US20070021179A1 - Gaming machine - Google Patents

Gaming machine Download PDF

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Publication number
US20070021179A1
US20070021179A1 US11/490,531 US49053106A US2007021179A1 US 20070021179 A1 US20070021179 A1 US 20070021179A1 US 49053106 A US49053106 A US 49053106A US 2007021179 A1 US2007021179 A1 US 2007021179A1
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United States
Prior art keywords
game
display device
image display
variable display
player
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
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US11/490,531
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English (en)
Inventor
Masatsugu Kobayashi
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Universal Entertainment Corp
Original Assignee
Aruze Corp
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Assigned to ARUZE CORP. reassignment ARUZE CORP. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: KOBAYASHI, MASATSUGU
Publication of US20070021179A1 publication Critical patent/US20070021179A1/en
Abandoned legal-status Critical Current

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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
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • 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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • 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
    • G07F17/34Coin-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 present invention relates to a gaming machine that provides a second game in succession to a first game when a predetermined condition is satisfied in the first game, and particularly to a gaming machine that enhances a player's feeling of accomplishment for game play by providing the second game on a first image display device while the game result of the first game is displayed on a second image display device.
  • a gaming machine such as a slot machine and gaming machines that provides roulette games and card games, uses a game medium such as coins and medals.
  • the gaming machine enables a player to start playing a game when the player inputs the game medium into the gaming machine. When the player wins the game, a predetermined number of game medium are paid out to the player.
  • the gaming machines usually provides a plurality of games that are different in types, in order to avoid the user from feeling tediousness.
  • a gaming machine disclosed in JP-W-2002-537874 (WO/2000/032286) is configured that, when a predetermined condition is satisfied in a first game of a base game, the gaming machine allows the player to play a second game of a bonus game in succession to the first game.
  • the gaming machine for the player to play a game configured by a first game and a second game like the gaming machine described in the document JP-W-2002-537874
  • the game screen of the first screen disappears and a transition is made to the second game before the player keeps track of the game result of the first game. Accordingly, the player loses a sense of accomplishment for the game play and gradually loses interest in the game play.
  • a slot machine having a large number of pay lines for example, 20 lines
  • Some recent gaming machines are provided with a subsidiary display in addition to a main display for displaying an image involved in a base game.
  • a subsidiary display in addition to a main display for displaying an image involved in a base game.
  • an advertisement and a gaming manner are displayed on the subsidiary display; hitherto, various effect methods using the subsidiary display have been proposed.
  • JP-A-2004-194737 (US 2004/116175 A1) describes a gaming machine wherein a display history of a main display is displayed on a subsidiary display and the position history of symbols displayed in the display history has a given relationship, an award is paid out.
  • a gaming machine including: a first image display device; a second image display device; and a processor that performs a first process for providing a player a first game by controlling the first image display device to display a progress of the first game, wherein, when a result of the first game satisfies a predetermined condition, the processor performs a second process for providing the player a second game by controlling the first image display device to display a progress of the second game while controlling the second image display device to display the result of the first game.
  • a method for providing a game to a player with a gaming machine provided with a first image display device and a second image display device includes: performing a first process for providing the player a first game by controlling the first image display device to display a progress of the first game; and performing, when a result of the first game satisfies a predetermined condition, a second process for providing a second game by controlling the first image display device to display a progress of the second game while controlling the second image display device to display the result of the first game.
  • a computer-readable program product for causing a computer provided in a gaming machine having a first image display device and a second image display device to provide a game to a player.
  • the program product causes the computer to perform procedures including: performing a first process for providing the player a first game by controlling the first image display device to display a progress of the first game; and performing, when a result of the first game satisfies a predetermined condition, a second process for providing a second game by controlling the first image display device to display a progress of the second game while controlling the second image display device to display the result of the first game.
  • FIG. 1 is a perspective view to show the appearance of a slot machine according to an embodiment
  • FIG. 2 is a front view to show variable display sections of the slot machine according to the embodiment
  • FIG. 3 is a front view to show an operation panel of the slot machine according to the embodiment
  • FIG. 4 is a schematic drawing to show symbol rows variably displayed on variable display sections using a first reel band to a fifth reel band;
  • FIG. 5 is a block diagram to schematically show a control system of the slot machine according to the embodiment.
  • FIG. 6 is a block diagram to schematically show a liquid crystal drive circuit of liquid crystal displays
  • FIG. 7 is a drawing to show storage areas of ROM according to the embodiment.
  • FIG. 8 is a drawing to show an award table indicating winning combinations and awards
  • FIG. 9 is a flowchart of a main processing program of the slot machine according to the embodiment.
  • FIG. 10 is a flowchart of a start acceptance processing program of the slot machine according to the embodiment.
  • FIG. 11 is a flowchart of a lottery processing program of the slot machine according to the embodiment.
  • FIG. 12 is a flowchart of a base game processing program of the slot machine according to the embodiment.
  • FIG. 13 is a flowchart of a bonus game processing program of the slot machine according to the embodiment.
  • FIG. 14 is a drawing to show a display screen displayed on a lower liquid crystal display while symbols are being varied in a base game
  • FIG. 15 is a drawing to show a display screen displayed on the lower liquid crystal display at the symbol stop display time in a base game
  • FIG. 16A is a drawing to show a game result screen indicating the game result of a base game displayed on an upper liquid crystal display in a bonus game
  • FIG. 16B is a drawing to show a bonus game effect screen displayed on the lower liquid crystal display after the bonus game is disclosed;
  • FIG. 17A is a drawing to show a game result screen indicating the game result of a base game displayed on an upper liquid crystal display in a bonus game
  • FIG. 17B is a drawing to show a bonus game effect screen when the award associated with a treasure box selected by a player is displayed.
