US20070021178A1 - Gaming machine - Google Patents
Gaming machine Download PDFInfo
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- US20070021178A1 US20070021178A1 US11/489,728 US48972806A US2007021178A1 US 20070021178 A1 US20070021178 A1 US 20070021178A1 US 48972806 A US48972806 A US 48972806A US 2007021178 A1 US2007021178 A1 US 2007021178A1
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- 230000007704 transition Effects 0.000 description 14
- 239000004973 liquid crystal related substance Substances 0.000 description 13
- 238000003780 insertion Methods 0.000 description 9
- 230000037431 insertion Effects 0.000 description 9
- 238000001514 detection method Methods 0.000 description 6
- 230000006870 function Effects 0.000 description 5
- 238000005070 sampling Methods 0.000 description 5
- 230000008901 benefit Effects 0.000 description 4
- 238000010586 diagram Methods 0.000 description 3
- 230000004397 blinking Effects 0.000 description 2
- 230000000977 initiatory effect Effects 0.000 description 2
- 239000000470 constituent Substances 0.000 description 1
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- 239000011521 glass Substances 0.000 description 1
- 239000007788 liquid Substances 0.000 description 1
- 238000003825 pressing Methods 0.000 description 1
- 238000004904 shortening Methods 0.000 description 1
- 230000005236 sound signal Effects 0.000 description 1
- 239000000758 substrate Substances 0.000 description 1
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
- G07F17/3213—Details of moving display elements, e.g. spinning reels, tumbling members
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3267—Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/34—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines
Definitions
- the hopper driving circuit 63 drives the hopper 64 under the control of the main CPU 32 , whereas the hopper 64 performs an operation for paying out coins, so as to pay out coins from the payout chute to the coin tray 14 .
- the coin detecting portion 66 counts the number of coins paid out by the hopper 64 , and notifies the counted number data to the payout completion signal circuit 65 .
- the payout completion signal circuit 65 inputs the coin number data from the coin detecting portion 66 , and feeds the main CPU 32 with a signal notifying the completion of payout of coins when the coin number reaches a set number.
- the main CPU 32 proceeds to step 31 as shown in FIG. 7 , so as to execute a bonus game lottery process.
- the bonus game lottery process executes the predetermined number of lottery processes similar to the base game process at step 21 , so as to determine stop symbols in the variable display portions 15 A to 15 E and whether the games are won or not by the predetermined number.
- an initial value (“1”) is set to a bonus counter indicating the number of bonus games played.
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- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Slot Machines And Peripheral Devices (AREA)
Abstract
A slot machine includes a main display, a spin switch and a processor. The main display is provided with variable displays for variably displaying, and the spin switch is provided so that a player can perform a start operation for causing the main display to start variably displaying. The processor determines whether the player performs an in-time start operation in which the player performs an operation with the spin switch within a time limit after a last game ends. The processor provides the player with an award if the in-time start operation is performed.
Description
- This application is based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2005-211741, filed on Jun. 21, 2005; the entire contents of which are incorporated herein by reference.
- 1. Field of the Invention
- The present invention relates to a gaming machine provided with a function of variably displaying a plurality of symbols.
- 2. Related Background of the Invention
- Slot machines have been conventionally known as a gaming machine which pays out media such as medals and coins used in a game according to the detail of winning in the game.
- A slot machine realizes a function of variably displaying a plurality of symbols by a plurality of mechanical reels each having a plurality of patterns on a outer surface or by image display which displays images showing a plurality of reels (reels displayed by images being also referred to as “pseudo reels”). When a player performs a predetermined operation, the slot machine causes the reels to start variably displaying symbols. According to the combination of symbols displayed on a predetermined activated pay line at the time when the reels are stopped, the player can recognize whether a game is won or not and the winning combination.
- For example, Japanese Patent Application Laid-Open No. 2004-329297 discloses a slot machine which includes a plurality of independent reels constituting a display area. The slot machine variably displays symbols of the reels simultaneously when a game is started upon an operation by the player, and stops the reels at a predetermined timing after the lapse of a predetermined time.
- When a player starts a game, a gaming machine is occupied by the player until the player stops gaming regardless of the number of games, whereby other players cannot play games. It is desirable for arcades installed with slot machines that a large number of games are played regardless of who plays games. This can be achieved by shortening the time between games.
- However, since the operation for starting a game is an operation of pushing down a spin switch by a player, conventional slot machines have been hard to increase the number of playing games as long as the machines are occupied by players who are slow to proceed with games.
- For overcoming the problem mentioned above, it is an object of the present invention to provide a gaming machine which can urge a player to shorten the interval between start operations, thereby increasing the number of games played in a unit time.
- According to the present invention, a gaming machine comprises variable display means, operating means, determining means and award providing means. The variable display means includes a plurality of variable display portions for variably displaying symbols. The operating means causes the variable display means to start variably displaying the symbols. The determining means determines whether a player performs an in-time start operation to cause the variable display means to start variably displaying the symbols with the operating means before an elapsed time measured after ending a game exceeds a time limit. The award providing means provides the player with an award if the determining means determines that the player has performed the in-time start operation.
