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US20070123331A1 - Gaming machine - Google Patents

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Publication number
US20070123331A1
US20070123331A1 US11384866 US38486606A US2007123331A1 US 20070123331 A1 US20070123331 A1 US 20070123331A1 US 11384866 US11384866 US 11384866 US 38486606 A US38486606 A US 38486606A US 2007123331 A1 US2007123331 A1 US 2007123331A1
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Application
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Prior art keywords
combination
winning
internal
number
fig
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
Application number
US11384866
Inventor
Takaaki Hishinuma
Takayuki Hirauchi
Yousuke Kamada
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Universal Entertainment Corp
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Universal Entertainment Corp
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
    • G07F17/322Casino tables, e.g. tables having integrated screens, chip detection 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, e.g. casino games, online gambling or betting
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3269Timing aspects of game play, e.g. blocking/halting the operation of a gaming machine

Abstract

Disclosed is a gaming machine. In case that a combination of symbols corresponding to RT has been stopped on the activated line in the reel display window frame, the gaming machine of the invention plunges the player into a BB carryover state and pays out a medal in accordance with the combination of symbols corresponding to RT to the player, until a combination of symbols corresponding to BB is stopped on the activated line.

Description

    CROSS REFERENCE TO RELATED APPLICATION
  • [0001]
    This application is based upon the prior Japanese Patent Applications No. 2005-344575 filed on Nov. 29, 2005 and No. 2005-344577 filed on Nov. 29, 2005, the entire contents of which are incorporated herein by reference.
  • BACKGROUND OF THE INVENTION
  • [0002]
    1. Field of the Invention
  • [0003]
    The present invention relates to a gaming machine.
  • [0004]
    2. Description of Related Art
  • [0005]
    It has been conventionally known a gaming machine, so-called pachi-slot machine of operating a start lever after a medal is inserted or a BET button is pushed, to rotate mechanical rotation reels (hereinafter, referred to as reel), pushing a stop button corresponding to each of the reels to stop each of the reels and paying out a medal in accordance with a combination of symbols stopped in a reel display window.
  • [0006]
    More specifically, the gaming machine memorizes a combination of symbols representing an achievement of a winning combination and the number of medals to be paid out when the winning combination is achieved (i.e., when a combination of symbols of an internal winning combination is stopped on an activated line in the reel display window, which is activated in correspondence with the insertion number of medals) while memorizing information about numerical ranges correspondingly to each of plural combinations which become a winning combination. When a player operates the start lever to start a one game (unit game), the gaming machine rotates the reels to vary the plural symbols, obtains a random number value through an internal lottery process and determines which of the numerical ranges the obtained random number value is included in, thereby determining an internal winning combination (or losing). Then, the gaming machine displays stops the symbols being varied in accordance with the determined winning combination and the push operation of the stop button by the player, and pays out a medal in correspondence with a winning combination when a combination of symbols corresponding to the winning combination is stopped on the activated line.
  • [0007]
    With regard to the above gaming machine, it is suggested a gaming machine allowing a duplicate winning to be achieved in plural combinations through a one game (unit game) (for example, see a Japanese Patent Publication No. 2004-113292). Specifically, in the gaming machine, it is provided a duplicate winning combination such as ┌Small Win & Re-game┘. In case that the ┌Small Win & Re-game┘ is determined as an internal winning combination through an internal lottery and a combination of symbols corresponding to the ┌Small Win┘ and a combination of symbols corresponding to ┌Re-game┘ are stopped on the activated line at the same time, it is not required to insert a medal insertion due to the winning in the re-game (i.e., possessing medal is maintained) and a medal is paid out in accordance with Small Win at the same time.
  • [0008]
    However, according to the prior art, the winning is just duplicately achieved in the plural combinations through the one game (unit game) (in other words, when the plural combinations are stopped on the activated line at the same time, the benefits corresponding to each of the plural combinations are duplicately paid out to the player). Accordingly, the gaming machine does not provide an attractive game feature in that it does not pay out the medals in correspondence with the combination of symbols displayed on the activated line.
  • [0009]
    In addition, with regard to the above gaming machine, it is suggested a gaming machine adapted to notify a player that a predetermined combination has been determined as an internal winning combination (for example, a Japanese Patent Publication No. 2004-49642). Specifically, in the gaming machine, when a big bonus (hereinafter, referred to as ┌BB┘) or regular bonus (hereinafter, referred to as ┌RB┘), in which a bonus game is carried out, is determined as an internal winning combination, a combination of symbols representing it (so-called ready-to-win combination) is stopped on the reels, or the determination result is notified to the player through a speaker, a lamp or liquid crystal, etc.
  • [0010]
    However, the above prior art just notifies the player that BB or RB is determined as an internal winning combination. Accordingly, the gaming machine does not an attractive game feature in that only the uniform fact that ┌a winning is achieved┘ is notified to the player.
  • SUMMARY OF THE INVENTION
  • [0011]
    Accordingly, the invention has been made to solve the above-mentioned problems occurring in the prior art. An object of the invention is to provide a gaming machine capable of providing a game feature more attractive to a player.
  • [0012]
    In order to achieve the above object, there is provided a gaming machine comprising: means for storing information of numerical ranges matched to each of plural combinations, the information having a numerical range matched to a predetermined first combination overlapping all or part of a numerical range matched to a predetermined second combination; symbol display means for displaying plural symbols; start signal output means for outputting a command signal to start a unit game in accordance with an operation by a player; internal winning combination determination means for determining which of the numerical range information stored in the numerical range information storing means a random number value is included in to determine an internal winning combination in the unit game, the determination means simultaneously determining the first and second combinations as an internal winning combination when it is determined that the random number value is included in a numerical range in which the numerical range of the predetermined first combination and the numerical range of the predetermined second combination overlap each other, the random number value being drawn through a random number lottery which is started through a reception of the start signal outputted from the start signal output means; symbol variation means for receiving the start signal outputted from the start signal output means to vary the symbols to be displayed by the symbol display means; stop signal output means for outputting a command signal to stop the symbol variation by the symbol variation means in accordance with an operation by the player; stop control means for carrying out a stop control of the symbol variation by the symbol variation means, based on the internal winning combination determined by the internal winning combination determination means and the stop signal outputted from the stop signal output means; and means for awarding a benefit in accordance with a corresponding combination to the player when the combination is determined as an internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to the determined combination is stopped by the stop control means, the awarding means carrying over the corresponding second combination as the internal winning combination and at the same time awarding a benefit in accordance with the corresponding first combination to the player when the first and second combinations are simultaneously determined as the internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to the first combination is stopped by the stop control means.