  • a slot machine 1 according to the embodiment is a video slot machine having an image display such as a liquid crystal display for allowing a player to play a game by producing variable display and stop display of images of various symbols on the image display.
  • the schematic configuration of the slot machine 1 according to the embodiment will be discussed based on FIGS. 1-3 .
  • FIG. 1 is a perspective view to show the appearance of the slot machine 1 according to the embodiment.
  • FIG. 2 is a front view to show variable display sections 21 to 25 of the slot machine 1 according to the embodiment.
  • FIG. 3 is a front view to show an operation panel 8 of the slot machine 1 according to the embodiment.
  • a slot machine 1 has a cabinet 2 forming the whole of the slot machine, and an upper liquid crystal display 3 is provided on the front top of the cabinet 2 .
  • a lower liquid crystal display 4 is provided on a machine front panel 20 provided in the front center of the cabinet 2 .
  • the upper liquid crystal display 3 and the lower liquid crystal display 4 are implemented as generally used liquid crystal displays.
  • a pair of speakers 5 L and SR is provided to the left and the right of the upper liquid crystal display 3 for outputting BGMs, audio effect, and effect sounds, to the player based on the gaming state of the slot machine 1 .
  • an operation table 6 projected to the front is provided below the lower liquid crystal display 4 .
  • the operation table 6 is provided with the operation panel 8 where various buttons are placed, a coin insertion section 9 for inserting (inputting) a game medium such as a coin, and a bill insertion section 10 for inserting (inputting) a bill.
  • a touch panel 121 is connected via a touch panel drive circuit 122 to the CPU 50 .
  • the touch panel 121 (touch panel device) is provided on a screen of the lower liquid crystal display 4 (first image display device) and allows the player to input operation thereon.
  • the CPU 50 (processor) performs a bonus game process S 41 -S 47 (second process), which will be described later, to progress the bonus game (second game) in accordance with the operation input on the touch panel 121 .
  • Information concerning a game such as a game manner, types of winning combination, award for each types of winning combination, and various effects concerning the game is displayed on the upper liquid crystal display 3 during a base game of a first game.
  • a bonus game of a second game when a winning combination of the bonus game is complete, the stop symbols of the base game displayed on the lower liquid crystal display 4 are displayed on the upper liquid crystal display 3 (see FIG. 16A ).
  • the current credit count owned by the player and various effect images are displayed on the lower liquid crystal display 4 and a first variable display section 21 to a fifth variable display section 25 are also displayed in the vicinity of the center of the lower liquid crystal display 4 .
  • Various symbols described later are variably displayed on the first variable display section 21 to the fifth variable display section 25 while the symbols are scrolled from the upper direction to the lower direction, and stop display of the symbols is produced as a predetermined symbol combination after the expiration of a predetermined time.
  • the slot machine 1 of the embodiment is a video slot machine having video reels displayed through the first variable display section 21 to the fifth variable display section 25 of the lower liquid crystal display 4 for allowing a player to play a slot game (involving two game modes of base game and bonus game).
  • the lower liquid crystal display 4 serves as a flat-panel display that displays a plurality of video reels in areas of a screen where configured as the variable display sections.
  • each of the first variable display section 21 to the fifth variable display section 25 is divided into a first stop display region 211 , 221 , 231 , 241 , 251 , a second stop display region 212 , 222 , 232 , 242 , 252 , and a third stop display region 213 , 223 , 233 , 243 , 253 , as shown in FIG. 2 , and stop display of predetermined symbols is produced in the stop display regions 211 to 213 , 221 to 223 , 231 to 233 , 241 to 243 , and 251 to 253 based on the lottery result of an internal lottery described later.
  • the slot game involves 20 pay lines each formed of five regions of the stop display regions 211 to 213 , 221 to 223 , 231 to 233 , 241 to 243 , and 251 to 253 . If each pay line is activated, when specific symbols are arranged in a specific mode (combination) in stop display of the symbols, an award is given to the player.
  • the pay lines will be discussed below:
  • a first pay line L 1 is formed of the second stop display regions 212 , 222 , 232 , 242 , and 252 .
  • a second pay line L 2 is formed of the first stop display regions 211 , 221 , 231 , 241 , and 251 .
  • a third pay line L 3 is formed of the third stop display regions 213 , 223 , 233 , 243 , and 253 .
  • a fourth pay line L 4 to a twentieth pay line L 20 are also formed using the stop display regions 211 to 213 , 221 to 223 , 231 to 233 , 241 to 243 , and 251 to 253 .
  • the pay line activated based on player's operation of each bet button described later (BET1 PER LINE button 33 , BET3 PER LINE button 34 , BET5 PER LINE button 35 ) is called “activated pay line.”
  • buttons are placed on the operation panel 8 provided on the operation table 6 .
  • the operation buttons will be discussed specifically using FIG. 3 .
  • a COLLECT button 31 and a GAME RULES button 32 are placed in order from the left to the right at the top stage of the operation panel 8
  • a BET 1 PER LINE button 33 is placed in order from the left to the right at the top stage of the operation panel 8
  • a BET 3 PER LINE button 34 are placed in order from the left to the right at the middle stage
  • a PLAY 1 LINE button 37 , a PLAY 5 LINES button 38 , a PLAY 20 LINES button 39 , and a GAMBLE RESERVE button 40 are disposed in order from the left to the right at the bottom stage.