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FIG. 1 is a perspective view showing the overall structure of a slot machine which is the gaming machine in accordance with an embodiment of the present invention; -
FIG. 2 is a block diagram of the slot machine focused on an inner structure; -
FIG. 3 is a block diagram showing an example of the inner structure of the image control circuit; -
FIG. 4 is a flowchart showing an operation procedure of a main process from the start to the end of a game in the slot machine; -
FIG. 5 is a flowchart showing an operation procedure of a starting entry process; -
FIG. 6 is a flowchart showing an operation procedure of a base game process; -
FIG. 7 is a flowchart showing an operation procedure of a bonus game process; -
FIG. 8 is a flowchart showing an operation procedure of a starting entry process in a modified example; -
FIG. 9 is a flowchart showing an operation procedure of an award providing process in the modified example; -
FIG. 10 is a flowchart showing an operation procedure of a starting entry process in the modified example; -
FIG. 11 is a flowchart showing an operation procedure of a gaming value detection process in the modified example; -
FIG. 12 is a flowchart showing an operation procedure of an award changing control process in the modified example; -
FIG. 13 is a view showing an example of game processing images displayed on a main display; -
FIG. 14 is a view showing an example of images displaying a time notification image different from that ofFIG. 13 on the main display; -
FIG. 15 is a perspective view showing a rotary drum slot machine in accordance with a modified example; -
FIG. 16 is a perspective view showing the structure of reels in the rotary drum slot machine; and -
FIG. 17 is a perspective view showing a schematic structure of a liquid crystal display device in the rotary drum slot machine as seen from the back side of its cabinet. - In the following, preferred embodiments of the present invention will be explained in detail with reference to the drawings. In the drawings, portions identical or equivalent to each other will be referred to with numerals identical to each other.
- (Overall Structure of Slot Machine)
-
FIG. 1 is a perspective view showing the overall structure of aslot machine 1. Theslot machine 1 is a gaming machine in accordance with an embodiment of the present invention, and is constructed such as to be able to execute a variable display game (also referred to as slot game) using variable display images of a plurality of symbols for variably displaying. Theslot machine 1 has not only a base game mode for executing a base game which is started irrespective of condition after starting a game, but also a special game mode for executing a bonus game which is started under a predetermined condition subsequent to the base game. In the special game mode, a double down game which will be explained later can be executed. - The
slot machine 1 has amain display 3 equipped with a liquid crystal display device on the front face of acabinet 2. Theslot machine 1 also has asub display 4 similarly provided with a liquid display device on the upper side of themain display 3. - The
main display 3 is the variable display means in the present invention, whereas avariable display area 15 is arranged at substantially the center of the screen. Thevariable display area 15 has fivevariable display portions main display 3 variably shows symbols by displaying scroll display images as if a plurality of symbols move down (reel images visible as if mechanical reels rotate) on thevariable display sections 15A to 15E of thevariable display area 15. Themain display 3 also has atime notification portion 16 for displaying a time notification image, which will be explained later, on the lower side of thevariable display area 15, thereby constituting the time notifying means in the present invention. - The
sub display 4 displays images related to games such as payout tables and explanations of games (e.g., explanations of game contents). - The
slot machine 1 is provided with a substantially horizontal operation table 11 on the lower side of themain display 3. The operation table 11 is equipped with acoin insertion slot 6, abill insertion slot 7, aspin switch 8, a 1-BET switch 9, and amaximum BET switch 10. - The
coin insertion slot 6 is provided in order for a player to insert coins for betting on games, and includes an insertedcoin sensor 6 a (seeFIG. 2 ) for outputting a signal indicative of the coin insertion. Thebill insertion slot 7 is provided in order for the player to insert bills, and includes an insertedbill sensor 7 a (seeFIG. 2 ) for outputting a signal indicative of the bill insertion. Thespin switch 8 is the operating means in the present invention, and feeds amain CPU 32, which will be explained later, with a start signal when a pushing operation (start operation) for beginning a slot game by starting variably displaying symbols on thevariable display portions 15A to 15E. The 1-BET switch 9 is provided for performing a setting of betting one coin by one operation. Themaximum BET switch 10 is provided for performing a setting for betting the maximum number of coins that can be bet on one game by one operation. - At the bottom portion of the
cabinet 2, theslot machine 1 is provided with acoin payout chute 13 and acoin tray 14 for collecting the paid-out coins. Further,speakers coin payout chute 13, respectively. -
FIG. 2 is a block diagram of theslot machine 1 focused on the internal configuration. Theslot machine 1 comprises a plurality of constituents centered at amicrocomputer 31, which constitute a processor of theslot machine 1 together withvarious circuits - The
microcomputer 31 comprises a main CPU (Central Processing Unit) 32, a RAM (Random Access Memory) 33, and a ROM (Read Only Memory) 34. Themain CPU 32 acts as various means characterizing the present invention according to programs stored in theROM 34, and inputs/outputs signals from/to other constituting elements by way of an I/O port 39, thereby controlling operations of theslot machine 1 as a whole. TheRAM 33 stores data and programs used when themain CPU 32 operates. For example, theRAM 33 temporarily holds a random number value sampled by asampling circuit 36, which will be explained later, after a game is started. TheROM 34 stores permanent data and programs executed by themain CPU 32. - The
slot machine 1 also includes arandom number generator 35, thesampling circuit 36, a clockpulse generating circuit 37, and adivider 38. Therandom number generator 35 operates as instructed by themain CPU 32, so as to generate random numbers within a fixed range. As instructed by themain CPU 32, thesampling circuit 36 arbitrarily samples a random number from among the random numbers generated by therandom number generator 35, and feeds thus sampled random number to themain CPU 32. The clockpulse generating circuit 37 generates a reference clock for actuating themain CPU 32, whereas thedivider 38 feeds themain CPU 32 with a signal obtained when dividing the reference clock by a predetermined period. - The
