JP2008043737A - Slot machine and playing method thereof - Google Patents

Slot machine and playing method thereof Download PDF

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Publication number
JP2008043737A
JP2008043737A JP2007164913A JP2007164913A JP2008043737A JP 2008043737 A JP2008043737 A JP 2008043737A JP 2007164913 A JP2007164913 A JP 2007164913A JP 2007164913 A JP2007164913 A JP 2007164913A JP 2008043737 A JP2008043737 A JP 2008043737A
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Japan
Prior art keywords
game
rearranged
symbols
symbol
display
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Pending
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JP2007164913A
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Japanese (ja)
Inventor
Kazuo Okada
和生 岡田
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Aruze Corp
アルゼ株式会社
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Priority to US83837806P priority Critical
Priority to US11/598,627 priority patent/US20080045304A1/en
Application filed by Aruze Corp, アルゼ株式会社 filed Critical Aruze Corp
Publication of JP2008043737A publication Critical patent/JP2008043737A/en
Application status is Pending legal-status Critical

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting

Abstract

<P>PROBLEM TO BE SOLVED: To provide a slot machine having a new entertainment characteristic and a playing method thereof. <P>SOLUTION: In the slot machine provided with a controller which executes a basic game for randomly rearranging a plurality of symbols, a prescribed payout is made when a winning combination associated with a payout is stopped on a payline. When the winning combination is not stopped, a sub game for rearranging symbols according to prescribed rules is executed. Then, for symbols rearranged by the sub game, control is performed so that a prescribed payout is made when a winning combination associated with a payout is stopped on a payline. <P>COPYRIGHT: (C)2008,JPO&INPIT

Description

  The present invention relates to a slot machine for playing a game using game media such as coins and bills, and a playing method thereof.

  A conventional slot machine is disclosed in US Pat. No. 6,960,133 B1 (Patent Document 1) or US Pat. No. US 6012983 (Patent Document 2). In these slot machines, when a player inserts a game medium such as a medal, a coin, or a bill into the slot machine slot and inputs a spin button, a plurality of symbols are scroll-displayed on a display unit provided in front of the housing. Thereafter, each symbol is automatically stopped. At this time, triggered by the input of the spin button, a random number is generated when scroll display of each symbol is started, thereby randomly determining a symbol to be stopped. If you decide to move to a bonus game such as a mystery bonus or a second game through the process of determining the symbols to be stopped, coins and credits associated with awards such as a mystery bonus will be paid out, or a bonus game from the basic game Then, the bonus game is executed.

The slot machine is configured to pay out a predetermined payout when a winning combination is generated as a game progresses.
US Patent US6960133B1 US Patent US6012983

  In the conventional slot machine, only the scrolled symbols are automatically stopped, and the appearance of a slot machine with new entertainment properties is desired.

  According to a first aspect of the present invention, there is provided a display having a plurality of display areas, displaying symbols arranged and rearranged in each unit game in each display area, and a plurality of symbols arranged on the display in random. In the first game to be rearranged and the second game to rearrange a plurality of symbols rearranged in the first game according to a predetermined rule, a winning combination with payout is included in the combination of the rearranged symbols And a controller that controls to perform a predetermined payout.

  According to the slot machine according to the first aspect of the present invention, the controller controls to set a payout when a winning combination is established in each of the first game and the second game.

  In the slot machine according to the first aspect, the game results of the first game and the second game are displayed at the same time, and the game results of the first game and the second game are displayed with a time difference. Including that. That is, in the slot machine of the first aspect, even if the winning combination with payout is not included in the first game, the same arrangement of the symbols rearranged on the display is arranged in the second game. When the controller determines that a winning combination is included, a payout is set in order to pay out accordingly. More specifically, if the conventional concept of an effective line is considered in order for the controller to determine the winning combination in the first game, there is no winning combination on the active line in the first game. However, if a winning combination is established on another active line in the second game, the controller controls to pay out.

  According to a second aspect of the present invention, there is provided a display having a plurality of display areas and displaying symbols arranged and rearranged in each unit game in each display area, and a plurality of symbols arranged on the display in random. In the first game to be rearranged, and in the second game to rearrange the plurality of symbols rearranged in the first game according to tag information associated with each symbol and a predetermined tag arrangement And a controller that controls to perform a predetermined payout when a combination of symbols rearranged includes a winning combination with payout.

  According to the slot machine according to the second aspect of the present invention, when a winning combination is established in each of the first game and the second game, the controller controls to set a payout. Further, the controller controls the symbols so that the symbols are rearranged based on the tag information and the tag arrangement.

  A third aspect of the present invention has a plurality of display areas, a display that displays symbols arranged and rearranged in each unit game in each display area, and a first display area of the display. A first game in which a plurality of symbols are randomly rearranged, and a plurality of symbols rearranged in the first game are arranged in accordance with tag information associated with each symbol and a predetermined tag arrangement. In the second game in which rearrangement is performed in two display areas and tag information associated with each symbol is displayed in the vicinity of each symbol, a winning combination with payout is included in the rearranged symbol combination And a controller that controls to perform a predetermined payout.

  According to the slot machine according to the third aspect of the present invention, when a winning combination is established in each of the first game and the second game, the controller controls to set a payout. Further, the controller controls the symbols so that the symbols are rearranged based on the tag information and the tag arrangement. In addition, the controller controls how the player can compare the symbols rearranged by the second game with the symbol arrangement of the first game. Further, the controller controls so that the player can confirm that the rearrangement of symbols by the second game has been performed fairly based on the tag information.

  According to a fourth aspect of the present invention, in the first game in which a plurality of symbols arranged on the display are randomly rearranged, a step of determining a plurality of symbols to be rearranged by a controller; In the second game in which a plurality of arranged symbols are rearranged according to a predetermined rule, a step of determining a plurality of symbols to be rearranged by a controller and a winning combination with payout in the rearranged symbol combination is included. A slot machine playing method comprising: a predetermined payout based on control of the controller.

  In the playing method executed in the slot machine according to the fourth aspect of the present invention, when a winning combination is established in each of the first game and the second game, the payout is controlled.

  According to a fifth aspect of the present invention, in the first game in which a plurality of symbols arranged on a display are randomly rearranged, a step of determining a plurality of symbols to be rearranged by a controller, and a rearrangement in the first game. Determining a plurality of symbols to be rearranged by a controller in a second game in which the plurality of arranged symbols are rearranged according to tag information associated with each symbol and a predetermined tag arrangement; When the rearranged symbol combination includes a winning combination with payout, a predetermined payout is provided based on the control of the controller.

  In the playing method executed in the slot machine according to the fifth aspect of the present invention, when a winning combination is established in each of the first game and the second game, control is performed so as to set a payout. Further, the symbols are controlled to be rearranged based on the tag information and the tag arrangement.

  According to a sixth aspect of the present invention, in the first game in which a plurality of symbols arranged in the first display area of the display are randomly rearranged, a plurality of symbols to be rearranged is determined by a controller; A plurality of symbols rearranged in the first game are rearranged in the second display area of the display according to tag information associated with each symbol and a predetermined tag arrangement, and at this time, for each symbol In the second game in which the associated tag information is displayed in the vicinity of each symbol, a step of determining a plurality of symbols to be rearranged by the controller and a winning combination with payout in the rearranged symbol combination is included. A predetermined payout based on the control of the controller. It is a playing method of a slot machine, characterized in that to obtain.

  In the playing method executed in the slot machine according to the sixth aspect of the present invention, when a winning combination is established in each of the first game and the second game, the payout is controlled. Further, the symbols are controlled to be rearranged based on the tag information and the tag arrangement. In addition, the player is controlled so that how the symbols are rearranged by the second game can be compared with the symbol arrangement of the first game. Further, the control is performed so that the player can confirm that the rearrangement of symbols by the second game has been performed fairly based on the tag information.

  According to the present invention, it is possible to provide a slot machine with new entertainment properties and a playing method of the slot machine.

[Embodiment 1]
FIG. 1 is a flowchart schematically showing a playing method of a slot machine according to an embodiment of the present invention. Hereinafter, with reference to the flowchart shown in FIG. 1 and the perspective view shown in FIG. 2, schematic operations of the slot machine and the playing method according to the embodiment of the present invention will be described.

  In the slot machine according to the embodiment of the present invention, when power is turned on and the slot machine is activated, authentication processing is first performed (step S100). In this authentication process, an initial confirmation process is performed at a stage before starting the unit game, such as whether the program for operating the system operates normally or whether the program has been tampered with.

  Next, a basic game is executed (step S200). In this basic game, when the spin button 23 is pressed in a state where a desired number of credits is bet, for example, when a coin is inserted into the coin receiving slot 21, the inside of the display window 15 provided on the front surface of the cabinet 11 is displayed. A unit in which symbol scrolling is started in each first display region 28 (28a to 28e) of the provided liquid crystal display 17a, and then scrolling is stopped and symbols are stopped (rearranged) in each first display region 28. The game is executed. That is, in the basic game, unit games for five columns are executed.