  • the COLLECT button 31 is a button usually pressed when a game is over. When the COLLECT button 31 is pressed, coins equivalent to the credit count gained by the player playing the game are paid back from a coin payout opening 15 (described later) through a hopper (not shown) provided in the slot machine 1 to a coin receiving tray 16 (described later).
  • a COLLECT switch 45 is for the COLLECT button 31 . As the COLLECT button 31 is pressed, a switch signal is output to a CPU 50 (see FIG. 5 ).
  • the GAME RULES button 32 is a button pressed when a game operation manner, etc., is unknown.
  • a GAME RULES switch 46 is for the GAME RULES button 32 .
  • a switch signal is output from the GAME RULES switch 46 to the CPU 50 (see FIG. 5 ).
  • the BET 1 PER LINE button 33 is a button for betting the current credit owned by the player one point at a time on each activated pay line each time the BET 1 PER LINE button 33 is pressed.
  • the BET 3 PER LINE button 34 is a button for starting a game with three bets on each activated pay line as the BET 3 PER LINE button 34 is pressed.
  • the BET 5 PER LINE button 35 is a button for starting a game with five bets on each activated pay line as the BET 5 PER LINE button 35 is pressed.
  • a 1-BET switch 57 , a 3-BET switch 58 , and a 5-BET switch 59 are for the buttons 33 to 35 .
  • a switch signal is output from the corresponding switch 57 to 59 to the CPU 50 (see FIG. 5 ).
  • the bet count is determined for each of the activated pay lines.
  • the WIN START FEATURE button 36 is a button for starting a bonus game described later and adding the award gained by the player playing the bonus game to the credit.
  • a WIN START switch 47 is for the WIN START FEATURE button 36 . When the WIN START FEATURE button 36 is pressed, a switch signal is output from the WIN START switch 47 to the CPU 50 (see FIG. 5 ).
  • the PLAY 1 LINE button 37 is a button for starting a game with the number of activated pay lines set to one as the PLAY 1 LINE button 37 is pressed.
  • the PLAY 5 LINES button 38 is a button for starting a game with the number of activated pay lines set to five as the PLAY 5 LINES button 38 is pressed.
  • the PLAY 20 LINES button 39 is a button for starting a game with the number of activated pay lines set to 20 as the PLAY 20 LINES button 39 is pressed.
  • a 1-LINE switch 60 , a 5-LINES switch 61 , and a 20-LINES switch 62 are for the buttons 37 to 39 .
  • a switch signal is output from the corresponding switch 60 to 62 to the CPU 50 (see FIG. 5 ).
  • the number of activated pay lines is determined.
  • the PLAY 1 LINE button 37 When the PLAY 1 LINE button 37 is pressed, the first pay line L 1 is activated.
  • the PLAY 5 LINES button 38 When the PLAY 5 LINES button 38 is pressed, the first pay line L 1 to the fifth pay line L 5 are activated.
  • the PLAY 20 LINES button 39 When the PLAY 20 LINES button 39 is pressed, the first pay line L 1 to the twentieth pay line L 20 are all activated.
  • the PLAY 1 LINE button 37 , the PLAY 5 LINES button 38 , and the PLAY 20 LINES button 39 also have roles of start buttons for starting variable display of the symbols on the first variable display section 21 to the fifth variable display section 25 of the lower liquid crystal display 4 to start a game with the current bet count and the corresponding number of activated pay lines as any of the PLAY 1 LINE button 37 , the PLAY 5 LINES button 38 , or the PLAY 20 LINES button 39 is pressed.
  • the GAMBLE RESERVE button 40 is a button pressed when the player leaves a seat or is a button for transitioning to a double down game after a bonus game is over.
  • the double down game is a game played using the credit gained in the bonus game.
  • a GAMBLE RESERVE switch 48 is for the GAMBLE RESERVE button 40 . As the GAMBLE RESERVE button 40 is pressed, a switch signal is output from the GAMBLE RESERVE switch 48 to the CPU 50 (see FIG. 5 ).
  • a coin sensor 49 is placed in the coin insertion section 9 .
  • a coin detection signal is output through the coin sensor 49 to the CPU 50 (see FIG. 5 ) and the credit equivalent to the input coin is added.
  • a bill sensor 67 is placed in the bill insertion section 10 .
  • a bill detection signal is output through the bill sensor 67 to the CPU 50 (see FIG. 5 ) and the credit equivalent to the input bill is added.
  • the coin payout opening 15 is formed and the coin receiving tray 16 for receiving coins paid out from the coin payout opening 15 is provided.
  • a coin detection section 73 configured by a hopper 71 capable of ejecting coins one at a time, a sensor, etc., (described later with reference to FIG. 5 ) is placed in the coin payout opening 15 for detecting the number of coins paid out from the coin payout opening 15 .
  • a medium like a receipt describing the number (value) of coins may be ejected instead of directly paying out coins. The player inserts the ejected receipt into a predetermined insertion slot provided in another gaming machine, whereby it is made possible for the player to play a game as if the coins of the described value were input.
  • the symbol row shown in a first reel band 111 is a symbol row variably displayed in the first variable display section 21 ;
  • the symbol row shown in a second reel band 112 is a symbol row variably displayed in the second variable display section 22 ;
  • the symbol row shown in a third reel band 113 is a symbol row variably displayed in the third variable display section 23 ;
  • the symbol row shown in a fourth reel band 114 is a symbol row variably displayed in the fourth variable display section 24 ;
  • the symbol row shown in a fifth reel band 115 is a symbol row variably displayed in the fifth variable display section 25 .
  • Bitmap data (dot data) to form images of the symbol rows shown in the first reel band 111 to the fifth reel band 115 is stored in image ROM 82 (see FIG. 6 ).