slot machine 1 further comprises atouch panel 3 a, alamp driving circuit 59, alamp 60, anLED driving circuit 61, anLED 62, ahopper driving circuit 63, ahopper 64, a payoutcompletion signal circuit 65, and acoin detecting unit 66. Theslot machine 1 also comprises animage control circuit 71 and asound control circuit 72. - The
touch panel 3 a is provided such as to cover the display screen of themain display 3, detects a position where a finger of a player touches, and feeds themain CPU 32 with a position signal corresponding to thus detected position. Thelamp driving circuit 59 outputs to the lamp 60 a signal for lighting thelamp 60, and blinks thelamp 60 during playing a game. Special effects for games are executed by this blinking. TheLED driving circuit 61 controls the blinking of theLED 62. TheLED 62 displays the number of credited coins, the number of acquired coins, and the like. Thehopper driving circuit 63 drives thehopper 64 under the control of themain CPU 32, whereas thehopper 64 performs an operation for paying out coins, so as to pay out coins from the payout chute to thecoin tray 14. Thecoin detecting portion 66 counts the number of coins paid out by thehopper 64, and notifies the counted number data to the payoutcompletion signal circuit 65. The payoutcompletion signal circuit 65 inputs the coin number data from thecoin detecting portion 66, and feeds themain CPU 32 with a signal notifying the completion of payout of coins when the coin number reaches a set number. - The
image control circuit 71 controls respective image displays in themain display 3 andsub display 4, so as to cause themain display 3 andsub display 4 to show variable display images of a plurality of symbols for variably displaying and various images such as time notification images. - As shown in
FIG. 3 , theimage control circuit 71 includes animage control CPU 71 a, a work RAM 71 b, aprogram ROM 71 c, animage ROM 71 d, avideo RAM 71 e, and a VDP (Video Display Processor) 71 f. According to parameters set by themicrocomputer 31, theimage control CPU 71 a determines images to be displayed on themain display 3 andsub display 4 in conformity to an image control program (concerning displays in themain display 3 and sub display 4) stored in theprogram ROM 71 c beforehand. The work RAM 71 b is constructed as temporary storage means used when theimage control CPU 71 a executes the image control program. - The
program ROM 71 c stores the image control program, various selection tables, etc. Theimage ROM 71 d stores dot data for forming images. In this embodiment, the dot data includes symbol image data showing respective symbols used in the base game and the bonus game. Thevideo RAM 71 e is constructed as temporary storage means used when images are formed by theVDP 71 f. TheVDP 71 f includes acontrol RAM 71 g. ThisVDP 71 f forms images in conformity to respective contents to be displayed on themain display 3 andsub display 4 determined by theimage control CPU 71 a, and outputs thus formed images to themain display 3 andsub display 4. - The
sound control circuit 72 feeds thespeakers speakers speakers - (Details of Slot Machine Operations)
- Details of operations of thus constructed
slot machine 1 will now be explained with reference to flowcharts shown in FIGS. 4 to 7. As shown inFIG. 4 , theslot machine 1 initially executes a base game process subsequent to a starting entry process, and then executes a bonus game process under a given condition. -
FIG. 4 is a flowchart showing an operation procedure of a main process from the start to the end of a game in theslot machine 1, whereasFIG. 5 is a flowchart showing an operation procedure of the starting entry process.FIG. 6 is a flowchart showing an operation procedure of the base game process, whereasFIG. 7 is a flowchart showing an operation procedure of the bonus game process. In FIGS. 4 to 7, steps are abbreviated as S. - In the
slot machine 1, themain CPU 32 acts as game proceeding control means, thereby controlling the proceeding with game. When the main process is started as shown inFIG. 4 , theslot machine 1 executes the starting entry process atstep 1, and then executes the base game process atstep 2 while keeping the game mode in the base game mode, whereby themain CPU 32 proceeds to step 3. Atstep 3, themain CPU 32 acts as transition determining means, so as to determine whether or not to shift the game mode to a special game mode according to a transition condition for shifting the game mode to the special game mode. If the transition condition is satisfied here, so that the transition is permitted, themain CPU 32 acts as shifting means, thereby proceeding to step 4 in order to shift the game mode to the special game mode, and then to step 5. If the transition condition is not satisfied, themain CPU 32 proceeds to step 5 without executingstep 4. Atstep 5, the main process ends when a coin payout process corresponding to a winning combination is executed if a base game or bonus game is won (that is, themain CPU 32 instructs thehopper driving circuit 63 to pay out coins according to payout number information indicating the number of coins acquired by the player, so that thehopper 64 pays out coins and that a signal is inputted from the payoutcompletion signal circuit 65 to the main CPU 32). The coin payout process may renew credit information according to the payout number information. In this case, the payout of coins is executed by an operation of an undepicted checkout button after ending the game. In the following, details of the individual blocks will be explained. - First, the
slot machine 1 executes the starting entry process atstep 1 in conformity to the flowchart shown inFIG. 5 . Upon beginning the staring entry process, themain CPU 32 proceeds to step 11, so as to execute display control regarding a game initial image, thereby instructing theimage control circuit 71 to show the game initial image on themain display 3. Then, as illustrated inFIG. 13 , themain display 3 shows the gameinitial image 18 including thevariable display area 15,time notification portion 16, andmeter portion 17. - As mentioned above, the