  In each unit game, a process of determining a symbol to be stopped in each first display area 28 (28a to 28e) is performed, and payout is performed on a payline L1 set as a horizontal line in the middle of each first display area 28. It is determined whether or not the winning combination has stopped, that is, whether or not the winning combination has been established. Here, when the winning combination is established, a transition to another game or payout is performed based on the first payout table (step S400). For example, when the symbol “APPLE” is stopped on the payline L1, the process proceeds to the bonus game based on the first payout table. When the symbol “CHERRY” is stopped on the payline L1, 20 coins are paid out based on the first payout table.

  If a predetermined condition is satisfied, such as a case where a winning combination is not satisfied in step S200, a subgame is executed in which symbols are rearranged according to a predetermined rule (steps S300 and S600). When the sub game is started, symbols are rearranged in the first display area 28 (28a to 28e) in accordance with tag information associated with each symbol and a predetermined tag arrangement. The symbols rearranged in this sub game are displayed in the second display area 48 (48a to 48e) of the liquid crystal display 17b provided inside the display window 14 provided on the front surface of the cabinet 11. Then, whether or not the winning combination with payout is stopped on the payline L2 defined as the middle horizontal line of each second display area 48 (48a to 48e), that is, whether or not the winning combination is established. Determination is made (step S600). Here, when the winning combination is established, payout is performed based on the second payout table (step S700). For example, when the “PLUM” symbol is stopped on the payline L2, 5 coins are paid out based on the second payout table. Although the symbols are not scrolled in the sub game, the rearranged symbols are expressed as “stop” for convenience in the present embodiment.

  As described above, when a winning combination is not established in step S200, a sub game is executed in which symbols are rearranged according to a predetermined rule. When a winning combination is established in this sub game, a payout is made. According to this, even if the player does not get a payout in the first basic game, the player is given a chance to get a payout in the next subgame, so that the player can continue to be willing to play.

  In the above example, the example in which symbols are stopped and displayed in the first display area 28 (28a to 28e) has been described. However, the present invention is not limited to the first display area 28 having five columns and three rows. Absent. Similarly, an example in which symbols are rearranged and displayed in the second display area 48 (48a to 48e) has been described. However, the present invention is not limited to the second display area 48 having five columns and three rows. .

  In the above example, the example in which the symbols are displayed in the first display regions 28 using the liquid crystal display 17a has been described. However, the mechanical rotary reel has a cylindrical shape and a plurality of symbols are displayed on the side surface. It is also possible to use a structure in which the symbol is stopped inside the display window 15 by rotating the rotating reel and then stopping it. Similarly, an example in which symbols are displayed on each second display region 48 using the liquid crystal display 17b has been described. However, a mechanical rotary reel having a cylindrical shape and a plurality of symbols displayed on the side surface is used. It is also possible to employ a configuration in which the symbols are rearranged inside each display window 14 after the rotating reel is rotated.

  Further, in the above example, the example in which the sub game is executed when the winning combination is not established in the basic game has been described. However, the sub game may be executed only when the winning combination is established in the basic game. Also, the sub game may be executed regardless of whether or not the winning combination is established in the basic game, and after the symbols are rearranged in the basic game, it is determined whether or not to shift to the sub game at random. You may do it.

  Next, the configuration of the slot machine 10 according to an embodiment of the present invention will be described with reference to a perspective view shown in FIG. 2 and an explanatory diagram of a second display area shown in FIG. The slot machine 10 is installed in a game facility.

  In the slot machine 10, coins, bills, or electronic valuable information corresponding to these are used as game media for executing a unit game. However, in the present invention, the game medium is not particularly limited, and examples thereof include medals, tokens, electronic money, and tickets. The ticket is not particularly limited, and examples thereof include a ticket with a barcode as described later.

  As shown in FIG. 2, the slot machine 10 includes a cabinet 11, a top box 12 installed on the upper side of the cabinet 11, and a main door 13 provided on the front surface of the cabinet 11.

  Inside the cabinet 11, as a display, a liquid crystal display 17 a that scrolls 5 columns, 3 rows of symbols inside the display window 15, and a liquid crystal display that scrolls 5 columns, 3 rows of symbols inside the display window 14. A container 17b is provided. The liquid crystal display 17a includes first display areas 28 (28a to 28e) for displaying symbols in five columns and three rows. The liquid crystal display 17b includes a second display region 48 (48a to 48e) for displaying symbols in five columns and three rows.

  When the basic game is executed, the symbols are scrolled in the first display areas 28 (28a to 28e) in five columns and three rows. As a result, the player can visually recognize the scrolled symbols through the display window 15.

  A second display area 48 (48a to 48e) for displaying symbols rearranged in a sub game described later is provided on the upper right side of the first display area 28. FIG. 3 is an explanatory diagram showing the second display area 48. When the sub game is executed, symbols are rearranged in the second display areas 48 (48a to 48e) in five columns and three rows. As a result, the player can visually recognize the rearranged symbols through the display window 14 as shown in FIG. In the second display area 48 (48a to 48e), symbols having the same design as the symbols displayed in the first display area 28 (28a to 28e) are displayed.

  The display is not limited to the example of this embodiment. For example, the symbols may be displayed through the display windows 14 and 15 by rotating and then stopping a mechanical reel displaying symbols on the side surfaces. The first display area 28 and the second display area 48 are not limited to 5 columns and 3 rows.

  A lower image display panel 16 is provided in front of the liquid crystal display 17 in the main door 13. The lower image display panel 16 includes a transparent liquid crystal panel, and various information related to the game, effect images, and the like are displayed during the game.

  The lower image display panel 16 is provided with a credit amount display unit 31 and a payout number display unit 32. The credit amount display unit 31 displays the number of credited coins as an image. In the payout number display section 32, the number of coins paid out when a combination of symbols stopped on paylines L1 and L2, which will be described later, is a winning combination is displayed as an image.

  The lower image display panel 16 includes a display window 15 in which symbols displayed in the first display areas 28 (28a to 28e) of the liquid crystal display 17a provided inside the cabinet 11 are visible, and the inside of the cabinet 11 And a display window 14 through which the symbols displayed in the second display area 48 (48a to 48e) of the liquid crystal display 17b provided in the screen can be visually recognized.

  In addition, one payline L1 that horizontally crosses each first display area 28 (28a to 28e) is set in the middle horizontal line of each first display area 28 (28a to 28e). Similarly, one payline L2 (see FIG. 3) that horizontally crosses each second display area 48 (48a to 48e) is set in the middle horizontal line of each second display area 48 (48a to 48e). Yes. These paylines L1 and L2 indicate an effective range for determining whether or not the symbol combination is a winning combination with payout. That is, when the combination of symbols stopped on the paylines L1 and L2 is a winning combination, coins corresponding to the winning combination and the number of coins inserted (BET number) are paid out.

  In the present embodiment, an example is shown in which one payline L1, L2 is set for each horizontal line in each display area, but the present invention is not limited to this example. For example, three lines that horizontally cross the upper, middle, and lower stages of the display area, or two of these lines may be used as paylines. Moreover, you may set the payline which passes diagonally (V shape, reverse V shape, etc.). Paylines L1 and L2 may be set at the same position, or may be set at different positions.

  Furthermore, the number of paylines corresponding to the number of coins inserted may be set. In this case, for example, if the combination of symbols stopped on the set payline is a winning combination, the number of coins corresponding to the combination may be paid out.

  Further, a touch panel 69 (not shown in FIG. 2, see FIG. 6) is provided on the front surface of the lower image display panel 16, and the player can input various instructions by operating the touch panel 69.

  Below the lower image display panel 16, a control panel 20 including a plurality of buttons 23 to 27 for inputting instructions relating to game progress by the player, a coin receiving slot 21 for receiving coins into the cabinet 11, and bill recognition A container 22 is provided.

  The control panel 20 is provided with a spin button 23, a change button 24, a cashout button 25, a 1-BET button 26, and a maximum BET button 27.

  The spin button 23 is a button for inputting an instruction to start scrolling the symbols displayed in the first display area 28. The change button 24 is a button used when requesting exchange of money from a game facility staff. The cashout button 25 is a button for inputting an instruction to pay out credited coins to the coin tray 18.

  The 1-BET button 26 is a button for inputting an instruction to bet one coin among the credited coins on the game. The maximum BET button 27 is a button for inputting an instruction to bet a maximum number of coins (for example, 50) that can be bet on one game among credited coins.

  The banknote discriminator 22 recognizes whether or not the banknote is a regular one and accepts the regular banknote into the cabinet 11. Note that the bill validator 22 may be configured to be able to read a barcode-added ticket 39 to be described later. Below the front surface of the main door 13, that is, below the control panel 20, a berry glass 34 on which a character of the slot machine 10 is drawn is provided.

  On the other hand, an upper image display panel 33 is provided on the front surface of the top box 12. The upper image display panel 33 includes a liquid crystal panel. On this liquid crystal panel, for example, an effect image, an introduction of game content, and an image representing a game rule are displayed.

  The top box 12 is provided with a speaker 29 for outputting sound. Below the upper image display panel 33, a ticket printer 35, a card reader 36, a data display 37, and a keypad 38 are provided. The ticket printer 35 prints on a ticket a bar code in which data such as the number of credits, date and time, and an identification number of the slot machine 10 is encoded, and outputs it as a ticket 39 with bar code. The player can play a game with another slot machine using the bar code-added ticket 39, or exchange the bar code-added ticket 39 with bills or the like using a cashier or the like of a game facility.