  • the symbol rows shown in the first reel band 111 to the fifth reel band 115 have different symbol arrangements and each symbol row is an appropriate combination of 13 symbols of “LOBSTER,” “SHARK,” “FISH,” “PUNK,” “OCTOPUS,” “CRAB,” “WORM,” “A,” “K,” “Q,” “J,” “WILD,” and “HUNTER.”
  • LOBSTER indicates a symbol of a lobster.
  • SHARK,” “FISH,” “PUNK,” “OCTOPUS,” “CRAB,” “WORM,” and “HUNTER” indicate symbols of a shark, a fish, a person having a gutter, an octopus, a crab, a worm, and a hunter respectively.
  • A,” “K,” “Q,” “J,” and “WILD” indicate symbols of alphabetical characters.
  • “HUNTER” is a so-called scatter symbol. If stop display of two or more symbols of “HUNTER” is produced in total on the first variable display section 21 to the fifth variable display section 25 regardless of the activated pay line, a predetermined credit count is added as the credit owned by the player (see FIG. 8 ). Further, “HUNTER” is also a trigger symbol for transitioning to a bonus game as described later. If stop display of three or more symbols of “HUNTER” is produced in total on the first variable display section 21 to the fifth variable display section 25 regardless of the activated pay line, the player can make a transition to a bonus game described later.
  • WILD is a wild symbol replacing any symbol other than “HUNTER” (scatter symbol).
  • the symbol rows shown in the first reel band 111 to the fifth reel band 115 are scrolled from the upper direction to the lower direction on the first variable display section 21 to the fifth variable display section 25 and three symbols are stop-displayed on each of the first variable display section 21 to the fifth variable display section 25 after the expiration of a predetermined time.
  • various winning combinations are preset based on different combinations of the symbols and when the symbol combination corresponding to a winning combination stops on the activated pay line, an award is for the credit in response to the winning combination. If three or more symbols of “HUNTER” are stop-displayed at the same time regardless of the pay line, a transition is made to a bonus game.
  • FIG. 5 is a block diagram to schematically show the control system of the slot machine.
  • the control system of the slot machine 1 is configured by having the CPU 50 , and ROM 51 and RAM 52 that are connected to the CPU 50 .
  • the ROM 51 stores a main processing program, a base game processing program, a bonus game processing program, a symbol lottery table for determining stop display symbols by lottery, an award table for setting winning combinations based on combinations of stop-displayed symbols and credit paid out based on each winning combination (see FIG. 8 ) described later, and other various programs, data tables, etc., required for controlling the slot machine 1 .
  • the RAM 52 is memory for temporarily storing various pieces of data on which the CPU 50 performed operations.
  • a clock pulse generation circuit 53 for generating a reference clock pulse and a frequency divider 54 is connected to the CPU 50 , and a random number generator 55 for generating a random number and a random number sampling circuit 56 is also connected to the CPU 50 .
  • the random number sampled through the random number sampling circuit 56 is used for various lotteries for determining the winning combinations, etc.
  • the COLLECT switch 45 for the COLLECT button 31 connected to the CPU 50 are the COLLECT switch 45 for the COLLECT button 31 , the GAME RULES switch 46 for the GAME RULES button 32 , the 1-BET switch 57 for the BET 1 PER LINE button 33 , the 3-BET switch 58 for the BET 3 PER LINE button 34 , the 5-BET switch 59 for the BET 5 PER LINE button 35 , the WIN START switch 47 for the WIN START FEATURE button 36 , the 1-LINE switch 60 for the PLAY 1 LINE button 37 , the 5-LINES switch 61 for the PLAY 5 LINES button 38 , the 20-LINES switch 62 for the PLAY 20 LINES button 39 , and the GAMBLE RESERVE switch 48 for the GAMBLE RESERVE button 40 .
  • the CPU 50 controls the slot machine to execute the operation corresponding to each button based on the switch signal output from each switch as each button is pressed.
  • the coin sensor 49 placed in the coin insertion section 9 and the bill sensor 67 placed in the bill insertion section 10 are connected to the CPU 50 .
  • the coin sensor 49 detects a coin input from the coin insertion section 9 and the CPU 50 calculates the number of the input coins based on a coin detection signal output from the coin sensor 49 .
  • the bill sensor 67 detects the denomination and the amount of each bill input from the bill insertion section 10 and the CPU 50 calculates the credit count equivalent to the amount of the bill based on a bill detection signal output from the bill sensor 67 .
  • a hopper 71 is connected to the CPU 50 through a hopper drive circuit 70 .
  • the CPU 50 outputs a drive signal to the hopper drive circuit 70 , the hopper 71 pays out a predetermined number of coins from the coin payout opening 15 .
  • the coin detection section 73 is connected to the CPU 50 through a payout completion signal circuit 72 .
  • the coin detection section 73 is placed in the coin payout opening 15 . If the coin detection section 73 detects that a predetermined number of coins have been paid out from the coin payout opening 15 , the coin detection section 73 outputs a coin payout detection signal to the payout completion signal circuit 72 , which then outputs a payout completion signal to the CPU 50 .
  • the upper liquid crystal display 3 and the lower liquid crystal display 4 are connected to the CPU 50 through a liquid crystal drive circuit 74 and the CPU 50 controls the upper liquid crystal display 3 and the lower liquid crystal display 4 .
  • the liquid crystal drive circuit 74 includes program ROM 81 , image ROM 82 , an image control CPU 83 , work RAM 84 , a VDP (video display processor) 85 , video RAM 86 , etc., as shown in FIG. 6 .
  • the program ROM 81 stores an image control program and various selection tables concerning display on the upper liquid crystal display 3 and the lower liquid crystal display 4 .