  • [0013]
    According to the above invention, even though the combination of symbols corresponding to the first combination is stopped, if the first and second combinations are won at the same time, the second combination is carried over as the internal winning combination and the benefit in accordance with the first combination is paid out to the player. Accordingly, the player may expect a benefit n accordance with the second combination as well as the benefit in accordance with the first combination, even though the combination of symbols corresponding to the first combination is stopped. Thereby, it is possible to provide an attractive game feature for the player.
  • [0014]
    In addition, the awarding means of the invention may award a bonus gaming state in which a bonus game is carried out, as the benefit in accordance with the second combination.
  • [0015]
    According to the invention, since the bonus gaming state in which a bonus game is carried out is awarded as the benefit in accordance with the second combination, the player may expect the bonus gaming state which is a great privilege not corresponding to the first combination, even though the combination of symbols corresponding to the first combination is stopped. Thereby, it is possible to provide a much more attractive game feature for the player.
  • [0016]
    In addition, the awarding means of the invention may award a re-gaming state of high probability in which a re-game winning occurs in a high probability as compared to a normal gaming state, as the benefit in accordance with the first combination.
  • [0017]
    According to the invention, since the re-gaming state of high probability in which a re-game winning occurs in a high probability is awarded as the benefit in accordance with the first combination, in case that the combination of symbols corresponding to the first combination is stopped, the player expects a benefit of a bonus gaming state and can also expect that at least the benefit of the re-gaming state of high probability will be obtained. Thereby, it is possible to provide a much more attractive game feature for the player. In addition, according to the invention, in case that the re-game symbol is displayed in a next game after the combination of symbols corresponding to the first combination has been stopped, the player can expect a re-gaming state of high probability. Meanwhile, in case that the re-game symbol is not displayed in the next game, the player can expect that the bonus gaming state has been carried over. From this point of view, it is possible to provide an attractive game feature for the player.
  • [0018]
    According to the invention, in case that the first and second combinations are determined as the internal winning combination (simultaneously won), the information representing the result is notified to the player through sound, image, lamp and the like. Accordingly, the player can positively perceive that the first and second combinations have been determined as the internal winning combination. Alternatively, even under state that the combination of symbols corresponding to the first combination has been stopped, the player can definitely expect the benefit in accordance with the second combination. Therefore, from the effect point of view, it is possible to provide an attractive game feature for the player.
  • [0019]
    In addition, the gaming machine of the invention may further comprise notification means for notifying the player of information representing that the first and second combinations are determined as the internal winning combination of the unit game.
  • [0020]
    According to another aspect of the invention, there is provided a gaming machine comprising: means for storing information of numerical ranges matched to each of plural combinations, the information having numerical ranges in which predetermined plural first combinations overlap a predetermined second combination, respectively, in different ratios; symbol display means for displaying plural symbols, the display means displaying a combination of symbols much including same symbols predetermined, among combinations of symbols corresponding to each of the plural first combinations, as it is higher a ratio that the numerical range stored in the numerical range information storing means overlaps the second combination; start signal output means for outputting a command signal to start a unit game in accordance with an operation by a player; internal winning combination determination means for determining which of the numerical range information stored in the numerical range information storing means a random number value is included in to determine an internal winning combination of the unit game, the determination means simultaneously determining one or some of the plural first combinations and the second combination as an internal winning combination when it is determined that the random number value is included in a numerical range in which information of one or plural numerical ranges of the plural first combinations and the numerical range of the second combination overlap each other, the random number value being drawn through a random number lottery which is started through a reception of the start signal outputted from the start signal output means; symbol variation means for receiving the start signal outputted from the start signal output means to vary the symbols to be displayed by the symbol display means; stop signal output means for outputting a command signal to stop the symbol variation by the symbol variation means in accordance with an operation by the player; stop control means for carrying out a stop control of the symbol variation by the symbol variation means, based on the internal winning combination determined by the internal winning combination determination means and the stop signal outputted from the stop signal output means; and means for awarding a benefit in accordance with a corresponding combination to the player when the combination is determined as an internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to the determined combination is stopped by the stop control means, the awarding means carrying over the corresponding second combination as the internal winning combination and at the same time awarding a benefit in accordance with the corresponding first combination to the player when one or some of the plural first combinations and the second combination are simultaneously determined as the internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to one of the first combinations is stopped by the stop control means.
  • [0021]
    According to the above invention, with regard to each of the plural first combinations, the ratio that the second combination is simultaneously won is different. In addition, even though the combination of symbols corresponding to the first combination has been stopped, if the first and second combinations has been won at the same time, the benefit in accordance with the first combination is paid out to the player while carrying over the second combination as the internal winning combination. Accordingly, in case that the combination of symbols corresponding to the first combination is stopped, the player can expect the benefit in accordance with the second combination in different ratios, depending on which of the plural first combinations the combination of symbols stopped corresponds to. Thereby, it is possible to provide an attractive game feature for the player. In addition, according to the invention, among the combinations of symbols corresponding to each of the plural first combinations, the combination of symbols corresponding the first combination having the higher ratio of overlapping the second combination much includes the predetermined same symbol (for example, blank symbol). Accordingly, in case that a combination of symbols corresponding to one of the plural first combinations is stopped, the player can easily expect a benefit in accordance with the second combination in different ratios, through the number of same symbols (for example, blank symbol) included in the combination of symbols stopped. Accordingly, it is possible to provide an attractive game feature for the player.