  The card reader 36 reads data from a smart card and writes data to the smart card. The smart card is a card possessed by the player, and stores, for example, data for identifying the player and data relating to a history of games played by the player.

  The data display 37 is composed of a fluorescent display or the like. The data display 37 displays, for example, data read by the card reader 36 and data input by the player using the keypad 38. The keypad 38 is an input device for inputting instructions and data related to ticket issuance and the like.

  FIG. 4 is an explanatory diagram showing a column of symbols scrolled in the first display area 28 (28a to 28e) of the liquid crystal display 17a and a code number of each symbol. As shown in FIG. 4, in the first display areas 28a to 28e, a row of a total of 22 symbols each having code numbers “00” to “21” is scrolled. The arrangement of the symbols is different in each first display area 28 (28a to 28e).

  Symbols displayed in the first display areas 28 (28a to 28e) include “JACKPOT 7,” “BLUE 7,” “BELL,” “CHERRY,” “STRAWBERRY,” “PLUM,” “ORANGE,” “ There are 10 types: “APPLE”, “LOBSTER”, and “CRAB”. Then, a winning combination with payout is determined by the combination of the above symbols. A first payout table and a second payout table, which will be described later, are set as tables for determining the payout amount when this winning combination is established.

  FIG. 5 is an explanatory diagram showing an array of tag information associated with each symbol displayed in each first display area 28 (28a to 28e) of FIG. For example, in the case of the symbol “PLUM” of the first display area 28a and code number 01, the associated tag information is “A-2”. This tag information is randomly attached to each symbol of each first display area 28 (28a to 28e). Further, in the present embodiment, each tag information shown in FIG. 5 is displayed in the vicinity of each symbol displayed in each first display area 28 (28a to 28e) and each second display area 48 (48a to 48e). ) Is also displayed in the vicinity of each symbol displayed. However, the tag information may not be displayed near the symbol.

  FIG. 6 is a tag arrangement table showing the arrangement of tag information (tag arrangement). As shown in FIG. 6, each block (rectangular frame displaying one symbol) in the second display area 48 (48a to 48e) includes A-1, A-2,... E-2, E-3. Tag information is set. As will be described later, when the basic game is executed and the symbols are rearranged in the first display area 28 (28a to 28e), it is determined whether or not to shift to the sub game. At this time, when the transition to the sub game is determined, the code number and the tag information are referred to for each symbol of each block displayed in each first display area 28 (28a to 28e), and the tag arrangement shown in FIG. Relocation is performed according to the table. Since the tag information is randomly assigned to each symbol of each first display area 28 (28a to 28e), the rearranged positions are different even for the same symbol.

  FIG. 7A shows the first payout table, and shows combinations of symbols arranged on the payline L1. This first payout table is selected when a normal basic game is being executed.

  As shown in FIG. 7A, when the symbol “APPLE” is stopped on the payline L1 in the five first display areas 28 (28a to 28e), a bonus trigger is triggered and the gaming state is changed from the basic game. Transition to bonus game.

  As described above, the bonus game that is performed with the combination of the symbols “APPLE” stopped on the payline L1 is a gaming state that is more advantageous than the basic game. In this embodiment, the bonus game is a free game (a game that can be played a predetermined number of times without betting coins). However, the content of the bonus game advantageous to the player is not particularly limited as long as it is more advantageous than the basic game. For example, a state where more game media can be acquired than the basic game, a state where game media can be acquired with a higher probability than the basic game, a state where the number of game media consumed is lower than the basic game, and the like. Specifically, examples of the bonus game include a free game and a second game.

  Further, when the combination of the predetermined symbol “LOBSTER” is stopped on the payline L1, 25 coins are paid out. When the “CHERRY” symbol is stopped on the payline L, 20 coins are paid out. When the “PLUM” symbol is stopped on the payline L, 15 coins are paid out.

  On the other hand, FIG. 7B is a diagram showing the second payout table, and shows combinations of symbols arranged on the payline L2. This second payout table is selected when the sub game is being executed. As shown in FIG. 7B, when the combination of the symbols “APPLE” is stopped on the payline L2, 20 coins are paid out. When the combination of the symbols “LOBSTER” is stopped on the payline L2, 15 coins are paid out. When the combination of “CHERRY” symbols on the payline L2 is stopped, 10 coins are paid out. When the combination of the symbols “PLUM” is stopped on the payline L2, five coins are paid out.

  As will be described later, in the basic game, the first payout table is selected to determine the payout amount. Then, when the sub-game is executed and a combination of specific symbols such as a combination of “CRAB” is stopped on the payline L2, for example, the second payout table is selected.

  The symbols displayed (arranged) in the first display areas 28 (28a to 28e) start scrolling when the 1-BET button 26 or the maximum BET button 27 is pressed and then the spin button 23 is pressed. When scrolling of each symbol is started, scrolling of each symbol is stopped (rearranged) after a predetermined time has elapsed. At this time, one of the symbols in the first display area 28 (28a to 28e) shown in FIG. 4 stops in the first display area 28 (28a to 28e) inside the display window 15. To do.

  Furthermore, various winning combinations (see FIG. 7A) are predetermined for each symbol. When a symbol that becomes a winning combination stops on the payline L1, the number of coins paid out according to the winning combination is added to the credits owned by the player. When the bonus game trigger is established, that is, when the combination of five “APPLE” symbols is stopped on the payline L1 in this embodiment, the gaming state shifts from the basic game state to the bonus game gaming state. .

  FIG. 8 is a block diagram showing a control circuit of the slot machine 10 shown in FIG. As shown in FIG. 8, the control circuit includes a controller 70, a main body PCB (Printed Circuit Board) 60, a sub CPU 61, a door PCB 80, and various switches and sensors. The controller 70 includes a mother board 40 and a gaming board 50.

  The gaming board 50 includes a CPU (Central Processing Unit) 51, a ROM 55 and a boot ROM 52, a card slot 53S corresponding to a memory card 53, and an IC socket corresponding to a GAL (Generic Array Logic) 54 connected to each other via an internal bus. 54S.

  The memory card 53 stores a game program and a game system program. The game program includes a stop symbol determination program. The stop symbol determination program is a program for determining a symbol (a code number corresponding to a symbol) that stops on the payline L1 of each first display area 28 (28a to 28e). The stop symbol determination program includes symbol weighting data corresponding to a plurality of types of payout rates (for example, 80%, 84%, and 88%). The symbol weighting data includes, for each of the five columns of the first display areas 28 (28a to 28e), the code number of each symbol (see FIG. 4) and one or a plurality of symbols belonging to a predetermined numerical range (0 to 256). It is data indicating a correspondence relationship with a random value.

  The payout rate is determined based on the payout rate setting data output from the GAL 54, and the stop symbol is determined based on the symbol weighting data corresponding to the payout rate.

  The card slot 53S is configured such that the memory card 53 can be inserted and removed, and is connected to the mother board 40 by an IDE bus. Therefore, by removing the memory card 53 from the card slot 53S, writing another game program and game system program into the memory card 53, and inserting the memory card 53 into the card slot 53S, the types of games performed in the slot machine 10 And can change the contents.

  The game program includes a program related to game progress and a program for shifting to a bonus game. The game program includes image data and sound data output during the game.

  The GAL 54 includes a plurality of input ports and output ports. When data is input to the input port, the data corresponding to the data is output from the output port. The data output from this output port is the aforementioned payout rate setting data.

  The IC socket 54S is configured so that the GAL 54 can be attached and detached, and is connected to the mother board 40 by a PCI bus. Therefore, the payout rate setting data output from the GAL 54 can be changed by removing the GAL 54 from the IC socket 54S, rewriting the program stored in the GAL 54, and attaching the GAL 54 to the IC socket 54S.

  The CPU 51, the ROM 55, and the boot ROM 52 connected to each other by an internal bus are connected to the motherboard 40 by a PCI bus. The PCI bus transmits signals between the motherboard 40 and the gaming board 50 and supplies power from the motherboard 40 to the gaming board 50. The ROM 55 stores country identification information and an authentication program. The boot ROM 52 stores a preliminary authentication program and a program (boot code) for the CPU 51 to start the preliminary authentication program.

  The authentication program is a program (tamper check program) for authenticating the game program and the game system program. The authentication program is a program for confirming and verifying that the game program and the game system program have not been tampered with. That is, the authentication program is described in accordance with the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the above-described authentication program. The preliminary authentication program is described in accordance with a proof that the authentication program to be authenticated is not falsified, that is, a procedure for authenticating the authentication program.

  The motherboard 40 includes a main CPU 41, a ROM (Read Only Memory) 42, a RAM (Random Access Memory) 43, and a communication interface 44.

  The main CPU 41 has a function of controlling the entire slot machine 10. In particular, when the credit is bet and the spin button 23 is pressed, the main CPU 41 outputs a command signal for scrolling symbols in the first display areas 28 (28a to 28e) of the liquid crystal display 17a to the sub CPU 61. Control, control for determining a symbol to be stopped at the middle position (on the payline L1) after the symbols of the first display areas 28 (28a to 28e) are scrolled, and the determined symbol is stopped on the payline L1. In this way, control is performed to display symbols.

