active give-up key 113, i.e., when the
player gives up further proceeding with game or
abandons the proceeding with game after being fed up
with game. Here, for minimal point warranty by which
the player is provided with the minimal point, the
gaming machine 1 automatically arranges the remaining
tiles as follows so as to include contents of the
stepwise game in progress, i.e., the game performed
until the give-up key 113 was operated after starting
the tile game. The automatic arrangement of remaining
tiles displays such an image as if the tile images 100
of the arrangement tiles left without being arranged at
the game board 102 (remaining arrangement tiles) are
sequentially arranged into the game board 102 (the
image being the post-operation gaming image in the
present invention). Here, the CPU 32 performs the
automatic proceeding control for causing the lower
image display 5 to display the post-operation gaming
image without the operation by the player, and clearly
shows the player an image used in the stepwise game
(post-operation stage) after operating the give-up key
113 until the end.
-
Then, at step 38, it is determined whether the
tile counter n is "19" or not (i.e., whether all the 19
arrangement tiles are disposed at the game board 102 or
not). When the counter n is "19", the flow proceeds to
step 39; otherwise, the flow returns to step 31, where
the tile image 100 of the next arrangement tile is
displayed on the next tile display section 118.
-
At step 39, the CPU 32 operates as the point
calculating means, so as to calculate a point according
to the arrangement tiles arranged within the game board
102. At step 40 subsequent thereto, the point is
displayed at corresponding positions on the upper image
display 4 and lower image display 5, whereas payout is
effected, whereby the tile arrangement operation is
terminated. The point is calculated as follows.
-
The flow proceeding to step 39 encompasses a case
where the player has arranged all of 19 arrangement
tiles at the game board 102 by own operation, and the
following case. Namely, it encompasses a case where,
at a stage where the player has arranged some
arrangement tiles (at least 7 tiles in this embodiment
but may be at least 2 tiles) at the game board 102 by
own operation, the proceeding with game is abandoned by
an input from the give-up key 113, whereby the
remaining tiles are automatically arranged. As
mentioned above, the automatic arrangement of remaining
tiles arranges all the 19 arrangement tiles at the game
board 102. Therefore, both cases are the same in that
all the 19 arrangement tiles are arranged, whereby an
image of a state where the game board 102 is completely
filled with 19 tile images 100 is displayed as shown in
Fig. 18B.
-
Each tile image 100 comprises a vertical line
100a, a right oblique line 100b, and a left oblique
line 100c which are provided with respective line
numbers. When a plurality of tiles are arranged, the
lines in the tiles may connect with each other
vertically, horizontally, or obliquely. Therefore, the
CPU 32 finds out thus connected lines (which are
complete lines, whose number is displayed on the line
display section 111), and sums up the respective line
numbers attached onto the lines, thereby calculating a
point.
-
In this case, for example, the CPU 32 can search
through an arrangement management table 200 provided in
the RAM 33, and calculate the point according to the
result of search. The arrangement management table 200
is the arrangement state registering means in the
present invention, comprises an arrangement
presence/absence area 200a and an attribute information
area 200b as shown in Fig. 22B, and registers
information used for managing the state of arrangement
of arrangement tiles in the game board 102. The
arrangement presence/absence area 200a registers
information indicating whether an arrangement tile is
disposed or not at each of the tile plates 102a, 102b,
102c, ... in the game board 102 ("1" and "0" indicating
the presence and absence of arrangement tiles,
respectively, in Fig. 22B). The attribute information
area 200b registers attribute information of the
arrangement tiles arranged (respective line numbers of
the vertical line 100a, right oblique line 100b, and
left oblique line 100c). Each time the player performs
an arrangement operation, the CPU 32 updates the
arrangement management table 200, thereby managing the
state of arrangement of arrangement tiles.
-
For calculating the point, the CPU 32 finds out a
complete line by using the information registered in
the arrangement management table 200, and sums up the
line numbers attached to the lines. Namely, as shown
in Fig. 22A, the CPU 32 has functions of arrangement
table updating means 32a for updating the arrangement
management table 200, arrangement table reading means
32b for reading the information registered in the
arrangement management table 200, complete line search
means 32c for finding out complete lines, and line
number adding means 32d for summing up line numbers.
-
Therefore, even when the player inputs the give-up
key 113, if a complete line constituted by the
arrangement tiles 100 arranged until then is obtained,
the point will be calculated by acquiring this complete
line. Hence, even if the player abandons the
proceeding with game after operating the give-up key
113, contents of proceeding of game performed until the
operation of give-up key 113 from starting the tile
game will be reflected in the point calculation,
whereby the contents of gaming with which the player
has proceeded will not be wasted. Hence, even the
player having abandoned the game is left with room for
payouts such as points, the coins inserted by the
player are not wasted but effectively used. As a
consequence, the player will not be unsatisfied with
the game.
-
Preferably, the gaming machine 1 directly returns
the calculated point to the player. Namely, it will be
preferred if the CPU 32 operates as the payout
calculating means at step 40, so as to determine the
number of payout according to the calculated point and
instruct the hopper driving circuit 63 to pay out the
number of coins corresponding to the number of payout.
This pays out coins according to the calculated point,
whereby payouts are returned to the player.
-
In particular, when step 37 is executed so as to
perform automatic proceeding control, thereby
automatically arranging the remaining tiles, the
automatically arranged tiles are also acquired in the
point calculation regardless of operations by the
player. The tiles arranged by the player before
automatic arrangement may fail to yield a point when
lacking line connections. However, the automatic
arrangement may control the tile arrangement such as to
provide a line connection securing a minimal point,
whereby the player can be assured of the minimal point.