  • the image ROM 82 stores bitmap data to form images such as the stop symbols when the player wins a bonus game displayed on the upper liquid crystal display 3 and the first reel band 111 to the fifth reel band 115 displayed on the lower liquid crystal display 4 (the first variable display section 21 to the fifth variable display section 25 ), for example.
  • the image control CPU 83 determines the image to be displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 from the bitmap data previously stored in the image ROM 82 in accordance with the image control program previously stored in the program ROM 81 based on a parameter set in the CPU 50 .
  • the work RAM 84 is implemented as temporary storage means for the image control CPU 83 to execute the image control program.
  • the VDP 85 forms an image responsive to the display determined by the image control CPU 83 and outputs the image to the upper liquid crystal display 3 and the lower liquid crystal display 4 . Accordingly, for example, the symbol rows shown in the reel bands 111 to 115 , etc., are scrolled on the lower liquid crystal display 4 (or the first variable display section 21 to the fifth variable display section 25 ).
  • the video RAM 86 is implemented as temporary storage means for the VDP 85 to form an image.
  • LEDs 78 are also connected to the CPU 50 through an LED drive circuit 77 .
  • a large number of LEDs 78 are disposed on the front of the slot machine 1 and are lighted under the control of the LED drive circuit 77 based on a drive signal from the CPU 50 in producing various effects.
  • the LEDs 78 are lighted for livening up the effect in a bonus game described later, etc.
  • a sound output circuit 79 and speakers 5 L and SR are connected to the CPU 50 .
  • the speakers 5 L and SR produce various effect sounds in producing various effects based on an output signal from the sound output circuit 79 .
  • the ROM 51 stores a symbol lottery table 51 A for determining the symbols to be stop-displayed in the stop display regions 211 to 213 , 221 to 223 , 231 to 233 , 241 to 243 , and 251 to 253 of the first variable display section 21 to the fifth variable display section 25 based on a random number (see FIG. 2 ) and an award table 51 B storing the winning combinations of the symbols stop-displayed in the stop display regions and awards (see FIG. 8 ), as shown in FIG. 7 .
  • the symbol lottery table 51 A stored in the ROM 51 and used in determining the symbols to be stop-displayed in the stop display regions 211 to 213 , 221 to 223 , 231 to 233 , 241 to 243 , and 251 to 253 (see FIG. 2 ) for playing a base game and a bonus game using the first variable display section 21 to the fifth variable display section 25 with the slot machine 1 will be discussed.
  • the symbol lottery table 51 A is a lottery table for determining the symbols to be stopped on the first activated pay line L 1 configured by the second stop display regions 212 , 222 , 232 , 242 , and 252 by lottery based on the random number sampled by the random number sampling circuit 56 .
  • the symbols to be stopped in the second stop display regions 212 , 222 , 232 , 242 , and 252 are determined, whereby the symbols to be stopped in the first and third stop display regions 211 , 213 , 221 , 223 , 231 , 233 , 241 , 243 , 251 , 253 above and below the second stop display regions are also determined according to the symbol arrangement of the reel bands (see FIG. 4 ).
  • the symbols each with a code number smaller than the code number determined based on the random number by one are stop-displayed in the first stop display region 211 , 221 , 231 , 241 , 251 , and the symbols each with a code number greater than the code number determined based on the random number by one are stop-displayed in the third stop display region 213 , 223 , 233 , 243 , 253 .
  • the symbols stop-displayed on the activated pay line L 1 are determined for each of the first variable display section 21 to the fifth variable display section 25 .
  • code numbers of “00” to “29” are assigned to the symbols displayed on each of the first reel band 111 to the fifth reel band 115 in order from the top to the bottom in FIG. 4 and the random numbers provided in a one-to-one correspondence with the code numbers are set.
  • the CPU 50 samples five random numbers through the random number sampling circuit 56 so as to correspond to the first variable display section 21 to the fifth variable display section 25 when a game starts, and determines the symbols to be stopped in the second stop display regions 212 , 222 , 232 , 242 , 252 for each of the first variable display section 21 to the fifth variable display section 25 .
  • the sampled random number is “9,” the symbol of “FISH” assigned to the code number “09” is stop-displayed in the second stop display region 212 .
  • FIG. 8 is the above-mentioned award table 51 B indicating the winning combinations and awards for playing a game using the first variable display section 21 to the fifth variable display section 25 and shows the awards when the bet count is 1. Therefore, when the bet count is 1, the award value shown in FIG. 8 is for the credit; when the bet count is 2 or more, the award value shown in FIG. 8 multiplied by the bet count is for the credit.
  • the winning combinations and awards for playing a base game will be discussed specifically. As shown in FIG. 8 , as for the symbol of “LOBSTER,” if the symbol is stop-displayed successively on the activated pay line in the first variable display section 21 and the second variable display section 22 (two appear successively from the left end ( 2 K)), the player gains an award of “10.” Likewise, if three to five are stop-displayed successively on the activated pay line, the player can gain an award.
  • the awards are also set for the symbol of “SHARK,” the symbol of “FISH,” the symbol of “PUNK” (a person having a gutter), the symbol of “OCTOPUS,” the symbol of “CRAB,” the symbol of “WORM,” the symbol of “A” (alphabetic character), the symbol of “K” (alphabetic character), the symbol of “Q” (alphabetic character), and the symbol of “J” (alphabetic character), as shown in FIG. 8 .
  • the symbol of “HUNTER” is also a trigger symbol for transitioning to a bonus game. If three or more appear (are stop-displayed) at the same time regardless of the activated pay line on the first variable display section 21 to the fifth variable display section 25 , the player gains the corresponding award and can also make a transition to a bonus game.