  • [0022]
    In addition, the awarding means of the invention may award a bonus gaming state in which a bonus game is carried out, as the benefit in accordance with the second combination.
  • [0023]
    According to the invention, since the bonus gaming state in which a bonus game is carried out is awarded as the benefit in accordance with the second combination, the player may expect the bonus gaming state which is a great privilege not corresponding to the first combination, depending on which of the plural first combinations the combination of symbols stopped corresponds to. Thereby, it is possible to provide a much more attractive game feature for the player.
  • [0024]
    In addition, the gaming machine of the invention may further comprise notification means for notifying the player of information representing that the first and second combinations are determined as the internal winning combination of the unit game.
  • [0025]
    According to the invention, in case that the first and second combinations are determined as the internal winning combination (simultaneously won), the information representing the result is notified to the player through sound, image, lamp and the like. Accordingly, the player can positively perceive that the first and second combinations have been determined as the internal winning combination. Also, even under state that the combination of symbols corresponding to one of the plural first combinations is stopped, the player can definitely expect the benefit in accordance with the second combination. Therefore, from the effect point of view, it is possible to provide an attractive game feature for the player.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • [0026]
    Other and further objects, features and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings, in which:
  • [0027]
    FIG. 1 is a view for showing an outline of a pachi-slot machine according to an embodiment 1;
  • [0028]
    FIG. 2 is a perspective view showing an external structure of a pachi-slot machine according to an embodiment 1;
  • [0029]
    FIG. 3 is a view for illustrating a panel display unit 2 a and a liquid crystal display unit 2 b of a pachi-slot machine according to an embodiment 1;
  • [0030]
    FIG. 4 shows an example of symbols displayed on reels 3L, 3C, 3R of a pachi-slot machine according to an embodiment 1;
  • [0031]
    FIG. 5 is a block diagram showing an internal structure of a pachi-slot machine according to an embodiment 1;
  • [0032]
    FIG. 6 is block diagram showing a circuit structure of a sub-control circuit 72 of a pachi-slot machine according to an embodiment 1;
  • [0033]
    FIG. 7 is an explanatory diagram for illustrating an occurrence condition of each gaming state, a shift condition and a gaming state of a shift place when the shift condition is fulfilled in a pachi-slot machine according to an embodiment 1;
  • [0034]
    FIG. 8A is an explanatory diagram for illustrating a relationship of a combination, a symbol combination and a payout number of a pachi-slot machine according to an embodiment 1;
  • [0035]
    FIG. 8B is an explanatory diagram for illustrating a relationship of a combination, a symbol combination and a payout number of a pachi-slot machine according to an embodiment 1;
  • [0036]
    FIG. 9A is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 1;
  • [0037]
    FIG. 9B is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 1;
  • [0038]
    FIG. 10A is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 1;
  • [0039]
    FIG. 10B is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 1;
  • [0040]
    FIG. 11A is a view showing an example of a probability sortition table adopted in a pachi-slot machine according to an embodiment 1;
  • [0041]
    FIG. 11B is a view showing an example of a probability sortition table adopted in a pachi-slot machine according to an embodiment 1;
  • [0042]
    FIG. 11C is a view showing an example of a probability sortition table adopted in a pachi-slot machine according to an embodiment 1;
  • [0043]
    FIG. 11D is a view showing an example of a probability sortition table adopted in a pachi-slot machine according to an embodiment 1;
  • [0044]
    FIG. 12 is a view showing an example of a table of number of lotteries adopted in a pachi-slot machine according to an embodiment 1;
  • [0045]
    FIG. 13 is a view showing an example of a priority attraction-in ranking table adopted in a pachi-slot machine according to an embodiment 1;
  • [0046]
    FIG. 14 is a view showing an example of an internal winning combination determining table adopted in a pachi-slot machine according to an embodiment 1;
  • [0047]
    FIG. 15A is a view showing an example of areas for storing an internal winning combination, an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 1;
  • [0048]
    FIG. 15B is a view showing an example of areas for storing an internal winning combination, an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 1;
  • [0049]
    FIG. 15C is a view showing an example of areas for storing an internal winning combination, an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 1;
  • [0050]
    FIG. 16 is a view showing an example of a reel stop initialization table adopted in a pachi-slot machine according to an embodiment 1;
  • [0051]
    FIG. 17 is a flow chart showing a process of a main control unit of a pachi-slot machine according to an embodiment 1;
  • [0052]
    FIG. 18 is a flow chart showing an intervention process of a pachi-slot machine according to an embodiment 1;
  • [0053]
    FIG. 19 is a flow chart showing a medal insertion start checking process of a pachi-slot machine according to an embodiment 1;
  • [0054]
    FIG. 20 is a flow chart showing a gaming status supervisory process of a pachi-slot machine according to an embodiment 1;
  • [0055]
    FIG. 21 is a flow chart 1 showing a probability sortition process of a pachi-slot machine according to an embodiment 1;
  • [0056]
    FIG. 22 is a flow chart 2 showing a probability sortition process of a pachi-slot machine according to an embodiment 1;
  • [0057]
    FIG. 23 is a flow chart showing a reel stop initialization process of a pachi-slot machine according to an embodiment 1;
  • [0058]
    FIG. 24 is a flow chart showing a reel stop control process of a pachi-slot machine according to an embodiment 1;
  • [0059]
    FIG. 25 is a flow chart showing a sliding-symbol-number deciding process of a pachi-slot machine according to an embodiment 1;
  • [0060]
    FIG. 26 is a flow chart showing a sliding-symbol-number deciding process for bonus+Small Win of a pachi-slot machine according to an embodiment 1;
  • [0061]
    FIG. 27 is a flow chart showing a display combination specifying process of a pachi-slot machine according to an embodiment 1;
  • [0062]
    FIG. 28 is a flow chart showing a RT-related process of a pachi-slot machine according to an embodiment 1;
  • [0063]