variable display area 15 has fivevariable display portions 15A to 15E arranged in a horizontal row. Thetime notification portion 16 displays a time notification image. The time notification image is an image displaying the lapse of time after completing the previous game and a time limit in such contents as to be recognizable by a player. Further, the time notification image is constructed by amovable image 16 a and aguide image 16 b. Themovable image 16 a is an inverted triangular image which is seen such as to move rightward as time passes. Theguide image 16 b is a horizontal rod-shaped image. Themovable image 16 b having arrived at the right end of theguide image 16 b indicates that the elapsed time after ending the game reaches the time limit, and that the time thereafter is outside of the time limit. Themovable image 16 a positioned anywhere other than the right end indicates the inside of the time limit. - The
meter portion 17 displays the number of coins acquired by the player, the number of coins stored as credit, and the number of coins bet. - At step 12 subsequent to step 11, the
slot machine 1 under the control of themain CPU 32 executes time notification control, so as to instruct theimage control circuit 71 to make themain display 3 notify the elapsed time and time limit. Then, themovable image 16 a begins to move from the left end of theguide image 16 b, thereby showing an image which is recognizable as if themovable image 16 moves from left to right along theguide image 16 b as time passes. The time notification image has a function of urging the player to push down thespin switch 8 before themovable image 16 a reaches the right end of theguide image 16 b. Namely, the time notification image functions to urge the player to perform an in-time start operation within the time limit. - After instructing the
image control circuit 71, themain CPU 32 proceeds to step 13 so as to accept coins inserted from the player. Since theslot machine 1 is a gaming machine of coin insertion type, the player initially inserts coins to be bet on one game from thecoin insertion slot 6, and operates the 1-BET switch 9 ormaximum BET switch 10 when credit is left. - When any of these operations (hereinafter referred to as “coin insertion operation”) is performed, the
main CPU 32 proceeds to step 14 and waits until a start signal is inputted by the start operation caused by pushing down thespin switch 8. When the start operation is performed and the start signal is inputted, themain CPU 32 proceeds to step 15 and acts as determining means in the present invention. Themain CPU 32 determines whether an in-time start operation is performed before the elapsed time, which is measured after ending the game (previous game), exceeds the time limit. That is, themain CPU 32 determines whether the start signal is inputted before themovable image 16 a reaches the right end of theguide image 16 b. If the in-time start operation is performed, i.e., if the start operation is performed within the time limit, themain CPU 32 proceeds to step 16; otherwise, it terminates the starting entry process without executingstep 16 and thesubsequent step 17. Atstep 16, themain CPU 32 acts as award providing means, so as to execute a process for providing the player with an advantageous award. - Here, examples of the award include an advantage of shifting to a bonus game and an advantage of increasing the number of coins to be paid out. In the case of the shifting to the bonus game, an award providing process sets a predetermined item of data to a bonus flag indicative of shifting to the bonus game. Otherwise, in the case of increasing the number of coins to be paid out, an award providing process adds a value corresponding to the number of increase to the payout number information. The player may also be provided with a certain award concerning slot games, and awards may be provided in other modes as long as they are useful to the player. The following explanation assumes a case where the award providing process is executed by setting a predetermined item of data (“1” in this embodiment) to the bonus flag.
- At
step 17 subsequent thereto, themain CPU 32 acts as award providing notification control means, so as to control the notification with regard to an award provision, thereby causing themain display 3 to notify that an award is provided. For example, themain CPU 32 instructs theimage control circuit 71 to make themain display 3 show an image which indicates a message stating “Lucky!! Get The Special Bonus!” This informs the player that the award is provided. - When the starting entry process ends, the
main CPU 32 proceeds to step 2 inFIG. 4 , and executes the base game process in conformity to the flowchart shown inFIG. 6 . When the base game process begins, themain CPU 32 proceeds to step 21, thereby executing a base game lottery process. In the base game lottery process, themain CPU 32 acts as symbol determining means, thereby executing a symbol determining process. In the symbol determining process, themain CPU 32 determines respective symbols (hereinafter referred to as “stop symbols”) fixedly displayed in a stopped state at vertical centers of thevariable display portions 15A to 15E by stopping the variable display. Determining the respective stop symbols in thevariable display portions 15A to 15E fixes the symbols arranged on the upper and lower sides of the stop symbols, so that three symbols are displayed in a stopped state in each of thevariable display portions 15A to 15E. During the base game lottery process in theslot machine 1, themain CPU 32 instructs theimage control circuit 71 to make thesub display 4 show images for directing the game. - In the base game lottery process, when the
main CPU 32 detects the start operation of the player by the start signal (i.e., when the game is started), themain CPU 32 instructs therandom number generator 35 to generate random numbers within a fixed range. Also, themain CPU 32 instructs thesampling circuit 36 to arbitrarily sample a random number from among the random numbers generated by therandom number generator 35. When the random number is sampled, themain CPU 32 refers to an undepicted symbol determining table (which is a table storing code numbers of symbols in association with the random numbers) stored in theROM 34 while using the sampled random number as a search key, and acquires the code number of the corresponding symbol. - Next, while setting thus acquired code number as a search key, the
main CPU 32 refers to an undepicted stop table (table storing code numbers of symbols in association with their corresponding symbols), and retrieves respective stop symbols displayed in a stopped state in thevariable display portions 15A to 15E in thevariable display area 15. - When the respective stop symbols in the
variable display portions 15A to 15E are fixed, themain CPU 32 determines whether winning is attained or not by referring to a winning determination table stored in theROM 34. The winning determination table registers any of winning symbol combinations and losing (non-winning) symbol combinations in association with combinations of code numbers (hereinafter referred to as “code number patterns”) in a manner in which winning or not is discernible. Since the code number patterns corresponding to stop symbols have already been determined, themain CPU 32 refers to the winning determination table while setting a code number pattern corresponding to a combination of symbols arranged on the effective line as a search key, and determines whether winning is attained or not from the result of the reference. - Subsequently, the