  That is, the 41 controller 70 including the main CPU scrolls a plurality of symbols displayed in the first display area 28 (28a to 28e) of the liquid crystal display 17a by executing the basic game, and then creates a new symbol matrix (5 In order to re-arrange as a column × 3 rows), the symbols to be arranged in the symbol matrix are randomly selected from a plurality of types of symbols and determined, and the arrangement is stopped at the determined symbols from the scroll state. A function for executing control is provided.

  Further, the controller 70 executes the first payout table when a combination of predetermined symbols is rearranged on the payline L1 set for the symbol matrix by executing the basic game, that is, when a winning combination is established. And a payout table selection controller that determines the payout amount based on the first payout table. The payout table selection controller further executes the second payout when a combination of predetermined symbols is rearranged on the payline L2 set for the symbol matrix by the execution of the sub game, that is, when a winning combination is established. A function of selecting a table and determining a payout amount based on the second payout table is provided.

  Further, the controller 70 has a function of rearranging a plurality of symbols rearranged as a symbol matrix by executing a basic game according to a predetermined rule.

  In addition, the controller 70 has a function of rearranging a plurality of symbols rearranged by executing the basic game according to tag information associated with each symbol and a predetermined tag arrangement.

  In addition, the controller 70 displays the plurality of symbols rearranged by the execution of the basic game according to the tag information associated with each symbol and the predetermined tag arrangement in the second display area 48 ( 48a to 48e), and has a function of displaying tag information associated with each symbol in the vicinity of each symbol.

  The ROM 42 stores a program such as a basic input / output system (BIOS) executed by the main CPU 41, and data used permanently. When the BIOS is executed by the main CPU 41, initialization processing of each peripheral device is performed, and reading processing of the game program and game system program stored in the memory card 53 via the gaming board 50 is started. The ROM 42 stores a tag arrangement table shown in FIG. 6, a first payout table shown in FIG. 7A, and a second payout table shown in FIG. 7B.

  The RAM 43 stores data and programs used when the main CPU 41 performs processing.

  The communication interface 44 is for performing communication with a host computer or the like provided in the gaming facility via a communication line.

  Further, a main body PCB (Printed Circuit Board) 60 and a door PCB 80, which will be described later, are connected to the mother board 40 by USB (Universal Serial Bus). Further, a power supply unit 45 is connected to the mother board 40. When power is supplied from the power supply unit 45 to the mother board 40, the main CPU 41 of the mother board 40 is activated, and power is supplied to the gaming board 50 via the PCI bus to activate the CPU 51.

  The main body PCB 60 and the door PCB 80 are connected to devices and devices that generate input signals input to the main CPU 41 and devices and devices whose operations are controlled by control signals output from the main CPU 41. The main CPU 41 executes the game program and game system program stored in the RAM 43 based on the input signal input to the main CPU 41. Then, arithmetic processing is performed in accordance with these programs and the result is stored in the RAM 43, or processing for transmitting a control signal to each device or apparatus is performed as control processing for each device or apparatus.

  The main body PCB 60 includes a lamp 30, a sub CPU 61, a hopper 66, a coin detection unit 67, a graphic board 68, a speaker 29, a touch panel 69, a bill discriminator 22, a ticket printer 35, and a card reader 36. The key switch 38S and the data display 37 are connected.

  The lamp 30 is controlled to be turned on / off based on a control signal output from the main CPU 41.

  The sub CPU 61 performs control of scrolling and randomly rearranging symbols in the five columns of the first display areas 28 (28a to 28e) set in the liquid crystal display 17a, and 5 set in the liquid crystal display 17b. In the second display area 48 (48a to 48e) of the column, control is performed to rearrange symbols according to a predetermined rule. The sub CPU 61 is connected to a VDP (Video Display Processor) 46.

  The VDP 46 reads the symbol image data stored in the image data ROM 47, generates a scroll image to be displayed on the liquid crystal display 17a, and outputs the scroll image to the liquid crystal display 17a. The VDP 46 reads the symbol image data stored in the image data ROM 47, generates a rearranged image to be displayed on the liquid crystal display 17b, and outputs the rearranged image to the liquid crystal display 17b. In the image data ROM 47, data (see FIG. 4) indicating a column of symbols scrolled in each first display area 28 (28a to 28e) is stored.

  The hopper 66 is installed in the cabinet 11 and pays out a predetermined number of coins from the coin payout opening 19 to the coin tray 18 based on a control signal output from the main CPU 41. The coin detection unit 67 is provided inside the coin payout exit 19 and outputs an input signal to the main CPU 41 when it is detected that a predetermined number of coins have been paid out from the coin payout exit 19.

  The graphic board 68 controls the image display of the upper image display panel 33 and the image display of the lower image display panel 16 based on the control signal output from the main CPU 41 (first display area 28, second display area 48). Excluding symbols to be displayed on). The credit amount display unit 31 of the lower image display panel 16 displays the credit amount stored in the RAM 43. Further, the payout number display section 32 of the lower image display panel 16 displays the number of coins paid out. The graphic board 68 includes a VDP that generates image data based on a control signal output from the main CPU 41, a video RAM that temporarily stores image data generated by the VDP, and the like.

  The bill validator 22 reads an image of a bill and accepts a regular bill into the cabinet 11. Moreover, when the bill validator 22 accepts a regular bill, it outputs an input signal to the main CPU 41 based on the amount of the bill. The main CPU 41 stores the number of credits corresponding to the amount of bills transmitted by the input signal in the RAM 43.

  Based on the control signal output from the main CPU 41, the ticket printer 35 prints on the ticket a barcode in which data such as the number of credits, date and time, and identification number of the slot machine 10 stored in the RAM 43 is encoded. Output as a ticket 39 with code.

  The card reader 36 reads data from the smart card and transmits it to the main CPU 41, or writes data to the smart card based on a control signal from the main CPU 41. The key switch 38S is provided on the keypad 38 and outputs an input signal to the main CPU 41 when the keypad 38 is operated by the player.

  The data display 37 displays data read by the card reader 36 or data input via the keypad 38 by the player based on a control signal output from the main CPU 41.

  A control panel 20, a reverter 21S, a coin counter 21C, and a cold cathode tube 81 are connected to the door PCB 80. The control panel 20 includes a spin switch 23S corresponding to the spin button 23, a change switch 24S corresponding to the change button 24, a cashout switch 25S corresponding to the cashout button 25, and a 1-BET switch corresponding to the 1-BET button 26. 26S and a maximum BET switch 27S corresponding to the maximum BET button 27 is provided. Each of the switches 23S to 27S outputs an input signal to the main CPU 41 when the corresponding button 23 to 27 is operated by the player.

  The coin counter 21C is provided inside the coin receiving slot 21 and identifies whether or not the coin inserted into the coin receiving slot 21 by the player is genuine. Items other than regular coins are discharged from the coin payout exit 19. The coin counter 21 </ b> C outputs an input signal to the main CPU 41 when a regular coin is detected.

  The reverter 21S operates based on a control signal output from the main CPU 41, and a coin (not shown) installed in the slot machine 10 is a coin recognized as a regular coin by the coin counter 21C. Or, it is distributed to the hopper 66. That is, when the hopper 66 is filled with coins, regular coins are distributed to the cash box by the reverter 21S. On the other hand, when the hopper 66 is not filled with coins, regular coins are distributed to the hopper 66.

  The cold cathode tube 81 functions as a backlight installed on the back side of the lower image display panel 16 and the upper image display panel 33, and lights up based on a control signal output from the main CPU 41.

  Next, specific processing performed in the slot machine 10 will be described. FIG. 9 is a flowchart showing the procedure of the authentication reading process of the game program and game system program (the process of step S100 shown in FIG. 1) by the mother board 40 and the gaming board 50 shown in FIG. It is assumed that the memory card 53 is attached to the card slot 53S of the gaming board 50, and the GAL 54 is attached to the IC socket 54S.

  First, when the power switch is turned on in the power supply unit 45, the mother board 40 and the gaming board 50 are activated (steps S1-1 and S2-1). When the mother board 40 and the gaming board 50 are activated, separate processes are performed in parallel. That is, in the gaming board 50, the CPU 51 reads the preliminary authentication program stored in the boot ROM 52, and the authentication program is falsified in advance before being loaded into the motherboard 40 according to the read preliminary authentication program. Preliminary authentication is performed to confirm and prove that there is no data (step S2-2).

  On the other hand, in the mother board 40, the main CPU 41 executes the BIOS stored in the ROM 42 and expands the compressed data incorporated in the BIOS into the RAM 43 (step S1-2). Then, the main CPU 41 executes the BIOS expanded in the RAM 43, and diagnoses and initializes various peripheral devices (step S1-3).

  Then, since the ROM 55 of the gaming board 50 is connected to the main CPU 41 via the PCI bus, the main CPU 41 reads the authentication program stored in the ROM 55. Further, the main CPU 41 performs processing for storing the read authentication program in the RAM 43 (step S1-4).