    FIG. 29 is a flow chart showing a bonus operation checking process of a pachi-slot machine according to an embodiment 1;
  • [0064]
    FIG. 30 is a flow chart showing a bonus end checking process of a pachi-slot machine according to an embodiment 1;
  • [0065]
    FIG. 31 is a flow chart showing a sub-control process of a pachi-slot machine according to an embodiment 1;
  • [0066]
    FIG. 32 is a flow chart showing a game effect control process of a pachi-slot machine according to an embodiment 1;
  • [0067]
    FIG. 33 is a view for illustrating an outline of a pachi-slot machine according to an embodiment 3;
  • [0068]
    FIG. 34 is a view showing an example of symbols displayed on reels 3L (left reel), 3C (center reel), 3R (right reel) of a pachi-slot machine according to an embodiment 3;
  • [0069]
    FIG. 35 is an explanatory diagram for illustrating an occurrence condition of each gaming state, a shift condition and a gaming state of a shift place when the shift condition is fulfilled in a pachi-slot machine according to an embodiment 3;
  • [0070]
    FIG. 36 is a view showing a structure of a symbol combination table adopted in a pachi-slot machine according to an embodiment 3;
  • [0071]
    FIG. 37A is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 3;
  • [0072]
    FIG. 37B is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 3;
  • [0073]
    FIG. 38A is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 3;
  • [0074]
    FIG. 38B is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 3;
  • [0075]
    FIG. 39A is a view showing an example of a probability sortition table (BET number: 1 or 3) adopted in a pachi-slot machine according to an embodiment 3;
  • [0076]
    FIG. 39B is a view showing an example of a probability sortition table (BET number: 1 or 3) adopted in a pachi-slot machine according to an embodiment 3;
  • [0077]
    FIG. 39C is a view showing an example of a probability sortition table (BET number: 1 or 3) adopted in a pachi-slot machine according to an embodiment 3;
  • [0078]
    FIG. 40 is a view showing an example of a table of number of lotteries adopted in a pachi-slot machine according to an embodiment 3;
  • [0079]
    FIG. 41 is a view showing an example of a priority attraction-in ranking table adopted in a pachi-slot machine according to an embodiment 3;
  • [0080]
    FIG. 42 is a view showing an example of an internal winning combination determining table adopted in a pachi-slot machine according to an embodiment 3;
  • [0081]
    FIG. 43A is a view showing an example of areas for storing an internal winning combination 1, an internal winning combination 2, an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 3;
  • [0082]
    FIG. 43B is a view showing an example of areas for storing an internal winning combination 1, an internal winning combination 2, an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 3;
  • [0083]
    FIG. 43C is a view showing an example of areas for storing an internal winning combination 1, an internal winning combination 2, an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 3;
  • [0084]
    FIG. 43D is a view showing an example of areas for storing an internal winning combination 1, an internal winning combination 2, an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 3;
  • [0085]
    FIG. 44 is a flow chart showing a process of a main control unit of a pachi-slot machine according to an embodiment 3;
  • [0086]
    FIG. 45 is a flow chart showing a medal insertion start checking process of a pachi-slot machine according to an embodiment 3;
  • [0087]
    FIG. 46 is a flow chart showing a gaming status supervisory process of a pachi-slot machine according to an embodiment 3;
  • [0088]
    FIG. 47 is a flow chart 1 showing a probability sortition process of a pachi-slot machine according to an embodiment 3;
  • [0089]
    FIG. 48 is a flow chart 2 showing a probability sortition process of a pachi-slot machine according to an embodiment 3;
  • [0090]
    FIG. 49 is a flow chart showing a reel stop initialization process of a pachi-slot machine according to an embodiment 3;
  • [0091]
    FIG. 50 is a flow chart showing a sliding-symbol-number deciding process for bonus+Small Win a pachi-slot machine according to an embodiment 3; and
  • [0092]
    FIG. 51 is a flow chart showing a display combination specifying process of a pachi-slot machine according to an embodiment 3.
  • DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • [0093]
    Hereinafter, it will be described preferred embodiments of a gaming machine according to the invention with reference to the drawings. In addition, the invention can be applied to various gaming machine using medal, coin, gaming ball, token and the like as game medium. Herein, it is described that the invention is applied to a pachi-slot machine using a medal as game medium.
  • Embodiment 1
  • [0094]
    [Outline and Features of Pachi-Slot Machine 1]
  • [0095]
    First, it is described an outline and features of a pachi-slot machine 1 according to an embodiment 1 of the invention, with reference to FIG. 1. FIG. 1 is a view for showing an outline of a pachi-slot machine 1 according to an embodiment 1. As shown in FIG. 1, the pachi-slot machine 1 of the embodiment 1 stores information of numerical ranges matched to each of plural combinations which will be an internal winning combination. In the information of numerical ranges, information of a numerical range matched to ┌BB┘ (referred to as ┌Big Bonus┘) and information of a numerical range matched to ┌RT┘ (referred to as ┌Replay Time┘) partially overlap each other (for example, numerical range of 6˜13).
  • [0096]
    Herein, BB which is a so-called bonus game adopted as an internal winning combination in the pachi-slot machine 1 is a gaming state in which a continuous operation device of single bonus relating to ┌RB (regular bonus)┘, which is a first type special single bonus, operates. Specifically, if a combination of symbols corresponding to BB (for example, 7-7-7) comes true, the RB gaming state continuously occurs and predetermined medals (for example, 460 or 360 pieces) are paid out to a player. In addition, RT which is a so-called privilege game adopted as an internal winning combination in the pachi-slot machine 1 is a re-game of high probability (i.e., it is a game in which a combination of symbols corresponding to a re-game winning comes true with a high probability) in which a re-game winning (i.e., a winning allowing a player to play a re-game without betting a medal) occurs in a high probability as compared to a normal game. Specifically, if a combination of symbols corresponding to RT (for example, Watermelon-Watermelon-Watermelon) is matched, the re-game of high probability is continued to award a benefit to the player until predetermined number of games (for example, 100 times) is consumed or predetermined medals (for example, 200 pieces) are obtained.