main CPU 32 refers to a combination table, and executes a winning combination determining process for determining a winning combination (which will also be simply referred to as “combination”) in order to decide a payout. The combination table is used for determining a mode of winning (winning combination), and registers respective payouts corresponding to individual winning combinations. When the winning combination determining process ends, the base game lottery process ends. - When a scroll process begins at step 22 subsequent thereto, the scroll process of variably displaying a plurality of symbols in the
variable display portions 15A to 15E is executed on themain display 3. Next, at step 23, themain CPU 32 executes a stop control process, so as to slow down the scroll speed, thereby causing each of thevariable display portions 15A to 15E to show three symbols including the stop symbol corresponding to the result of the base game lottery process atstep 21. When each of thevariable display portions 15A to 15E shows three symbols including the stop symbol after terminating step 23, the base game process ends. - When the base game process ends, the
main CPU 32 proceeds to step 3 inFIG. 4 , so as to determine whether the transition condition for shifting the game mode to the special game mode is satisfied or not. If the transition condition is satisfied, themain CPU 32 acts as shifting means, so as to shift the game mode to the special game mode. Atstep 3, since theslot machine 1 provides an award by setting a predetermined item of data (“1” in this embodiment) to the bonus flag, themain CPU 32 determines that the transition is permitted if the predetermined item of data is set to the bonus flag. Thus, theslot machine 1 in this embodiment shifts to the bonus game regardless of stop symbols. Of course, whether the transition is permitted or not may be determined in accordance with the fact that specific symbols on thevariable display portions 15A to 15E are decided to be the stop symbols for a transition condition in addition to the condition mentioned above, so that the transition depends on the stop symbols, or whether the transition is permitted or not may be determined by other conditions. When the game mode shifts to the special game mode, the processing proceeds to step 4, where a bonus game process is executed. - (Bonus Game Process)
- If the
main CPU 32 determines that the game mode can shift from the base game mode to the special game mode, so that the bonus game process starts, a free game executable without operations by the player while having the same details as with a base game is repeated by a predetermined number (which is 10 in this embodiment but may be more). - When the bonus game process starts, the
main CPU 32 proceeds to step 31 as shown inFIG. 7 , so as to execute a bonus game lottery process. The bonus game lottery process executes the predetermined number of lottery processes similar to the base game process atstep 21, so as to determine stop symbols in thevariable display portions 15A to 15E and whether the games are won or not by the predetermined number. In this bonus game lottery process, an initial value (“1”) is set to a bonus counter indicating the number of bonus games played. - Next, the
main CPU 32 proceeds to step 32, so as to execute a scroll process as with step 22. Subsequently, atstep 33, a stop control process similar to that of step 23 is executed, so as to cause thevariable display portions 15A to 15E to show stop symbols by the number corresponding to the bonus counter in the result of bonus lottery process atstep 31. Atstep 33, the bonus counter is renewed by adding “1” thereto. - Subsequently, at
step 34, themain CPU 32 determines whether the bonus counter exceeds the predetermined number or not, and terminates the bonus game process if the bonus counter exceeds the predetermined number; otherwise, themain CPU 32 returns to step 31 and repeatssteps 31 to 34. - As in the foregoing, the
slot machine 1 sets “1” to the bonus flag when the start operation with thespin switch 8 is performed within the time limit in conformity to the time notification image, and determines at a later step that the bonus game transition condition is satisfied, whereby the player is provided with an award of the bonus game when thespin switch 8 is pushed down within the time limit along the time notification image. Therefore, theslot machine 1 can urge the player to perform a start operation within the time limit according to the elapsed time and time limit notified to the player, so as to shorten the interval between start operations, whereby the number of games played in a unit time can be increased. - (Modified Example)
- In the award providing step at
step 16 shown inFIG. 5 , “1” is set to the bonus flag once the in-time start operation conforming to the time notification image is performed. In this modified example, “1” is set to the bonus flag when a plurality of in-time start operations are performed in series. In this case, it will be sufficient if a starting entry process is executed in conformity to the flowchart shown inFIG. 8 . This starting entry process differs from that shown inFIG. 5 in that step 160 is executed instead ofsteps step 18 is executed. -
FIG. 9 shows a flowchart illustrating an award providing control process at step 160. When starting the award providing control process, themain CPU 32 proceeds to step 171, so as to add “1” to a number counter indicating the number of in-time start operations. Subsequently, themain CPU 32 proceeds to step 172, so as to act as start operation number counting means, thereby determining whether the number counter reaches a predetermined number (e.g., “3”) or not. Themain CPU 32 terminates the award providing control process if the number counter does not reach the predetermined number; otherwise, themain CPU 32 resets the number counter, and proceeds to step 16. Then, themain CPU 32 acts as the award providing means, so as to execute the above-mentioned award providing process and a process for controlling a notification regarding award provision asstep 17 subsequent thereto, thereby terminating the award providing control process. - If the start operation is not performed within the time limit in conformity to the time notification image at
step 15 shown inFIG. 8 , themain CPU 32 proceeds to step 18, so as to reset the number counter. Thus, the number is counted only when in-time start operations are performed in series; otherwise, the value of the number counter is cleared. - In this way, the