  Next, the main CPU 41 accesses the memory card 53 attached to the card slot 53S via the IDE bus. Then, the main CPU 41 reads out the game program and game system program stored in the memory card 53.

  Next, the main CPU 41 performs authentication to confirm and prove that the read game program and game system program have not been tampered with in accordance with the authentication program stored in the RAM 43 (step S1-5).

  When this authentication process ends normally, the main CPU 41 stores the authenticated game program and game system program in the RAM 43 (step S1-6). Next, the main CPU 41 accesses the GAL 54 attached to the IC socket 54S via the PCI bus, reads the payout rate setting data from the GAL 54, and stores it in the RAM 43 (step S1-7). Next, the main CPU 41 reads the country identification information stored in the ROM 55 of the gaming board 50 via the PCI bus, and stores the read country identification information in the RAM 43 (step S1-8).

  After performing the above-described processing, the main CPU 41 sequentially reads and executes the game program and the game system program to advance the basic game shown below.

  After the authentication reading process shown in FIG. 9 is performed, the main CPU 41 performs a basic game execution process. FIG. 10 is a flowchart showing a specific processing procedure of the basic game execution processing shown in step S200 of FIG.

  In the basic game execution process, first, the main CPU 41 determines whether or not a coin has been bet (step S11). In this processing, the main CPU 41 outputs an input signal output from the 1-BET switch 26S when the 1-BET button 26 is pressed, or is output from the maximum BET switch 27S when the maximum BET button 27 is pressed. It is determined whether an input signal has been received. If it is determined that no coin is bet, the process returns to step S11.

  On the other hand, if it is determined in step S11 that a coin has been betted, the main CPU 41 performs a process of subtracting the number of credits stored in the RAM 43 according to the number of coins bet (step S12). If the number of coins bet is larger than the number of credits stored in the RAM 43, the process returns to step S11 without performing the process of subtracting the number of credits stored in the RAM 43. Further, when the number of coins bet exceeds the upper limit value (50 in this embodiment) that can be bet on one game, a process of subtracting the number of credits stored in the RAM 43 is performed. Without proceeding to step S13. In this state, the symbols can be scroll-displayed in the first display area 28 (28a to 28e).

  Next, the main CPU 41 determines whether or not the spin button 23 is turned on (step S13). In this process, the main CPU 41 determines whether or not an input signal output from the spin switch 23S is received when the spin button 23 is turned on.

  If it is determined that the spin button 23 is not turned on, the process returns to step S11. When the spin button 23 is not turned on (for example, when an instruction to end the game is input without the spin button 23 being turned on), the main CPU 41 cancels the subtraction result in step S12. .

  In the present embodiment, after a coin is bet (step S11), before the determination of whether or not the spin button 23 is turned on (step S13), a process of subtracting the number of credits (step S12) is performed. explain. However, the present invention is not limited to this example. For example, after a coin is bet (step S11), it is determined whether or not the spin button 23 is turned on (step S13). If it is determined that the spin button 23 is turned on (YES in step S13), the number of credits It is good also as performing the process (step S12) which subtracts.

  If it is determined in step S13 of FIG. 10 that the spin button 23 has been turned on, the main CPU 41 performs a stop symbol determination process (step S14). In this stop symbol determination process, the main CPU 41 executes a stop symbol determination program stored in the RAM 43 so that the symbols are displayed through the display window 15 when the symbols are stopped in the first display areas 28 (28a to 28e). Determine the symbol to be played. Thereby, a combination of symbols to be stopped on the payline L1 is determined.

  Next, the main CPU 41 performs a symbol scroll display process (step S15). In this process, after the scrolling of the symbols is started in each of the first display areas 28 (28a to 28e), each of the first display areas 28 (28a to 28a) is stopped so that the symbol determined in step S14 stops on the payline L1. 28e) is a process for stopping the symbol.

  Next, the main CPU 41 determines whether or not a bonus trigger is established, that is, whether or not the combination of symbols stopped on the payline L1 is a combination of “APPLE” (step S16). Here, when it is determined that the bonus trigger is established, a bonus game process described later is executed (step S17).

  If it is determined that the bonus trigger has not been established, it is determined whether or not a winning combination is established, for example, whether or not the combination of “APPLE” is stopped on the payline L1 (step S18). . If it is determined that a winning combination is established, a payout process corresponding to the winning combination is performed based on the first payout table (step S19). On the other hand, when it is determined that the winning combination is not established, that is, when neither the bonus trigger nor the winning combination is established, a sub game process described later is executed (step S20).

  When storing the coins to be paid out, the main CPU 41 adds a predetermined number of credits to the number of credits stored in the RAM 43. When paying out coins, the main CPU 41 sends a control signal to the hopper 66 to pay out a predetermined number of coins. At this time, the coin detection unit 67 counts the number of coins paid out from the hopper 66, and transmits a payout completion signal to the main CPU 41 when the counted value reaches a designated number. As a result, the main CPU 41 stops driving the hopper 66 and ends the coin payout process.

  Next, the procedure of the stop symbol determination process shown in step S14 of FIG. 10 will be described with reference to the flowchart shown in FIG.

  FIG. 11 is a flowchart showing the procedure of the stop symbol determination process shown in step S14 of FIG. This processing is performed by the main CPU 41 executing the stop symbol determination program stored in the RAM 43.

  First, the main CPU 41 executes a random number generation program included in the stop symbol determination program, thereby corresponding to each of the first display areas 28 (28a to 28e) in each column from the numerical range of 0 to 255. A random value to be selected is selected (step S51).

  Next, the main CPU 41 refers to the symbol weighting data according to the payout rate setting data output from the GAL 54 and stored in the RAM 43, and based on the selected five random number values, each first display area 28 The code number (see FIG. 4) of (28a to 28e) is determined (step S52).

  The code number of each first display area 28 (28a to 28e) corresponds to the code number of the symbol to be stopped and displayed on the payline L1. Since the symbols are scrolled in an arrangement as shown in FIG. 4, when the code numbers of symbols to be stopped and displayed on the payline L1 are determined, the code numbers of symbols to be stopped and displayed on the upper and lower horizontal lines of the payline L1 are also determined. become. The main CPU 41 determines the winning combination by determining the code number of each first display area 28 (28a to 28e). For example, when the code numbers of the first display areas 28 (28a to 28e) are respectively determined as “00”, “00”, “00”, “00”, “00”, the main CPU 41 sets the winning combination “ JACKPOT 7 ”is decided.

  FIG. 12 is a flowchart showing the procedure of the symbol scroll display process shown in step S15 of FIG. This process is a process performed between the main CPU 41 and the sub CPU 61.

  First, the main CPU 41 transmits a start signal for starting scroll display of symbols in the first display area 28 of the liquid crystal display 17 to the sub CPU 61 (step S61). When the sub CPU 61 receives a start signal from the main CPU 41, it outputs a symbol scroll display command to the VDP 46. The VDP 46 reads the symbol image data stored in the image data ROM 47 and scrolls the symbols in the five columns of the first display areas 28 (28a to 28e) of the liquid crystal display 17a (step S71). Thereby, the scrolling of symbols is started in each of the first display areas 28 (28a to 28e) in five columns.

  After transmitting a start signal to the sub CPU 61 in step S61 shown in FIG. 12, the main CPU 41 executes an effect at the time of symbol scrolling (step S62). This process is performed by displaying an image on the lower image display panel 16 or from the speaker 29 over a period (for example, 3 seconds) determined according to the result of the stop symbol determination process (step S14 in FIG. 10). This is a process for outputting sound.

  Next, the main CPU 41 determines whether or not it is a timing to instruct to stop scrolling (step S63 in FIG. 12).

  If it is determined in step S63 that it is not time to instruct to stop scrolling, the process returns to step S63, and the effect at the time of scrolling is continuously performed. If it is determined in step S63 that it is the timing to instruct stop of scrolling, the main CPU 41 transmits the code number of the symbol stored in the RAM 43 to the sub CPU 61 (step S64). When the sub CPU 61 receives the code number of the symbol from the main CPU 41, the sub CPU 61 determines a scroll stop position so as to correspond to the code number (step S72).

  Thereafter, scroll stop processing is performed, and the symbols are stopped and displayed in the first display areas 28 (28a to 28e) inside the display window 15 (step S73). Further, the effect image display process by the main CPU 41 ends (step S65).

  FIG. 13 is a flowchart showing the procedure of the bonus game process shown in step S19 of FIG. In the bonus game process, first, the main CPU 41 calculates the bonus game execution count T from 10 to 10, based on the random number value obtained by executing the random number generation program included in the stop symbol determination program stored in the RAM 43. A determination is made from 25 games (step S81). The main CPU 41 stores the data of the determined bonus game number T in the RAM 43.

  Next, the main CPU 41 performs stop symbol determination processing (step S82) and symbol scroll display processing (step S83). The process in step S82 is substantially the same as the process described using FIG. Further, the process in step S83 is substantially the same process as described with reference to FIG. Since these processes have already been described, description thereof is omitted here.