  • [0097]
    When a one game (unit game) is started by an operation of a start lever by the player, the pachi-slot machine 1 rotates reels to vary plural symbols, obtains a random number value through an internal lottery process and determines which of the numerical ranges the obtained random number value is included in to determine an internal winning combination (or losing). After that, the machine stops the symbols being varied in correspondence with the determined internal winning combination and a push operation of a stop button by the player. In case that a combination of symbols corresponding to a winning combination is stopped on an activated line, the machine regards a winning of the internal winning combination as being achieved and awards a benefit in accordance with the winning combination to the player (for example, predetermined medals are paid out to the player).
  • [0098]
    Specifically, referring to FIG. 1, the pachi-slot machine 1 according to the embodiment 1 determines which of the numerical ranges the random number value obtained through the internal lottery process is included in. As a result of the determination, when it is determined that it is included in the numerical range of 0˜6, the machine determines a winning of BB. Then, when a combination of symbols corresponding to BB (for example, ┌7-7-7┘) is stopped on an activated line in a reel display window frame, the pachi-slot machine 1 awards a BB gaming state to the player.
  • [0099]
    In addition, as shown in FIG. 1, the pachi-slot machine 1 according to the embodiment 1 determines which of the numerical ranges the random number value obtained through the internal lottery process is included in. As a result of the determination, when it is determined that it is included in the numerical range of 13˜18, the machine determines a winning of RT. Then, when a combination of symbols corresponding to RT (for example, ┌Watermelon-Watermelon-Watermelon┘) is stopped on the activated line in the reel display window frame, the pachi-slot machine 1 pays out a medal in accordance with the combination of symbols corresponding to RT to the player and at the same time awards a RT gaming state to the player.
  • [0100]
    In addition, as shown in FIG. 1, the pachi-slot machine 1 according to the embodiment 1 determines which of the numerical ranges the random number value obtained through the internal lottery process is included in. As a result of the determination, when it is determined that it is included in the numerical range of 6˜13, the machine determines a winning of BB and RT. Then, when a combination of symbols corresponding to BB (for example, ┌7-7-7┘) is stopped on the activated line in the reel display window frame, the pachi-slot machine 1 awards a BB gaming state to the player.
  • [0101]
    In the mean time, in case that a combination of symbols corresponding to RT (for example, ┌Watermelon-Watermelon-Watermelon┘) is stopped on the activated line in the reel display window frame, the pachi-slot machine 1 plunges the player into a BB carryover state and pays out a medal in accordance with the combination of symbols corresponding to RT to the player, until a combination of symbols corresponding to BB (for example, ┌7-7-7┘) is stopped on the activated line (in this case, the RT gaming state is not awarded to the player).
  • [0102]
    Like this, according to the gaming machine 1 of the embodiment 1, even though the combination of symbols corresponding to the first combination (for example, ┌Watermelon-Watermelon-Watermelon┘) has been stopped, the player can expect a benefit (for example, BB gaming state) in accordance with the second combination as well as a benefit (for example, RT gaming state or payout of medals in accordance with the combination of symbols corresponding to RT) in accordance with the first combination. Thereby, it is possible to provide an attractive game feature for the player.
  • [0103]
    [Structure of Pachi-Slot Machine 1]
  • [0104]
    In the followings, it is described an external structure of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 2. FIG. 2 is a perspective view showing an external structure of the pachi-slot machine 1 according to the embodiment 1. As shown in FIG. 2, a panel display unit 2 a and a liquid crystal display unit 2 b forming an approximate vertical surface are provided to a front door 2 of the pachi-slot machine 1. Various game effects during the pachi-slot game or a demo during the waiting is displayed on the liquid crystal display unit 2 b.
  • [0105]
    Three reels 3L, 3C, 3R having plural types of symbols printed thereon are horizontally mounted in a row at the rear of the front door 2 to be freely rotatable. Each of the reels 3L, 3C, 3R is rotated at a constant speed (for example, 80 revolutions/min.).
  • [0106]
    A base portion 4 having an approximate horizontal surface is provided below the panel display unit 5 a and the liquid crystal display unit 5 b. A medal insertion slot 10 for inserting a medal is provided to a right side of the base portion 4. The medal inserted in the medal insertion slot 10 is credited or bet per a game.
  • [0107]
    In addition, a BET button 13 is mounted at a left side of the base portion 4 for betting the medal credited. The BET button 13 is a so-called MAX-BET button. Maximum medals (typically, 3 pieces) which can be bet per one game are bet from the medals credited, through one push operation of the button. In addition, only the BET button 13 is provided in the embodiment 1. However, a 1-BET button or 2-BET button for betting 1 or 2 pieces may be provided.
  • [0108]
    When the BET button 13 is pushed or the 3 medals are inserted into the medal insertion slot 10, a predetermined display line is activated. Herein, the push operation of the BET button 13 or the insertion operation of 3 medals into the medal insertion slot 10 is referred to as ┌BET operations┘.
  • [0109]
    A C/P button 14 for switching whether the medal obtained by the player is credited or the medal credited is paid out through a push operation is mounted to a frontal left side of the base portion 4. When the C/P button 14 is pushed with the medals being credited, the credits are annulled, medals as the number of credits are paid out through a medal payout slot 15 mounted at a frontal lower side and the medals paid out are thrown out in a medal tray 5. In addition, when the C/P button 14 is pushed with the credits being annulled, the credits are activated.
  • [0110]
    A start lever 6 for rotating the reels 3L, 3C, 3R by a manipulation of the player and starting a variable display of the symbols in symbol display areas 21L, 21C, 21R is mounted at the right side of the C/P switch 14 to be freely pivotable within a predetermined range of angles.