slot machine 1 in accordance with this modified example provides an award when in-time start operations, each of which are performed within the time limit in conformity to the time notification image, are performed in series, and thus can urge the player to further shorten the interval between start operations, thereby speeding up the gaming. Hence, the number of games played in a unit time can be increased. - In the starting entry process, this modified example changes at least one of the permission of notifying the elapsed time and time limit, the content of the award, and a notification timing in accordance with the usage rate per unit time of the gaming value used for starting the game, e.g., the number of coins inserted per unit time. In this case, it will be sufficient if the starting entry process is executed in conformity to the flowchart shown in
FIG. 10 . This starting entry process differs from that shown inFIG. 5 in that step 120 is executed instead of step 12 and in that step 19 is executed betweensteps 11 and 120. There are also differences in that step 20 is executed betweensteps steps - When initiating the starting entry process, the
main CPU 32 proceeds to step 19 subsequent to step 11 mentioned above, so as to act as the changing means in the present invention, thereby executing an award changing control process. Subsequently, themain CPU 32 executes a time notification control process at step 120. Further, themain CPU 32 executesstep 13 as mentioned above, then proceeds to step 20, so as to act as the detecting means in the present invention, thereby executing a gaming value detection process. Thereafter, themain CPU 32 executessteps main CPU 32 proceeds to step 161, so as to execute a variable award providing process, thereby ending the starting entry process. - When starting the gaming value detection process by proceeding to step 20, the
main CPU 32 advances to step 191 as shown inFIG. 11 , so as to act as the detecting means in the present invention. Then, themain CPU 32 adds to a gaming value counter the number of inserted coins or credit usage rate in coin inserting operations during a predetermined time (e.g., 10 minutes). Then, themain CPU 32 calculates the usage rate per unit time from the value of the gaming value counter. Subsequently, themain CPU 32 proceeds to step 192, so as to act as gaming value determining means, thereby determining whether the usage rate is at least a predetermined value (e.g., 100) or not. If the usage rate is less than the predetermined value, themain CPU 32 terminates the gaming value detection process. If the gaming value number counter is at least the predetermined value, themain CPU 32 proceeds to step 193, so as to set a predetermined item of data (e.g., “1”) to an award flag for changing a content concerning the award, and then terminates the gaming value detection process. - When initiating the award changing control process by proceeding to step 19 shown in
FIG. 10 , themain CPU 32 advances to step 181 as shown inFIG. 12 , so as to act as the changing means in the present invention. Then, themain CPU 32 determines whether “1” is set to the award flag by the gaming value detecting means. Themain CPU 32 terminates the award changing control process if “1” is not set to the award flag, whereas themain CPU 32 proceeds to step 182 if “1” is set to the award flag. At step 182, themain CPU 32 instructs thesampling circuit 36 to arbitrarily sample a random number among random numbers generated by therandom number generator 35. According to the arbitrary random number, themain CPU 32 sets predetermined items of data to award changing flags A, B, and C. For example, “1” is set to the award changing flag A, whereas any of a plurality of values “1”, “2”, . . . are set to the award changing flags B and C. After setting the above-mentioned data to the award changing flags A to C, themain CPU 32 terminates the award changing control process. - At step 120 shown in
FIG. 10 , themain CPU 32 decides whether or not to notify the elapsed time and time limit according to the award changing flag A. Namely, themain CPU 32 determines whether “1” is set to the award changing flag A or not. Themain CPU 32 terminates the time notification control process if “1” is not set to the award changing flag A, and executes the above-mentioned time notification process if “1” is set to the award changing flag A. - Subsequently, at step 120, the
main CPU 32 changes the notification timing according to the value of the award changing flag B. Namely, themain CPU 32 determines whether any value is set to the award changing flag B or not. If no value is set to the award changing flag B, themain CPU 32 terminates the time notification control process. If any value is set to the award changing flag B, themain CPU 32 changes the above-mentioned notification timing of the elapsed time and time limit according to the value of the award changing flag B. For example, themain CPU 32 immediately executes the above-mentioned time notification process if “1” is set to the award changing flag B, and themain CPU 32 executes the above-mentioned time notification process after 2 seconds if “2” is set to the award changing flag B. Themain CPU 32 may execute the time notification process as with step 12 mentioned above if “1” is set to the award changing flag B. Also, themain CPU 32 may execute the time notification process in which the time limit may become one half of that at step 12 if “2” is set to the award changing flag B. - At step 161, according to the value of the award changing flag C, the
main CPU 32 changes the content of the award to be provided. Namely, themain CPU 32 determines whether any value is set to the award changing flag C or not. If no value is set to the award changing flag C, themain CPU 32 terminates the award providing control process. If any value is set to the award changing flag C, themain CPU 32 changes the content of the award for the above-mentioned award providing process according to the value of the award changing flag C. For example, according to the value of the award changing flag C, themain CPU 32 chooses one award among advantages such as the above-mentioned transition to the bonus game and the increase in the number of coins to be paid out, and executes the above-mentioned award providing process. - Since at least one of (a) the permission of notifying the elapsed time and time limit, (b) the content of the award, and (c) the notification timing is changed according to the usage rate per unit time of the gaming value used for starting the game, this modified example can urge the player to play the game while taking account of the usage rate per unit time of the gaming value used for starting the game, whereby the number of games to be executed in a unit time can be increased.