Also, since the post-operation gaming image is
displayed on the lower image display 5 when the
remaining tiles are automatically arranged, a procedure
of arranging tiles so as to acquire the minimal point
is clearly shown to the player. This is also
advantageous for exhibiting the role of attracting the
interest of the player and when the player learns
contents of game. Of course, the tiles may be arranged
so as not to provide a point, or so as to yield a
maximum point.
-
After operating the give-up key 113, the flow may
directly proceed from step 36 to step 39 without
performing step 37. Even in this case, if a line
connection is achieved in the arrangement tiles 100
arranged until the player operates the give-up key 113,
the point can be calculated by acquiring the complete
line, whereby the game performed so far will not be
wasted. This allows the inserted coins to be used
effectively, thus exhibiting the same operation and
effect in that the coins can be utilized effectively.
-
When the base game process is started at step 3
mentioned above, on the other hand, a slot game is
played. Here, step 10 shown in Fig. 11 is initially
performed, whereby a rotating process is executed.
Namely, the CPU 32 instructs the motor driving circuit
52 to actuate the motors M1, M2, M3. Then, the reels
3L, 3C, 3R rotate. Subsequently, at step 11, the CPU
performs a stop control process so as to respond to the
result of determination at step 6. Namely, when a
predetermined time has passed after starting actuating
the reels 3L, 3C, 3R, the CPU 32 outputs an instruction
to the motor driving circuit 52, so as to stop the
reels 3L, 3C, 3R such that the symbols determined by
step 6 appear at the pay line L1. In the stop control
process, the CPU 32 outputs an instruction to the motor
driving circuit 52, so as to stop the reels
automatically. Since the gaming machine 1 includes
three reels 3L, 3C, 3R, it performs three operations of
determining stop positions of the reels (determining
symbols to stop on the pay line). Namely, a stop
position is determined for each reel.
-
This stop control process sequentially stops the
reels 3L, 3C, 3L, as shown in Fig. 13 for example, such
that the symbol of "7" appears in each of the symbol
display windows 21L, 21C, 21R, whereby a symbol
combination of "7-7-7" appears. Then, the flow
proceeds to step 12, where a payout process is
performed. Thereafter, the base game process ends.
When the payout process is started, the CPU 32
instructs the hopper driving circuit 63 to pay out
coins by a number corresponding to the number of payout
(payout amount) determined by step 7, whereby the coins
are paid out from the hopper 64. When it is determined
from a signal from the payout completion signal circuit
65 that the coins are paid out, the CPU 32 terminates
the payout process.
-
The above-mentioned embodiment proceeds with
stepwise game by playing a slot game and a tile game as
the first game and second game, respectively. The
first game may also be any of games other than the slot
game, e.g., card games such as poker and blackjack
played by displaying card images, or a mahjong game.
-
When the stepwise game is constituted by
different kinds of game such as the first game and
second game, the first game may be the tile game while
the second game is the slot game, for example, so that
the first game is stepwise game, in addition to the
case where the second game is the stepwise game. Of
course, the first game and second game may be different
kinds of stepwise game whose contents differ from each
other.
-
Since the tile game itself is stepwise game in
which game proceeds while arrangement tiles are
successively arranged, the first game may be a tile
game without playing the second game (such that only
the tile game is played). The CPU 32 operates as the
gaming proceeding control means in this case as well,
and controls the proceeding with game as shown in Fig.
21, since a coin is required to be inserted for
starting game.
-
First, at step 50, a coin insertion or an
operation of a BET switch is waited for. Upon the
operation of the BET switch, the flow proceeds to step
20, and subsequent steps are processed up to step 23 as
mentioned above.
-
Though the above-mentioned embodiment relates to
the gaming machine 1 including the mechanical reels 3L,
3C, 3R by way of example, the present invention is also
applicable to pachislo machines including mechanical
reels 3L, 3C, 3R as a matter of course.
-
The gaming machine in accordance with the present
invention does not always need gaming with mechanical
reels, whereby the present invention is also applicable
to gaming machines (not depicted) including the upper
image display 4 and lower image display 5 without the
mechanical reels 3L, 3C, 3R. For example, the present
invention is also applicable to gaming machines (video
slot machines) which can play the above-mentioned slot
game by causing the lower image display 5 to display a
reel image indicating a reel having a plurality of
symbols as an image used in the gaming, card gaming
machines which can play card games by displaying card
images, and mahjong gaming machines which can play
mahjong games.
-
Though three reels are arranged in a horizontal
row in the gaming machine 1, the number of reels is not
restricted to 3. The number of reels may be 5 or 9,
for example.
-
The present invention is also applicable to
gaming machines mounted with display devices capable of
displaying images (e.g., display devices using organic
EL) other than the liquid crystal display devices 41,
101.
-
Though the gaming machine 1 is a coin insertion
type gaming machine which requires a coin to be
inserted for starting the gaming, the present invention
is also applicable to gaming machines necessitating the
use of credits such as coins or money information
stored in prepaid cards for starting the gaming.
-
As explained in detail in the foregoing, the
present invention can provide a gaming machine
requiring a gaming medium for starting game, which
effectively utilizes the gaming medium such as coin
used by the player even when the player abandons
proceeding with the gaming, thereby keeping the
playability from being lost.
-
It is apparent that various embodiments and
modifications of the present invention can be embodied,
based on the above description. Accordingly, it is
possible to carry out the present invention in the
other modes than the above-mentioned best mode, within
the following scope of claims and the scope of
equivalents.