  • the bonus game is a game played continuously after a base game is played, and generally is often a game advantageous for the player.
  • a selection type bonus game is adopted wherein a plurality of options are displayed on the lower liquid crystal display 4 and the award corresponding to the option later selected by the player is given to the player.
  • the stop symbols where a winning combination of the bonus game is complete on the first variable display section 21 to the fifth variable display section 25 are displayed on the upper liquid crystal display 3 during the bonus game.
  • FIG. 9 is a flowchart of the main processing program in the slot machine according to the embodiment.
  • the programs shown in the flowcharts of FIGS. 9 to 13 are stored in the ROM 51 and the RAM 52 included in the slot machine 1 and are executed by the CPU 50 .
  • the slot machine 1 performs a process (first process) in accordance with the main processing program as shown in FIG. 9 for providing the player the base game (first game) by controlling the lower liquid crystal display 4 (first image display device) to display a progress of the base game.
  • step 1 start acceptance processing described later with reference to FIG. 10 is performed.
  • This processing is processing of accepting a switch signal output from the 1-BET switch 57 , the 3-BET switch 58 , the 5-BET switch 59 , the 1-LINE switch 60 , the 5-LINES switch 61 , or the 20-LINES switch 62 as the player operates the BET 1 PER LINE button 33 , the BET 3 PER LINE button 34 , the BET 5 PER LINE button 35 , the PLAY 1 LINE button 37 , the PLAY 5 LINES button 38 , or the PLAY 20 LINES button 39 .
  • the switch signal output from each switch is accepted, a game is started.
  • lottery processing described later with reference to FIG. 11 is performed based on the switch signal output from the 1-LINE switch 60 , the 5-LINES switch 61 , or the 20-LINES switch 62 .
  • payout processing of paying out the credit corresponding to the award stored and added in the base game processing at S 3 and the bonus game processing at S 5 is performed.
  • the payout processing if the player does not play a bonus game, the credit corresponding to the award of the base game is paid out; if the player plays a bonus game, the credit corresponding to the award of the bonus game as well as the award of the base game is paid out.
  • the main processing is terminated.
  • FIG. 10 is a flowchart of the start acceptance processing program in the slot machine according to the embodiment.
  • the CPU 50 determines whether or not a predetermined time (for example, 15 seconds) has elapsed. If it is not determined that a predetermined time has elapsed (NO at S 11 ), no operation is performed and the process proceeds to S 13 . If it is determined that a predetermined time has elapsed (YES at S 11 ), demonstration effect is produced on the upper liquid crystal display 3 and the lower liquid crystal display 4 at S 12 and then the process proceeds to S 13 .
  • a predetermined time for example, 15 seconds
  • the determination may be made based not only on the operation signal, but also on any other input signal.
  • FIG. 11 is a flowchart of the lottery processing program in the slot machine 1 according to the embodiment.
  • symbol determination processing is performed.
  • the symbols to be stop-displayed on the first pay line L 1 are determined for each of the first variable display section 21 to the fifth variable display section 25 .
  • five random numbers provided in a one-to-one correspondence with the first variable display section 21 to the fifth variable display section 25 are sampled by the random number sampling circuit 56 to determine code numbers from the symbol lottery table 51 A, as described above.
  • the symbols to be stop-displayed are determined for each of the first variable display section 21 to the fifth variable display section 25 based on the code numbers and the first reel band 111 to the fifth reel band 115 .
  • winning determination processing is performed at S 22 and then the subroutine returns to the main processing program and the process proceeds to the base game processing at S 3 .
  • the winning combination and its award are determined based on the symbols determined at S 21 and the award table 51 B in FIG. 8 .
  • FIG. 12 is a flowchart of the base game processing program in the slot machine according to the embodiment.
  • FIG. 14 is a drawing to show a display screen displayed on the lower liquid crystal display 4 while the symbols are being varied in a base game.
  • preliminary announcement effect processing is performed for producing preliminary announcement effect for announcing beforehand a win of a bonus game at a predetermined probability at the variable display stage before the symbols stop on the first variable display section 21 to the fifth variable display section 25 .
  • FIG. 15 is a drawing to show a display screen displayed on the lower liquid crystal display 4 at the symbol stop display time in the base game.
  • FIG. 15 shows a stop symbol mode particularly when stop display of four symbols 90 of “HUNTER” (trigger symbol of bonus game) is produced, namely, when a winning combination of a bonus game is complete.
  • the credit corresponding to the award determined based on the award table 51 B in FIG. 8 in accordance with the winning symbol combination stop-displayed on the first variable display section 21 to the fifth variable display section 25 at S 33 is for the RAM 52 .
  • the added award is paid out in the payout processing at S 6 together with the award of the bonus game if a bonus game is played.
  • the subroutine returns to the main processing program and the process proceeds to the determination processing at S 4 .
  • FIG. 13 is a flowchart of the bonus game processing program in the slot machine according to the embodiment.
  • the game result of the base game is displayed on the upper liquid crystal display 3 .
  • the game result of the base game is the stop state of the symbols stop-displayed at S 33 , namely, the stop state of the symbols on the variable display sections 21 to 25 when a winning combination of a bonus game is complete in the current game.
  • FIG. 16A and FIG. 17A are each a drawing to show an example of a game result screen 95 indicating the game result of the base game displayed on the upper liquid crystal display 3 in the bonus game. While the images in FIG. 16A and FIG. 17A are displayed on the upper liquid crystal display 3 , a bonus game effect screen 104 involved in the bonus game shown in FIG. 16B and FIG. 17B is displayed on the lower liquid crystal display 4 , as described later.