  • [0111]
    Three stop buttons 7L, 7C, 7R for stopping the rotations of the reels 3L, 3C, 3R are mounted to a frontal center of the base portion 4. In addition, a one game (unit game) is started by the operation of the start lever 6 and is over when all the reels 3L, 3C, 3R are stopped. Stop switches 7LS, 7CS, 7RS are mounted at the rear of the stop buttons 7L, 7C, 7R, which will be described later. These stop switches detect the operation (i.e., stop operation) of the corresponding stop buttons.
  • [0112]
    Continuously, it is specifically described the panel display unit 2 a and the liquid crystal display unit 2 b shown in FIG. 2, with reference to FIG. 3. FIG. 3 is an explanatory diagram for illustrating the panel display unit 2 a and the liquid crystal display unit 2 b of the pachi-slot machine 1 according to the embodiment 1.
  • [0113]
    As shown in FIG. 3, the panel display unit 2 a is provided with a bonus game information display unit 16, BET lamps 17 a to 17 c, a payout display unit 18 and a credit display unit 19. The bonus game information display unit 16 consists of 7 segment LEDs and displays information about a game under bonus.
  • [0114]
    The BET lamps 17 a to 17 c are turned on in correspondence with the number of medals bet to play one game (hereinafter, referred to as ┌BET number┘). Specifically, the BET lamp 17 a is turned on when the BET number is 1 or more, the BET lamp 17 b is turned on when the BET number is 2 or more and the BET lamp 17 c is turned on when the BET number is 3.
  • [0115]
    The payout display unit 18 and the credit display unit 19 consist of 7 segment LEDs, respectively. The payout number of medals when a winning is made (i.e., when a combination is made) is displayed on the payout display unit 18 and the remaining number of medals credited is displayed on the credit display unit 19. Typically, since the maximum number to be credited in the pachi-slot machine 1 is 50 pieces, the credit number displayed on the credit display unit 19 is 50 or less. In addition, even though a medal is inserted under state that 50 medals are credited, it is paid out as it is.
  • [0116]
    The liquid crystal display unit 2 b comprises symbol display areas 21L, 21C, 21R, frame display areas 22L, 22C, 22R and an effect display area 23. The display contents of the liquid crystal display unit 2 b are controlled in accordance with rotation and stop modes of the reels 3L, 3C, 3R.
  • [0117]
    The symbol display areas 21L, 21C, 21R are mounted to correspond to the reels 3L, 3C, 3R and display the symbols arranged on the reels 3L, 3C, 3R and various effects.
  • [0118]
    The symbol display areas 21L, 21C, 21R are provided with display lines of a top line 8 b, a center line 8 c and bottom line 8 d which are horizontally directed and display lines of cross-up line 8 a and cross-down line 8 e which are diagonally directed. When the player pushes the BET button 13 or inserts 3 medals into the medal insertion slot 10, the five display lines are activated. When the player inserts 1 or 2 medals, the one display line (center line 8 c) or three display lines (top line, 8 b, center line 8 c and bottom line 8 d) are activated, respectively. Herein, the activated display line is referred to as ┌activated line┘. In addition, the display lines 8 a to 8 e relate to whether a combination is achieved or not. In other words, with regard to each of the activated lines, a probability sortition process (which will be described later) for determining an internal winning combination is carried out.
  • [0119]
    The symbol display areas 21L, 21C, 21R are under transmissive state so that the player can see the symbols on the reels 3L, 3C, 3R, when the corresponding reels 3L, 3C, 3R are being rotated and each of the stop buttons 7L, 7C, 7R are allowed to be pushed.
  • [0120]
    The frame display areas 22L, 22C, 22R represents frames of the symbol display areas 21L, 21C, 21R located before the reels 3L, 3C, 3R and are mounted to surround the symbol display areas 21L, 21C, 21R, respectively.
  • [0121]
    The effect display area 23 is an area except the symbol display areas 21L, 21C, 21R and the frame display areas 22L, 22C, 22R of the liquid crystal display unit 2 b. The effect display area 23 displays an image (for example, notifying lamp) definitely notifying that a bonus can be made, an effect for increasing an interest in a game, information which is necessary for a player to advantageously play a game, and the like.
  • [0122]
    Continuously, it is described an example of the symbols arranged on the reels 3L, 3C, 3R of the pachi-slot machine 1, with reference to FIG. 4. FIG. 4 is an example of symbols displayed on the reels 3L, 3C, 3R of the pachi-slot machine 1 according to the embodiment 1. As shown in FIG. 4, plural types of 21 symbols are arranged on each of the reels 3L, 3C, 3R. Each of the symbols is given with code numbers of ┌00┘˜┌20┘, and memorized as a symbol arrangement table in a ROM 32 (see FIG. 5) which will be described later.
  • [0123]
    Specifically, the symbol row consisting of ┌Red 7 (symbol 91)┘, ┌BAR (symbol 92)┌, ┌Watermelon (symbol 93)┘, ┌Bell (symbol 94)┘,┌Replay (symbol 95)┘and ┌Cherry (symbol (96)┘is displayed on each of the reels 3L, 3C, 3R is arranged with. Each of the reels 3L, 3C, 3R is rotated so that the symbol rows are moved in an arrow direction of FIG. 4.
  • [0124]
    Herein, in the embodiment 1, it is adopted BB (Big Bonus), RB (Regular Bonus), RT (Replay Time, corresponding to Watermelon)), Small Win of Bell, Replay and Small Win of Cherry as a ┌combination┘. RB is a first type special single bonus and BB is a continuous operation device of single bonus relating to the first type special single bonus. The combination (combination data) is control information in which a benefit to be paid out a player is matched to a symbol combination, and used to switch (shift) a gaming state and to award a game value, etc.