- The time notification image may be a
smiley image 21 indicating a smiling face shown inFIG. 14 . When notifying the elapsed time and time limit with thesmiley image 21, thesmiley image 21 is lit or blinked (repeatedly displayed bright and dark) in the state where the elapsed time is within the time limit, but is not displayed in the state where the elapsed time has reached the time limit. This time notification image functions to urge the player to push down thespin switch 8 while thesmiley image 21 is lit or blinked. In this case, it will be sufficient if the bonus flag is set when the player pushes down thespin switch 8 while thesmiley image 21 is lit or blinked. - Though the elapsed time and time limit are notified by the display of the time notification image on the
main display 3 in the above-mentioned embodiment, they may be notified by flashing which periodically brightens the whole screen for a moment or by sound outputs from thespeakers - Though the
slot machine 1 constructing the variable display means by themain display 3 showing images indicating reels is explained by way of example, the present invention may also be employed in a rotary drum slot machine having a plurality of mechanical reels each painted with a plurality of symbols and constituting the variable display means. - This rotary drum slot machine has a reel unit in which three
mechanical reels FIGS. 16 and 17 are rotatably arranged in a horizontal row, and a liquidcrystal display device 141 disposed on the front side of thereels cabinet 2, for example. Thereels - The liquid
crystal display device 141 comprises atranslucent glass sheet 142 anddisplay plate 143; aliquid crystal panel 144; alightguide plate 145; a reflectingfilm 146;fluorescent lamps lamp holders 149 a to 149 h; and a flexible substrate (not depicted) which is connected to a terminal portion of theliquid crystal panel 144 and constructed by a table carrier package (TCP) mounted with an IC for driving theliquid crystal panel 144. - The
liquid crystal panel 144 is configured normally white in order to display white (light is transmitted to the display surface side and visible from the outside) in a state where no voltage is applied to the liquid crystal (the liquid crystal is not driven), whereby thereels lightguide plate 145 is provided in order to guide the light from thefluorescent lamps liquid crystal panel 144. The reflectingfilm 146 is provided in order to reflect the light introduced to thelightguide plate 145 toward the front face of thelightguide plate 145, and has a reflectingarea 146A and nonreflecting areas 146BL, 146BC, 146BR as a light-transmitting portion which transmits incident light therethrough without reflecting it. The nonreflecting areas 146BL, 146BC, 146BR are arranged in front of three symbols arranged in a vertical row appearing when theircorresponding reels - As the
reels reels reel unit 103 constitutes the variable display means. The liquidcrystal display device 141 constitutes time notification means for notifying the elapsed time and time limit by displaying the time notification image. Therefore, as shown inFIG. 15 , thetime notification portion 16 is arranged on the lower side of thevariable display area 15 where thereels crystal display device 141 are seen. - In the foregoing, embodiments of the present invention are explained on the basis of the
slot machine 1. However, the present invention is not limited to the foregoing embodiments. For example, the number of variable display portions is not limited to 3 and 5. Though each variable display portion displays three symbols arranged in a vertical row, one symbol may be displayed. - Moreover, though some examples are explained as the award to be provided by the main CPU (award providing means), the present invention is not limited to the foregoing examples.
- For example, the above-mentioned symbol determining table, which stores code numbers of symbols in association with the random numbers, may be changed into one for a so-called “special payout table” which enables the player to be easily awarded with better winning combinations. That is, the allocation of random numbers in the special payout table is modified in favor of the player. Instead of the symbol determining table, the above-mentioned winning determination table may be changed in favor of the player.
- As another example, a so-called “mystery bonus” may be employed as the award to be provided by the award providing means. Specifically, when the mystery bonus is awarded, the base game will be shifted into the bonus game irrespective of the player's operation or symbols on the main display. Entry into such mystery bonus may be determined by a lottery in the slot machine itself or a controlling machine governing a plurality of slot machines. In addition, entry into such mystery bonus may be determined by a special winning combination, which is hidden from the player, or a special player's operation such as a mode or timing of pressing switches.
- Though the embodiments of the present invention describe a slot machine which cannot stop each reel during variable displaying by way of example, the present invention is also employable in slot machines (pachislo machines) of a type which can stop each reel during variable displaying.
- As described above, the present invention provides a gaming machine which can urge the player to shorten the interval between start operations, so as to increase the number of games played in a unit time.
- The gaming machine of the present invention comprises variable display means provided with a plurality of variable display portions for variably displaying symbols and operating means for causing the variable display means to start variably displaying the symbols. The gaming machine of the present invention further comprises determining means for determining whether an in-time start operation is performed with the operating means before an elapsed time measured after ending a game exceeds a time limit, and award providing means for providing a player with an award useful therefor when the determining means determines that the in-time start operation is performed.
- This gaming machine provides a player with a useful award when an in-time start operation, which is performed before an elapsed time measured after ending a game exceeds a time limit, is executed. Therefore, the gaming machine can urge the player to perform a start operation within the time limit, so as to shorten the interval between start operations.
- The gaming machine of the present invention may further comprise time notifying means for notifying the elapsed time and time limit. This gaming machine notifies the elapsed time and time limit, and thus can urge the player to perform a start operation according to the elapsed time and time limit notified thereto.
- The award providing means may provide the award when the determining means determines that the in-time start operations are performed in series. In this structure, the award is provided when the in-time start operations are performed in series, whereby the gaming machine can urge the player to further shorten the interval between start operations and speed up.
- The gaming machine of the present invention may further comprise detecting means for detecting a usage rate per unit time of a gaming value used for starting a variable display game by the variable display means; and changing means for changing at least one of a permission of notifying the elapsed time and time limit, a content of the award provided by the award providing means, and a notification timing by the time notifying means according to a result of detection by the detecting means.
- According to the usage rate per unit time of a gaming value used for starting a game, this gaming machine changes at least one of (a) the permission of notifying the elapsed time and time limit, (b) the content of the award provided, and (c) the notification timing, and thus can urge the player to play a game while taking account of the usage rate per unit time of the gaming value.
- The gaming machine of the present invention may further comprise award notifying means for notifying that the award is provided by the award providing means when the in-time start operation is performed. This structure allows the gaming machine to inform the player that the award is given thereto.
Claims (7)
1. A gaming machine comprising:
a plurality of symbols for variably displaying;
a switch causing the plurality of symbols to start variably displaying; and
a processor for determining whether a player performs an in-time start operation to cause the plurality of symbols to start variably displaying with the switch before an elapsed time measured after ending a game exceeds a time limit and for providing the player with an award if the player performs the in-time start operation.
2. The gaming machine according to claim 1 ,
wherein the processor notifies the player of the elapsed time and the time limit.
3. The gaming machine according to claim 1 ,
wherein the processor provides the player with the award if the player performs the in-time start operations in series.