  • the game result screen 95 provides symbol display sections 96 to 100 each with three symbols placed from the top to the bottom.
  • FIG. 16A and FIG. 17A show the display screen in the bonus game to which the base game makes a transition after the symbols shown in FIG. 15 are stop-displayed on the lower liquid crystal display 4 in the stop control processing at S 33 , and the same symbols as those on the variable display sections 21 to 25 shown in FIG. 15 are displayed in the same layout on the symbol display sections 96 to 100 of the game result screen 95 displayed on the upper liquid crystal display 3 . Therefore, it is made possible for the player to keep track of the game result of the base game as a trigger for making the transition to the bonus game after the base game is over by referencing the game result screen 95 , so that it is made possible to enhance a player's sense of accomplishment for game play and make the player continue to hold interest in the game play.
  • award lottery processing of the bonus game is performed.
  • a predetermined award (any of “JP,” “30,” “15,” “5,” or “1”) is assigned separately to three treasure boxes 101 to 103 of options of the bonus game later displayed on the bonus game effect screen 104 .
  • the player can select one of the displayed treasure boxes 101 to 103 , thereby gaining the award assigned to the selected treasure box 101 to 103 .
  • FIG. 16B is a drawing to show the bonus game effect screen 104 displayed on the lower liquid crystal display 4 after the bonus game is started.
  • the options namely, the treasure boxes 101 to 103 are displayed on the bonus game effect screen 104 displayed on the lower liquid crystal display 4 after the bonus game is started, as shown in FIG. 16B .
  • the CPU 50 determines whether or not the player selects any of the treasure boxes 101 to 103 . Specifically, the CPU 50 determines whether or not the player touches any of the treasure boxes 101 to 103 displayed on the lower liquid crystal display 4 based on coordinate position information transmitted from a touch panel drive circuit 122 and further determines which of the treasure boxes 101 to 103 is selected by the player.
  • the CPU 30 determines that the player does not select any of the treasure boxes 101 to 103 (NO at S 44 )
  • the CPU 30 waits until the player selects any of the treasure boxes 101 to 103 .
  • the CPU 30 determines that the player selects any of the treasure boxes 101 to 103 (YES at S 44 )
  • the CPU 30 proceeds the process to S 45 .
  • an award 105 for example, a number of “15” or “30” indicating the credit count to be paid out
  • an item 106 corresponding to the award for example, “crown” to the award “JP,” “sacred sword” to the award “30,” “chalice” to the award “15,” “necklace” to the award “5,” and “bracelet” to the award “1”
  • the associated award based on the lottery result of the lottery at S 42 is displayed in the award 105 .
  • FIG. 17 (B) is a drawing to show the bonus game effect screen 104 when the award 105 associated with the treasure box selected by the player is displayed.
  • the award “30” is associated with the first treasure box 101 and the award “15” is associated with the second treasure box 102 and the award “1” is associated with the third treasure box 103 in the award lottery processing at S 42
  • the player selects the second treasure box 102
  • the “15” award 105 and the “sacred sword” item 106 are displayed on the second treasure box 102 , as shown in FIG. 17 (B).
  • the display is changed to an image of the second treasure box 102 with an open lid.
  • award addition processing of the bonus game is performed.
  • the award associated with the selected treasure box (the credit corresponding to the award displayed at S 45 ) is for the award of the base game at S 4 and the result is stored.
  • the added award is paid out in the payout processing at S 6 together with the award of the bonus game. Then, the bonus game processing is terminated and the subroutine returns to the main processing program.
  • the symbol combination for allowing the base game to make a transition to a bonus game is stop-displayed in the base game (S 32 ) and when a transition is made to a bonus game, the symbols stop-displayed in the base game are displayed on the upper liquid crystal display 3 (S 41 ) and the bonus game screen is displayed on the lower liquid crystal display 4 (S 43 ) for performing a bonus game using the lower liquid crystal display 4 , so that it is made possible for the player to reference the stop state of the symbols in the base game during execution of the bonus game with the slot machine 1 .
  • the player it is made possible for the player to keep track of the game result of the base game as a trigger for making the transition to the bonus game (the stop state of the symbols on the first variable display section 21 to the fifth variable display section 25 ) after the base game is over, so that it is made possible to enhance a player's sense of accomplishment for game play and make the player continue to hold interest in the game play.
  • the player is hard to determine a transition to a bonus game, so that it is made possible to demonstrate a larger advantage.
  • the CPU 50 controls the upper liquid crystal display 3 (second image display device) to display the result of the base game (first game), at step S 41 .
  • the result of the base game may be displayed on the upper liquid crystal display 3 for a predetermined time period, or may be kept displayed on the liquid crystal display until a predetermined event occurs.
  • the slot machine 1 may be configured that CPU 50 , when performing the bonus game process S 41 -S 47 (second process), controls the upper liquid crystal display 3 to keep displaying the result of the base game until the bonus game (second game) is completed. According to this configuration, the player can confirm the result of the base game that triggered the start of the bonus game, any time during the play of the bonus game.
  • the CPU 50 may control the upper liquid crystal display 3 to keep displaying the result of the base game after the bonus game is completed and until the winning combination (predetermined condition) is satisfied in a successive base game, which is performed after completion of the bonus game, for performing a next bonus game. According to this configuration, the player can confirm the result of the base game that triggered the start of the bonus game, any time during the play of the bonus game and until the next bonus game starts.