  • [0125]
    In the followings, it is described an internal structure of the pachi-slot machine 1 shown in FIG. 2, with reference to FIGS. 5 and 6. FIG. 5 is a block diagram showing an internal structure of the pachi-slot machine 1 according to the embodiment 1, and FIG. 6 is block diagram showing a circuit structure of a sub-control circuit 72 according to the embodiment 1. As shown in FIG. 5, the pachi-slot machine 1 comprises a main control circuit 71 controlling a game processing operation of the pachi-slot machine 1, a peripheral device (i.e., actuator) electrically connected to the main control circuit 71, and a sub-control circuit 72 controlling a liquid crystal display device 131, speakers 9L, 9R, a LED 101 and a lamp 102 on the basis of control commands transmitted from the main control circuit 71.
  • [0126]
    The main control circuit 71 comprises a micro computer 30 arranged on a circuit board as a main constituting element and is further provided with a circuit for sampling random numbers. The micro computer 30 includes a CPU 31 carrying out a control operation in accordance with preset programs, a ROM 32 and a RAM 33 which are memory means.
  • [0127]
    To the CPU 31 is connected a clock pulse generating circuit 34 for generating a reference clock pulse, a frequency divider 35, a random number generator 36 for generating a random number to be sampled and a sampling circuit 37. In addition, the CPU 31 of the micro computer 30 may execute a program for sampling a random number so as to sample a random number in a software manner. In this case, the random number generator 36 and the sampling circuit 37 may be omitted.
  • [0128]
    The ROM 32 of the micro computer 30 stores a probability sortition table used for a determination of the random number sampling which is carried out whenever the start lever 6 is operated (start operation), an internal winning combination determining table for stop, a stop table group for determining a stop mode of the reel in correspondence with the operation of the stop button, etc.
  • [0129]
    In addition, the ROM 32 stores various control commands for being transmitted to the sub-control circuit 72. In addition, the sub-control circuit 72 does not input a control command, information and the like to the main control circuit 71. In other words, it is carried out a one-way communication from the main control circuit 71 to the sub-control circuit 72. The RAM 33 stores various information about internal winning combination, internal carryover combination, current gaming state, etc.
  • [0130]
    Main actuators controlled by control signals from the micro computer 30 include display units such as BET lamps (1-BET lamp 17 a, 2-BET lamp 17 b, MAX-BET lamp 17 c), bonus game information display unit 16, payout display unit 18, credit display unit 19 and the like, a hopper 40 (including a driving unit for payout) receiving a medal and paying out a predetermined number of medals by a command of a hopper driving circuit 41, and stepping motors 49L, 49C, 49R for rotating the reels 3L, 3C, 3R.
  • [0131]
    In addition, to the CPU 31 are connected a motor driving circuit 39 for controlling the driving of the stepping motors 49L, 49C, 49R, the hopper driving circuit 41 for controlling the driving of the hopper 40, a lamp driving circuit 45 for controlling the driving of the BET lamps 17 a, 17 b, 17 c and a display unit driving circuit 48 for controlling the display by the display units, such as bonus game information display unit 16, payout display unit 18, credit display unit 19 and the like. These driving circuits receive control signals such as driving commands outputted from the CPU 31 to control the operations of the actuators, respectively.
  • [0132]
    In addition, input signals are inputted to the micro computer 30 from the stop switches 7LS, 7CS, 7RS, the BET switch 13S, the C/P switch 14S, the medal sensor 10S, a reel position detection circuit 50 and a payout completion signal circuit 51 and the control commands are generated on the basis of the input signals.
  • [0133]
    The start switch 6S is a switch for detecting a manipulation of the start lever 6, and the medal sensor 10S is a sensor for detecting a medal inserted into the medal insertion slot 10S. The stop switches 7LS, 7CS, 7RS are switches for generating a stop signal in accordance with the operations of the corresponding stop buttons 7L, 7C, 7R. The BET switch 13S is a switch which is mounted at the rear side of the BET button 13 and generates a signal in correspondence with the manipulation of the BET button 13. The C/P switch 14S is a switch which is mounted at the rear side of the C/P switch 14 and generates a signal in accordance with the manipulation of the C/P button 14. The reel position detection circuit 50 receives a pulse signal from a reel rotation sensor and supplies a signal for detecting a rotating position of each of the reels 3L, 3C, 3R to the CPU 31. The payout completion signal circuit 51 generates a signal representing payout completion of the medal when a value counted by a medal detection unit 40S (i.e., the number of medals paid out from the hopper 40) reaches data of a predetermined number.
  • [0134]
    The random number generator 36 generates random numbers within a predetermined range, and the sampling circuit 37 samples one random number from the random numbers generated by the random number generator 36 at an appropriate timing after the start lever 6 has been manipulated. The random number value sampled is used to determine an internal winning combination and the like on the basis of the probability sortition table stored in the ROM 32, for example.
  • [0135]
    After the rotations of the reels 3L, 3C, 3R, the number of pulses supplied to each of the stepping motors 49L 49C, 49R is counted and the count value is written in a predetermined area of the RAM 33. Reset pulses are obtained from the reels 3L, 3C, 3R every one revolution. These pulses are inputted to the CPU 31 through the reel position detection circuit 50. The count value of the driving pulses counted in the RAM 33 is cleared to ┌0┘ by the reset pulses. Thereby, the count value corresponding to a rotating position within a range of one revolution with regard to each of the reels 3L, 3C, 3R is stored in the RAM 33.
  • [0136]
    In order to match the rotating positions of the reels 3L, 3C, 3R to the symbols arranged on the peripheries of the reels, a symbol table (not shown) is stored in the ROM 32. In this symbol table, on the basis of the rotating positions generated by the reset pulses, code numbers sequentially given every rotation pitch of the respective reels 3L, 3C, 3R are matched to symbol codes representing symbols provided to correspond to each of the code numbers.