4. The gaming machine according to claim 1 ,
wherein the processor detects a usage rate per unit time of a gaming value for playing a game in order to change at least one of permission of notifying the elapsed time and time limit, a content of the award, and a notification timing of the elapsed time and time limit.
5. The gaming machine according to claim 1 ,
wherein the processor notifies the player that the award is provided if the in-time start operation is performed.
6. A gaming machine comprising:
a plurality of symbols for variably displaying;
a switch causing the plurality of symbols to start variably displaying; and
a processor for determining whether a player performs an in-time start operation with the switch for starting a new game before an elapsed time measured after ending a previous game exceeds a time limit and for providing the player with an award if the player performs the in-time start operation,
wherein the processor detects a usage rate per unit time of a gaming value for playing a game in order to change at least one of permission of notifying the elapsed time and time limit, a content of the award, and a notification timing of the elapsed time and time limit.
7. A gaming machine comprising:
a plurality of symbols for variably displaying;
a switch causing the plurality of symbols to start variably displaying;
a processor for determining whether a player performs an in-time start operation to cause the plurality of symbols to start variably displaying with the switch before an elapsed time measured after ending a game exceeds a time limit and for providing the player with an award if the player performs the in-time start operation; and
a display informing the player that the award is provided by the processor if the player performs the in-time start operation.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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JP2005211741A JP2007021105A (en) | 2005-07-21 | 2005-07-21 | Game machine |
JPP2005-211741 | 2005-07-21 |
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US20070021178A1 true US20070021178A1 (en) | 2007-01-25 |
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Family Applications (1)
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US11/489,728 Abandoned US20070021178A1 (en) | 2005-07-21 | 2006-07-20 | Gaming machine |
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US (1) | US20070021178A1 (en) |
JP (1) | JP2007021105A (en) |
CN (1) | CN1899653A (en) |
AU (1) | AU2006203040A1 (en) |
EA (1) | EA010444B1 (en) |
ZA (1) | ZA200605975B (en) |
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US20100120484A1 (en) * | 2008-11-11 | 2010-05-13 | Igt | Gaming system, gaming device and method providing a group of timed games |
US20100304837A1 (en) * | 2009-06-01 | 2010-12-02 | Universal Entertainment Corporation | Gaming machine |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
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JP2010017430A (en) * | 2008-07-14 | 2010-01-28 | Olympia:Kk | Slot machine |
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US6159098A (en) * | 1998-09-02 | 2000-12-12 | Wms Gaming Inc. | Dual-award bonus game for a gaming machine |
US20040077395A1 (en) * | 2001-05-29 | 2004-04-22 | Roger Tuhy | Gaming system for extended player retention |
US20040235551A1 (en) * | 2003-03-03 | 2004-11-25 | Walker Jay S. | Method and apparatus for providing regular entrance into a bonus game |
US7314411B2 (en) * | 2004-04-01 | 2008-01-01 | Multimedia Games, Inc. | Player action incentive arrangement for gaming systems |
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JP2003230723A (en) * | 2002-02-12 | 2003-08-19 | Aruze Corp | Pachinko game machine, control method for pachinko game machine, server and storage medium |
JP2004344560A (en) * | 2003-05-26 | 2004-12-09 | Maruhon Ind Co Ltd | Game machine |
-
2005
- 2005-07-21 JP JP2005211741A patent/JP2007021105A/en not_active Withdrawn
-
2006
- 2006-07-18 AU AU2006203040A patent/AU2006203040A1/en not_active Abandoned
- 2006-07-20 ZA ZA200605975A patent/ZA200605975B/en unknown
- 2006-07-20 EA EA200601204A patent/EA010444B1/en not_active IP Right Cessation
- 2006-07-20 US US11/489,728 patent/US20070021178A1/en not_active Abandoned
- 2006-07-21 CN CNA200610105752XA patent/CN1899653A/en active Pending
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US6159098A (en) * | 1998-09-02 | 2000-12-12 | Wms Gaming Inc. | Dual-award bonus game for a gaming machine |
US20040077395A1 (en) * | 2001-05-29 | 2004-04-22 | Roger Tuhy | Gaming system for extended player retention |
US20040235551A1 (en) * | 2003-03-03 | 2004-11-25 | Walker Jay S. | Method and apparatus for providing regular entrance into a bonus game |
US7314411B2 (en) * | 2004-04-01 | 2008-01-01 | Multimedia Games, Inc. | Player action incentive arrangement for gaming systems |
Cited By (7)
Publication number | Priority date | Publication date | Assignee | Title |
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US20100120484A1 (en) * | 2008-11-11 | 2010-05-13 | Igt | Gaming system, gaming device and method providing a group of timed games |
US8777722B2 (en) | 2008-11-11 | 2014-07-15 | Igt | Gaming system, gaming device and method providing a group of timed games |
US10058772B2 (en) | 2008-11-11 | 2018-08-28 | Igt | Gaming system, gaming device and method providing a group of timed games |
US20100304837A1 (en) * | 2009-06-01 | 2010-12-02 | Universal Entertainment Corporation | Gaming machine |
US20110177861A1 (en) * | 2009-06-01 | 2011-07-21 | Universal Entertainment Corporation | Gaming machine |
US8382577B2 (en) | 2009-06-01 | 2013-02-26 | Universal Entertainment Corporation | Gaming machine |
US8388434B2 (en) | 2009-06-01 | 2013-03-05 | Universal Entertainment Corporation | Gaming machine |
Also Published As
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JP2007021105A (en) | 2007-02-01 |
AU2006203040A1 (en) | 2007-02-08 |
ZA200605975B (en) | 2007-01-31 |
EA010444B1 (en) | 2008-08-29 |
CN1899653A (en) | 2007-01-24 |
EA200601204A1 (en) | 2007-02-27 |
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