  • the slot machine 1 may further be configured that, when performing the bonus game process S 41 -S 47 , the CPU 50 controls the upper liquid crystal display 3 to notify the player the winning combination (predetermined condition) satisfied in the first game while displaying the result of the base game on the upper liquid crystal display 3 . In notifying the player the winning combination, the CPU 50 may control the upper liquid crystal display 3 to display the combination of the stopped symbols that triggered the bonus game brighter than other stopped symbols, for example. As for other examples, the combination of the stopped symbols that triggered the bonus game may be displayed to be blinked on and off, and the pay line may be lit up or displayed to be blinked on and off.
  • the slot machine 1 that includes two image display devices (upper and lower liquid crystal displays 3 and 4 ).
  • the slot machine 1 may further be provided with an additional image display device, and configured that the CPU 50 controls the additional image display device to display information such as the award table shown in FIG. 8 , or to display visual effects for the bonus game.
  • a gaming machine including: a first image display device (lower liquid crystal display 4 ); a second image display device (upper liquid crystal display 3 ); and a processor (CPU 50 ) that performs a first process (steps S 21 -S 22 and S 31 -S 34 ) for providing a player a first game (base game) by controlling the first image display device to display a progress of the first game.
  • the processor When a result of the first game satisfies a predetermined condition, the processor performs a second process (steps S 41 -S 47 ) for providing the player a second game (bonus game) by controlling the first image display device to display a progress of the second game while controlling the second image display device to display the result of the first game.
  • a second process for providing the player a second game (bonus game) by controlling the first image display device to display a progress of the second game while controlling the second image display device to display the result of the first game.
  • the first image display device may be provided with a plurality of variable display sections (first to fifth variable display sections 21 - 25 ), in which a plurality of symbols are variably displayed, and wherein the processor (CPU 50 ) may perform the first process including: determining symbols to be eventually displayed in each of the variable display sections; controlling the first image display device to perform variable display for variably displaying the plurality of symbols in each of the variable display sections; controlling the first image display device to stop the variable display and to display the determined symbols stopped in each of the variable display sections; and providing the player an award (as described with reference to the process of step S 34 ), when the determined symbols displayed stopped in each of the variable display sections contain a predetermined winning combination of symbols.
  • the processor CPU 50
  • the processor may perform the first process including: determining symbols to be eventually displayed in each of the variable display sections; controlling the first image display device to perform variable display for variably displaying the plurality of symbols in each of the variable display sections; controlling the first image display device to stop the variable display and to display the determined symbols stopped in each
  • the slot machine 1 has been described of an example in that the processor (CPU 50 ) controls the second image display device (upper liquid crystal display 3 ) to display a stop state of the determined symbols displayed stopped in each of the variable display sections (variable display sections 21 - 25 ), as the result of the first game (base game).
  • the processor (CPU 50 ) may be configured to display the result of the first game (base game) in a manner other than showing the stop state of the determined symbols displayed stopped in each of the variable display sections, the manner as such by showing an image indicating or describing the result of the first game.
  • the processor (CPU 50 ) may be configured to display the result of the first game (base game) by any kind of image that indicates the result of the first game, the image including a still image, an animated image, or a video image.
  • the slot machine 1 has been described of an example in which provided with the video reels.
  • the slot machine 1 may be provided with mechanical reels disposed in the corresponding portion of the lower liquid crystal display 4 , instead of the video reels.
  • the lower liquid crystal display 4 may be configured to have: a plurality of mechanical reels that are provided with the symbols on a peripheral surface thereof; and a front panel that is provided with a plurality of windows for the respective mechanical reels, the windows being configured as the plurality of variable display sections (first to fifth variable display sections 21 - 25 ).
  • the second game may be a type that allows the player to play a free game a predetermined number of times of the first game (base game, such as slot game using the mechanical reels), rather than the selection type bonus game as described in the embodiment.
  • a method for providing a game to a player with a gaming machine provided with a first image display device and a second image display device includes: performing a first process for providing the player a first game by controlling the first image display device to display a progress of the first game; and performing, when a result of the first game satisfies a predetermined condition, a second process for providing a second game by controlling the first image display device to display a progress of the second game while controlling the second image display device to display the result of the first game.
  • a computer-readable program product for causing a computer (CPU 50 ) provided in a gaming machine having a first image display device and a second image display device to provide a game to a player.
  • the program product causes the computer (CPU 50 ) to perform procedures including: performing a first process for providing the player a first game by controlling the first image display device to display a progress of the first game; and performing, when a result of the first game satisfies a predetermined condition, a second process for providing a second game by controlling the first image display device to display a progress of the second game while controlling the second image display device to display the result of the first game.
US11/490,531 2005-07-21 2006-07-21 Gaming machine Abandoned US20070021179A1 (en)

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US8784182B2 (en) * 2006-08-18 2014-07-22 Aruze Gaming America, Inc. Slot machine and playing method thereof
USD916924S1 (en) * 2008-09-23 2021-04-20 Apple Inc. Display screen or portion thereof with icon
US20160260284A1 (en) * 2008-11-24 2016-09-08 Aristocrat Technologies Australia Pty Limited Method of gaming, a gaming system and a game controller
US9711000B2 (en) * 2008-11-24 2017-07-18 Aristocrat Technologies Australia Pty Limited Method of gaming, a gaming system and a game controller
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US9728045B2 (en) * 2010-05-25 2017-08-08 Aristocrat Technologies Australia Pty Limited Method of gaming, a gaming system and a game controller
US10311676B2 (en) * 2010-05-25 2019-06-04 Aristocrat Technologies Australia Pty Limited Method of gaming, a gaming system and a game controller
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JP2007021109A (ja) 2007-02-01
EA200601206A1 (ru) 2007-02-27

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