  Next, in FIG. 13, the main CPU 41 determines whether or not a bonus game trigger has been established, that is, “APPLE” on the payline L <b> 1 formed in the first display area 28 (28 a to 28 e) inside the display window 15. It is determined whether or not the combination is stopped (step S84). If it is determined that a bonus game trigger has been established (YES in step S84), a bonus game repeat count t is newly determined (step S85), and the determined repeat count t is determined based on the current bonus game game. It is added to the number T (step S86). As a result, if the bonus game is won again during the bonus game, the remaining number of bonus games increases.

  If the bonus game trigger is not established, the main CPU 41 determines whether or not a winning combination is established (step S87). If it is determined that a winning combination has been established (YES in step S87), the main CPU 41 pays out coins according to the number of coins inserted and the winning combination (step S88). At this time, payout based on the first payout table shown in FIG.

  When the process of step S86 or S88 is executed, or when it is determined in step S87 that no winning combination has been established (when it is determined that it is a loss), the main CPU 61 is stored in the RAM 43. The game number T of the bonus game is read, and 1 is subtracted from the value of the read game number T. Then, the subtracted game number T is stored again in the RAM 43 (step S89).

  Next, the main CPU 41 determines whether or not the number T of bonus games has reached the number determined in step S81 (step S90). Specifically, the determination is made based on whether or not the number of games T stored in the RAM 43 has become zero. If the number of games T is not zero, that is, the number of times the bonus game has been executed has reached the number determined in step S81. If it is determined that the process has not been performed, the process returns to step S82 to repeat the above-described process.

  On the other hand, if the number of games T is 0, that is, if it is determined that the number of executions of the bonus game has reached the number of games T determined in step S81, the process is terminated. In this way, a bonus game is played.

  Next, the sub game process will be described. FIG. 14 is a flowchart showing the procedure of the sub game process shown in step S20 of FIG.

  First, the CPU 41 acquires the code number of each symbol rearranged in each first display area 28 (28a to 28e) and tag information (see FIG. 5) corresponding to each code number (step S201). .

  Next, the CPU 41 rearranges the code numbers of the symbols based on the tag information and the tag arrangement table (see FIG. 6) (step S202). For example, if the symbols rearranged in the first display area 28a (leftmost column) are “ORANGE”, “PLUM”, and “LOBSTER” from the top, the code numbers of these symbols are “02”, “ 03 ”and“ 04 ”, and the associated tag information is“ A-3 ”,“ A-1 ”, and“ A-2 ”in order from the top. When the code numbers are rearranged based on the tag information and the tag arrangement table (FIG. 6), the code numbers become “03”, “04”, and “02” in order from the top.

  Next, the CPU 41 rearranges the symbols so as to correspond to the arrangement of these code numbers (step S203). For example, symbols rearranged in each block in the second display area 48a (leftmost column) are “PLUM”, “LOBSTER”, and “ORANGE” in order from the top. For the other first display areas 28b to 28e, the main CPU 41 rearranges the code numbers of the symbols by the same process and determines the symbols to be displayed in the blocks of the second display areas 48 (48a to 48e). To do.

  Next, the main CPU 41 determines whether or not the winning combination with payout is stopped on the payline L2 set as a horizontal line in the middle of each second display area 48, that is, whether or not the winning combination is established. (Step S204). If a winning combination is established, a payout process corresponding to the winning combination is performed based on the second payout table (step S205).

  FIG. 15A is an explanatory diagram showing a display example in the first display area 28 when the basic game is executed, and FIG. 15B is an explanation showing a display example in the second display area 48 when the sub game is executed. FIG.

  In the display example shown in FIG. 15A, since the winning combination with payout has not stopped on the payline L1 in the first display area 28 (28a to 28e), the sub game is subsequently executed. In this sub game, symbols are rearranged according to the procedure described above, and the rearranged symbols are displayed in the second display areas 48 (48a to 48e). In the display example shown in FIG. 15B, since the combination of “LOBSTER” as a winning combination is stopped on the payline L2 of the second display area 48 (48a to 48e), the coin 15 is based on the second payout table. Sheets will be paid out.

  As described above, in the slot machine and the playing method according to the first embodiment, the basic game that randomly rearranges a plurality of symbols, and the sub-arrangement that rearranges the plurality of symbols rearranged in the basic game according to a predetermined rule. When a game is executed and a winning combination with a payout is included in the combination of rearranged symbols, a predetermined payout is made, so that the player does not have a winning combination in the basic game executed first. However, if a winning combination is established in the next subgame, a payout can be obtained. Therefore, the player can be kept motivated for the game.

  In the first embodiment, since symbols are rearranged according to tag information associated with each symbol and a predetermined tag arrangement (tag arrangement table), the complicated arrangement for rearranging the symbols is required. A program becomes unnecessary, and the processing of the CPU 41 can be simplified.

  Furthermore, in the first embodiment, the basic game rearrangement is displayed in the first display area 28, and the subgame rearrangement is displayed in the second display area 48. It can be enjoyed while comparing with the symbol arrangement of the basic game. In addition, since the tag information is displayed in the vicinity of the symbol, the player can confirm that the rearrangement of the symbols by the sub-game has been performed fairly based on the tag information, and the reliability of the game can be improved. Can be increased.

[Embodiment 2]
Next, Embodiment 2 of the present invention will be described. Hereinafter, a characteristic configuration and effects of the second embodiment will be described. Descriptions of configurations, functions, etc. common to the first embodiment are omitted.

  The main CPU 41 in this embodiment assigns a background color randomly to each symbol rearranged in the basic game, and performs a function of a symbol rearrangement controller that apparently rearranges each symbol by performing color-coded display by each background color. Prepare. That is, in the present embodiment, a background color is randomly assigned to each symbol as a predetermined rule for rearranging a plurality of symbols. In other words, the symbol rearrangement is to randomly assign a background color to each symbol without changing the position of each symbol. In this embodiment, by assigning such background colors, even if there is no apparent symbol combination on the payline, if at least two identical symbols with the same background color are arranged, virtually, Payouts are made on the assumption that they are on the payline. Note that which background color is the virtual payline color may be set in advance, or may be selected at random each time the subgame is executed.

  Since the basic game execution process and other related processes in the present embodiment are the same as those in the first embodiment, description thereof is omitted. Hereinafter, the sub game process of this embodiment will be described. FIG. 16 is a flowchart showing the procedure of the sub game process shown in step S20 of FIG.

  First, the CPU 41 randomly assigns a background color to each symbol rearranged in each first display area 28 (28a to 28e) (step S201). For example, it is possible to randomly assign a background color to each symbol by executing a random number generating program and randomly extracting one background color from a plurality of preset background colors. Next, the CPU 41 displays the assigned background color on the background of each symbol arranged in each second display area 48 (48a to 48e) (step S202).

  At this time, in order to make it easy to understand the establishment of the winning combination in the sub game, it is desirable not to assign two or more of the same background color in each column. In addition, when the sub game is entered, each second display area 48 (48a to 48e) has a symbol arranged in the same manner as each first display area 28 (28a to 28e) and a plain (for example, white) background color. Is displayed. When the sub game is executed, a background color is assigned to each of the second display areas 48 (48a to 48e).

  Next, for example, the CPU 41 determines whether or not at least two identical symbols of the background color “red” are arranged, that is, whether or not a winning combination is established on a virtual payline (step S203). . If a winning combination is established, a payout process corresponding to the winning combination is performed based on the second payout table (step S204).

  FIG. 17A is an explanatory diagram showing a display example in the first display area 28 when the basic game is executed, and FIG. 17B is an explanatory diagram showing a display example in the second display area 48 when the sub game is executed. .

  In the display example shown in FIG. 17A, the winning combination with payout is not stopped on the payline L1 in the first display area 28 (28a to 28e), that is, the payout is not performed because the winning combination is not established. I will not. In this case, the sub game is subsequently executed. In this subgame, the arrangement of symbols is not changed, but a randomly assigned background color is displayed. As a result, for example, background colors are assigned as shown in FIG. In FIG. 17B, even if a payline is set in the middle horizontal line, the winning combination is not established. However, since the red background color “LOBSTER” is arranged in each of the second display areas 48 (48a to 48e), it is considered virtually on the payline and it is determined that the winning combination is established. Accordingly, a payout process is performed based on the second payout table.

  In the present embodiment, if at least two or more of the same symbols of the same background color are arranged in each of the second display areas 48 (48a to 48e), it is assumed that the payout is virtually made on the payline. May be. In this case, the payout amount may be different depending on the number of the same symbols having the same background color. Further, the payout amount may be different for each background color, or the payout amount may be changed depending on the combination of the background color and the symbol.

  As described above, in the slot machine and the playing method according to the second embodiment, a background color is randomly assigned to each symbol rearranged in the basic game, and each symbol is apparently reproduced by performing color-coded display by each background color. The player is expected to be interested in what background color is assigned to each symbol. Further, the player can enjoy the change of the image in the display area. Therefore, the player's interest in the game can be further increased.

  In the present embodiment, the background colors of the symbols rearranged in the second display areas 48 (48a to 48e) may be displayed simultaneously, or may be displayed sequentially from the horizontal direction or the vertical direction. Good. Further, the background color may be displayed every other row or every other row, or the background color may be displayed in order for each color. Further, when the sub game is executed in a state where the symbols are displayed in the first display areas 28 (28a to 28e) (background plain) without using the second display areas 48 (48a to 48e). Only the background color may be displayed.

[Embodiment 3]
Next, a third embodiment of the present invention will be described. Hereinafter, a configuration characteristic to the third embodiment and effects thereof will be described. Descriptions of configurations, functions, etc. common to the first embodiment are omitted.

  In the present embodiment, the main CPU 41 displays, in the first display area 28, a state in which each symbol moves in order when a plurality of symbols rearranged in the basic game are rearranged according to a predetermined rule in the sub game. A symbol rearrangement controller function for rearrangement is provided.

  In the present embodiment, block slide processing described later is executed as a predetermined rule for rearranging a plurality of symbols in the sub game processing. In the slot machine of the present embodiment, the rearrangement of symbols by the sub game is displayed in the first display area 28 that is the same as that of the basic game.

  Since the basic game execution process and other related processes in the present embodiment are the same as those in the first embodiment, description thereof is omitted. Hereinafter, the sub game process of this embodiment will be described. FIG. 18 is a flowchart showing the procedure of the sub game process shown in step S20 of FIG.

  First, the CPU 41 acquires the code number of each symbol rearranged in each first display area 28 (28a to 28e) and tag information associated with the symbol (step S301). Next, the CPU 41 executes block slide processing, which will be described later, and determines the code number and tag information of symbols to be rearranged in each block of the symbol matrix (step S302). As shown in FIGS. 4 and 5, if the code number and the tag information are known, the symbol can be specified. For example, if the code number is “08” and the tag information is “B-2”, the symbol is “BELL”. Next, the CPU 41 rearranges the symbols corresponding to the determined code number and tag information in each block of the symbol matrix (step S303).

  Next, the main CPU 41 determines whether or not the winning combination with payout is stopped on the payline L2 set as a horizontal line in the middle of each first display area 28 (28a to 28e), that is, the winning combination is established. Whether or not (step S304). If a winning combination is established, a payout process corresponding to the winning combination is performed based on the second payout table (step S305).

  FIG. 19 is a flowchart showing the procedure of the block slide process shown in step S302 of FIG. In this block slide processing, the CPU 41 secures a plurality of storage areas corresponding to the symbol matrix (5 columns, 3 rows) on the RAM 43, and corresponds the code number and tag information of the moved block to the destination block. To be recorded in the storage area.

  First, the CPU 41 sets the count number n to 0 (step S401), and sets the central block of the symbol matrix as an empty block (step S402). An empty block is a block in which symbols are deleted and only the background is displayed. At this time, the code number and tag information of the erased symbol are stored in the RAM 43. Next, the CPU 41 determines whether or not there are two or more blocks that can move up, down, left, and right of the empty blocks (step S403). Here, the block that has moved one before is excluded from the target. If there are two or more movable blocks in step S403, for example, a random number generating program is executed to determine one movable block (step S404). Then, the symbol of the determined block is moved to an empty block, and the symbol is erased from the block before the movement to be an empty block (step S405). In step S403, when there are not two or more movable blocks, that is, when there is one movable block, the CPU 41 moves the symbol of the movable block to an empty block, and changes the symbol from the block before the movement. Are erased to form empty blocks (step S406).

  Next, the CPU 41 sets n + 1 as the count number n (step S407), and further determines whether n = N (step S408). Here, N indicates the number of movements of a preset block. If n = N is not satisfied in step S408, the CPU 41 returns to step S403 and repeats moving to an empty block until n = N. When n = N in step S408, the code number and tag information of the first erased symbol are recorded in the storage area corresponding to the empty block (step S409). As a result, the code numbers and tag information of the symbols rearranged by the block movement are recorded in each of the plurality of recording areas corresponding to the symbol matrix.

  In this block slide processing, each time one block is moved, the CPU 41 moves the symbol of the block to be moved to an empty block in each first display area 28 (28a to 28e) and also changes the symbol from the block before the movement. Is displayed on the screen as an empty block. Specifically, every time a symbol is moved, the CPU 41 transmits all the code numbers and tag information in five columns and three rows recorded in the storage area of the RAM 43 to the sub CPU 61. When the sub CPU 61 receives the code number and the tag information from the main CPU 41, the sub CPU 61 reads all the image data corresponding to the code number and the tag information and displays them in the first display areas 28 (28a to 28e).

  The method of block slide processing is not limited to this embodiment. That is, as long as a plurality of symbols can be rearranged randomly, other methods can be used.

  FIG. 20A to FIG. 20E show how blocks are moved by block slide processing. Here, in order to simplify the explanation, a symbol matrix of 3 columns and 3 rows is taken as an example. Further, the left side of the figure shows a symbol matrix, and the right side shows a plurality of recording areas corresponding to the symbol matrix.

  First, the CPU 41 sets the central block of the symbol matrix as an empty block. In FIG. 20A, “LOBSTER” becomes an empty block, and this symbol is deleted. At the same time, the CPU 41 stores the code number “05” and the tag information “B-2” of the erased symbol “LOBSTER” in another storage area. Next, the CPU 41 determines one movable block. Here, since there are four blocks that can be moved up, down, left, and right of the empty blocks, the random number generating program is executed to determine one movable block. Here, it is assumed that “PLUM” below the empty block is determined. Next, as shown in FIG. 20B, the CPU 41 moves the “PLUM” symbol to an empty block and erases the “PLUM” symbol from the block before the movement. At the same time, the CPU 41 stores the code number “06” of the moved “PLUM” and the tag information “B-3” in the storage area corresponding to the destination block.

  Subsequently, the CPU 41 determines one movable block. Here, since there are two blocks that can be moved to the left and right of the empty block, a random number generating program is executed to determine one block that can be moved. Here, it is assumed that “PLUM” on the right side of the empty block is determined. Next, as shown in FIG. 20C, the CPU 41 moves the “PLUM” symbol to an empty block and deletes the “PLUM” symbol from the block before the movement. Here, the CPU 41 stores the code number “05” of the moved “PLUM” and the tag information “C-3” in the storage area corresponding to the destination block.

  Next, the CPU 41 determines one movable block. Here, since there is only one movable block, “ORANGE” above the empty block is determined. Next, as illustrated in FIG. 20D, the CPU 41 moves the “ORANGE” symbol to an empty block and deletes the “ORANGE” symbol from the block before the movement. At the same time, the CPU 41 stores the code number “04” of the moved “ORANGE” and the tag information “C-2” in the storage area corresponding to the destination block.

  If the number of block movements N has been reached at this stage, the CPU 41 corresponds to the empty block with the code number “05” and the tag information “B-2” of the symbol “LOBSTER” stored in another storage area. Store it in the recording area. As a result, as shown in FIG. 20E, the code number and tag information of each symbol are stored in a plurality of storage areas corresponding to the symbol matrix. Based on the code number and tag information of each symbol, an image in which the symbols are rearranged is displayed in the first display area 28 (28a to 28e). In the present embodiment, a state in which the symbols are rearranged while being sequentially moved with the start of the sub game is displayed in the first display area 28 (28a to 28e).

  As described above, in the slot machine and the playing method according to the third embodiment, when a plurality of symbols rearranged in the basic game are rearranged according to a predetermined rule in the sub game, the symbols move in order. Since the rearrangement is performed while displaying in one display area 28, the player can enjoy the movement of the symbols like a slide puzzle. The player is also expected to be interested in where the symbol moves. Therefore, the player's interest in the game can be further increased.

  Note that the effects obtained by the configuration and functions equivalent to those of the first embodiment are also commonly obtained in the present embodiment.

  In the first to third embodiments described above, the sub game is executed when the winning combination is not established in the basic game. Therefore, even if the player cannot obtain a payout in the first basic game, You will be given a chance to get a dividend. Therefore, the player can enjoy the game at least twice even if no payout is obtained in any game.

  As another embodiment, the sub game may be executed only when the winning combination is established in the basic game. In this case, payout may be made by adding up the payout amount due to the winning combination established in the sub game and the payout amount due to the winning combination established in the basic game. It may be. According to this embodiment, in addition to the payout in the basic game, the player can obtain a payout in the sub game or a more advantageous payout, so that the player's interest in the game can be increased.

  As yet another embodiment, after rearranging symbols in the basic game, it may be determined whether to execute the sub-game at random. In this case, it is possible to randomly determine whether or not to execute the sub game by executing the random number generation program as in the stop symbol determination process. In this case, since the player does not know whether or not to move to the sub game until the basic game is finished, it is possible to give the player an expectation for the next game, and the player's interest in the game can be increased. . As an embodiment other than the above, a sub game may be executed regardless of whether a winning combination is established in the basic game.

  The embodiments of the slot machine and the playing method according to the embodiment of the present invention have been described above, but only specific examples are illustrated. That is, the above embodiment does not limit the present invention, and the specific configuration of each means and the like can be appropriately changed in design. Furthermore, the specific configuration of each means and the like can be replaced with other means having equivalent functions, or a combination of a plurality of means having some functions, and with other extended functions. It is also possible to realize with some functions of the means. The effects described in the embodiments of the present invention are only the most preferable effects resulting from the present invention, and the effects of the present invention are limited to those described in the embodiments of the present invention. is not.

It is a flowchart which shows the playing method of the slot machine which concerns on Embodiment 1 of this invention. FIG. 3 is a perspective view showing an appearance of the slot machine according to Embodiment 1 of the present invention. FIG. 11 is an explanatory diagram showing a second display area of the slot machine according to the first embodiment of the present invention. FIG. 4 is an explanatory diagram showing a symbol row and a code number of each symbol displayed in each display area of the slot machine according to the first embodiment of the present invention. FIG. 11 is an explanatory diagram showing an array of tag information associated with each symbol displayed in each display area of the slot machine according to the first embodiment of the present invention. FIG. 4 is an explanatory diagram showing an arrangement of tag information in the slot machine according to the first embodiment of the present invention. (A) is a figure which shows the 1st payout table which shows the relationship between a winning combination and payout amount. (B) is a diagram showing a second payout table showing the relationship between the winning combination and the payout amount. FIG. 3 is a block diagram showing a control circuit of the slot machine according to Embodiment 1 of the present invention. 4 is a flowchart showing a procedure of authentication reading processing of a game program and a game system program by the motherboard and the gaming board of the slot machine according to Embodiment 1 of the present invention. 4 is a flowchart showing a procedure of basic game processing executed in the slot machine according to Embodiment 1 of the present invention. 7 is a flowchart showing a procedure of stop symbol determination processing executed in the slot machine according to Embodiment 1 of the present invention. 4 is a flowchart showing a procedure of symbol scroll display processing executed in the slot machine according to Embodiment 1 of the present invention. 4 is a flowchart showing a procedure of bonus game processing executed in the slot machine according to Embodiment 1 of the present invention. 4 is a flowchart showing a procedure of sub game processing executed in the slot machine according to Embodiment 1 of the present invention. FIG. 4A is an explanatory diagram showing a display example in the first display area when a basic game is executed in the slot machine according to Embodiment 1 of the present invention. (B) is explanatory drawing which shows the example of a display in a 2nd display area when a subgame is performed. It is a flowchart which shows the procedure of the sub game process performed with the slot machine which concerns on Embodiment 2 of this invention. (A) is an explanatory view showing a display example in the first display area when a basic game is executed in the slot machine according to Embodiment 2 of the present invention. (B) is explanatory drawing which shows the example of a display in a 2nd display area when a subgame is performed. It is a flowchart which shows the procedure of the sub game process performed with the slot machine which concerns on Embodiment 3 of this invention. It is a flowchart which shows the procedure of the block slide process performed with the slot machine which concerns on Embodiment 3 of this invention. (A)-(e) is explanatory drawing which shows a mode that a block is moved by a block slide process in the slot machine which concerns on Embodiment 3 of this invention.

Explanation of symbols

DESCRIPTION OF SYMBOLS 10 ... Slot machine 17, 17a, 17b ... Liquid crystal display 20 ... Control panel 28 (28a-28e) ... 1st display area 40 ... Motherboard 41 ... CPU
42 ... ROM
43 ... RAM
48 (48a to 48e) ... second display area 61 ... sub CPU
70 ... Controller

Claims (16)

  1. A display having a plurality of display areas and displaying symbols arranged and rearranged in each unit game in each display area;
    The first game in which the plurality of symbols arranged on the display are randomly rearranged, and the second game in which the plurality of symbols rearranged in the first game are rearranged according to a predetermined rule. When the symbol combination includes a winning combination with a payout, a controller that controls to perform a predetermined payout;
    A slot machine comprising:
  2.   In the case of the second game, the controller rearranges the plurality of symbols rearranged in the first game according to tag information associated with each symbol and a predetermined tag arrangement. The slot machine according to claim 1, wherein:
  3.   The controller randomly rearranges a plurality of symbols in the first display area of the display in the case of the first game, and rearranges the symbols in the first game in the case of the second game. Are rearranged in the second display area of the display according to tag information associated with each symbol and a predetermined tag arrangement, and at this time, the tag information associated with each symbol is assigned to each symbol. The slot machine according to claim 1, wherein the slot machine is displayed in the vicinity of.
  4. A display having a plurality of display areas and displaying symbols arranged and rearranged in each unit game in each display area;
    A first game that randomly rearranges a plurality of symbols arranged on the display, tag information in which a plurality of symbols rearranged in the first game are associated with each symbol, and a predetermined tag In the second game rearranged according to the arrangement, when a winning combination accompanied by a payout is included in the combination of the rearranged symbols, a controller that controls to perform a predetermined payout;
    A slot machine comprising:
  5.   The controller randomly rearranges a plurality of symbols in the first display area of the display in the case of the first game, and rearranges the symbols in the first game in the case of the second game. Are rearranged in the second display area of the display according to tag information associated with each symbol and a predetermined tag arrangement, and at this time, the tag information associated with each symbol is assigned to each symbol. 5. The slot machine according to claim 4, wherein the slot machine is displayed in the vicinity of.
  6. A display having a plurality of display areas and displaying symbols arranged and rearranged in each unit game in each display area;
    A first game for randomly rearranging a plurality of symbols arranged in the first display area of the display, and a plurality of symbols rearranged in the first game are associated with tag information associated with each symbol in advance. In the second game in which the tag information associated with each symbol is displayed in the vicinity of each symbol is rearranged in the second display area of the display according to the determined tag arrangement. When the symbol combination includes a winning combination with a payout, a controller that controls to perform a predetermined payout;
    A slot machine comprising:
  7.   In the case of the second game, the controller re-displays a state in which each symbol moves in order while rearranging a plurality of symbols rearranged in the first game according to a predetermined rule. The slot machine according to claim 1, wherein the slot machine is arranged.
  8.   In the case of the second game, the controller randomly assigns a background color to each symbol rearranged in the first game, and apparently rearranges each symbol by performing color-coded display according to each background color. 2. The slot machine according to claim 1, wherein when a combination of symbols rearranged includes a winning combination accompanied with a payout, a predetermined payout is performed.
  9. Determining a plurality of symbols to be rearranged by a controller in a first game of randomly rearranging a plurality of symbols arranged on a display;
    Determining a plurality of symbols to be rearranged by a controller in a second game in which the plurality of symbols rearranged in the first game are rearranged according to a predetermined rule;
    When the rearranged symbol combination includes a winning combination with a payout, a predetermined payout based on the control of the controller; and
    A method for playing a slot machine, comprising:
  10. In the case of the second game, the plurality of symbols rearranged in the first game are rearranged according to tag information associated with each symbol and a predetermined tag arrangement based on the control of the controller. The steps to place
    The slot machine playing method according to claim 9, further comprising:
  11. In the case of the first game, based on the control of the controller, a plurality of symbols are randomly rearranged in the first display area of the display, and in the case of the second game, based on the control of the controller. The plurality of symbols rearranged in the first game are rearranged in the second display area of the display in accordance with tag information associated with each symbol and a predetermined tag arrangement. Displaying tag information associated with each symbol in the vicinity of each symbol;
    The slot machine playing method according to claim 9, further comprising:
  12. Determining a plurality of symbols to be rearranged by a controller in a first game of randomly rearranging a plurality of symbols arranged on a display;
    In the second game in which the plurality of symbols rearranged in the first game are rearranged according to tag information associated with each symbol and a predetermined tag arrangement, the plurality of symbols to be rearranged Steps determined by the controller;
    When the rearranged symbol combination includes a winning combination with a payout, a predetermined payout based on the control of the controller; and
    A method for playing a slot machine, comprising:
  13. In the case of the first game, based on the control of the controller, a plurality of symbols are randomly rearranged in the first display area of the display, and in the case of the second game, based on the control of the controller. The plurality of symbols rearranged in the first game are rearranged in the second display area of the display in accordance with tag information associated with each symbol and a predetermined tag arrangement. Displaying tag information associated with each symbol in the vicinity of each symbol;
    The playing method of the slot machine according to claim 12, further comprising:
  14. Determining a plurality of symbols to be rearranged by a controller in a first game in which the plurality of symbols arranged in the first display area of the display are randomly rearranged;
    A plurality of symbols rearranged in the first game are rearranged in the second display area of the display according to tag information associated with each symbol and a predetermined tag arrangement, and each symbol Determining a plurality of symbols to be rearranged by a controller in a second game in which tag information associated with is displayed in the vicinity of each symbol;
    When the rearranged symbol combination includes a winning combination with a payout, a predetermined payout based on the control of the controller; and
    A method for playing a slot machine, comprising:
  15. In the case of the second game, when the plurality of symbols rearranged in the first game are rearranged according to a predetermined rule based on the control of the controller, the display shows how the symbols move in order. The steps to rearrange while displaying
    The slot machine playing method according to claim 9, further comprising:
  16. In the case of the second game, based on the control of the controller, a background color is randomly assigned to each symbol rearranged in the first game, and each symbol is displayed by performing color-coded display based on each background color. When a winning combination with a payout is included in the rearranged symbol combination, a step of performing a predetermined payout is performed.
    The slot machine playing method according to claim 9, further comprising:
JP2007164913A 2006-08-18 2007-06-22 Slot machine and playing method thereof Pending JP2008043737A (en)

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US11/598,627 US20080045304A1 (en) 2006-08-18 2006-11-14 Slot machine and playing method thereof

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