  • [0137]
    In addition, a symbol combination table (which will be described with reference to FIG. 8) is stored in the ROM 32, in which a combination of symbols achieving a combination (i.e., winning, etc.), payout number of medals relating to the winning and a winning determining code representing the winning are matched. The symbol combination table is referred to when it is carried out a control for stopping the rotations of the left reels 3L, the center reel 3C and the right reel 3R and when it is carried out a winning confirmation (display combination confirmation) after all the reels 3L, 3C, 3R are stopped. The display combination (display combination data) is a combination (achieved combination) corresponding to a combination of symbols arranged along the activated line. A benefit corresponding to the display combination is awarded to the player.
  • [0138]
    If an internal winning combination or internal winning combination for reel-stop is determined by a lottery process (probability sortition process, etc.) based on the random number sampling, the CPU 31 transmits a signal for performing the control for stopping the rotations of the reels 3L, 3C, 3R to the motor driving circuit 39, on the basis of the input signals transmitted from the stop switches 7LS, 7CS, 7RS at the timing at which the player has operated the stop buttons 7C, 7L, 7R and the determined stop table. However, in case that a command input by the player is received, the CPU 31 does not transmit the signal for carrying out the control for stopping the reels 3L, 3C, 3R to the motor driving circuit 39, even though the player has pushed the stop buttons 7L, 7C, 7R.
  • [0139]
    In addition, when it is made a stop mode (i.e., winning mode) representing a winning of the combination drawn, the CPU 31 supplies a payout command signal to the hopper driving circuit 41 to pay out a predetermined number of medals from the hopper 40. At this time, the medal detection unit 40S counts the number of medals paid out from the hopper 40, and the medal payout completion signal is inputted to the CPU 31 when the count value reaches a predetermined number. Thereby, the CPU 31 stops the driving of the hopper 40 through the hopper driving circuit 41 and ends the medal payout process.
  • [0140]
    In the followings, it is described the sub-control circuit 72 of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 6. As shown in FIG. 5, the sub-control circuit 72 is connected to the liquid crystal display device 131, the speakers 9L, 9R, the LED 101, the lamp 102 and a sound volume adjusting unit 103 while being connected to the main control circuit 71 via a bus.
  • [0141]
    In addition, as shown in FIG. 6, the sub-control circuit 72 comprises an image control circuit (gSub) 72 a and a sound lamp control circuit (mSub) 72 b. The image control circuit (gSub) 72 a and the sound lamp control circuit (mSub) 72 b are formed on separate circuit boards different from the circuit board constituting the main control circuit 71.
  • [0142]
    The communication between the main control circuit 71 and the image control circuit (gSub) 72 a is carried out in a one-way manner, from the main control circuit 71 to the image control circuit (gSub) 72 a. That is, the image control circuit (gSub) 72 a does not output a control command or information to the main control circuit 71. In addition, the communication between the image control circuit (gSub) 72 a and the sound lamp control circuit (mSub) 72 b is carried out in a one-way manner, from the image control circuit (gSub) 72 a to the sound lamp control circuit (mSub) 72 b. That is, the sound lamp control circuit (mSub) 72 b does not output a control command or information to the image control circuit (gSub) 72 a.
  • [0143]
    The image control circuit (gSub) 72 a comprises an image control MICOM 81, a serial port 82, a program ROM 83, a work RAM 84, a calendar IC 85, an image control IC 86, a control RAM 87, an image ROM (character ROM) 88 and a video RAM 89.
  • [0144]
    The image control MICOM 81 comprises a CPU, an intervention controller and an I/O port (serial port 82 is shown). The CPU provided to the image control MICOM 81 executes various processes in accordance with control programs stored in the program ROM 83, based on the control command transmitted from the main control circuit 71. For example, if it is received a control command having a purpose of representing a specific image corresponding to a command from the main control circuit 71, the CPU instructs the image control IC 86 to extract the image from the image ROM 88 and to display it on the liquid crystal display device 131. In addition, the image control circuit (gSub) 72 a is not provided with a clock pulse generating circuit, a frequency divider, a random number generator and a sampling circuit. However, it is adapted to carry out a random number sampling in a software manner on an operating program of the image control MICOM 81.
  • [0145]
    The serial port 82 is a port receiving the control command and the like transmitted from the main control circuit 71. The program ROM 83 memorizes various programs to be executed in the image control MICOM 81 and various tables which will be described. The work RAM 84 is used a memory area for operation used when the image control MICOM 81 executes the control program. Various information about effects and the like is stored in the work RAM 84.
  • [0146]
    The calendar IC 85 is an IC which memorizes date data. An employee in a game arcade operates an operating unit (not shown) to set a date and the set date is stored in the calendar IC 85. In addition, the work RAM 84 and the calendar IC 85 are backup targets. Accordingly, even though the power supplied to the image control MICOM 81 is cutoff, the power is continuously supplied to them, so that the memorized information is not erased.
  • [0147]
    The image control IC 86 is an IC which produces and outputs an image in correspondence with the effect contents determined by the image control MICOM 81 to the liquid crystal display device 131. The control RAM 87 is included in the image control IC 86. The image control MICOM 81 carries out a process of writing or reading the information and the like to and from the control RAM 87. In addition, the control RAM 87 is developed with a register, a sprite attribute table and a color palette table of the image control IC 86. The image control MICOM 81 updates the register and the sprite attribute table of the image control IC 86 at every timing predetermined.
  • [0148]
    The image control IC 86 is connected with the liquid crystal display device 131, the image ROM 88 and the video RAM 89. In addition, in case that mass image data such as three dimensional image data, etc. is processed, the image ROM 88 may be connected to the image control MICOM 81. The image ROM 88 stores image data for producing an image, dot data and the like. The video RAM 89 serves as temporary memory means when the image control IC 86 produces an image. In addition, the image control IC 86 transmits a signal to the image control MICOM 81 whenever the data transmission of the video RAM 89 to the liquid crystal display device 131 is completed.
  • [0149]
    In addition, in the image control circuit (gSub) 72 a, the image control MICOM 81 carries out the effects of the sound lamp, too. The image control MICOM 81 determines types and output timing of the sound lamp based on the effects determined and transmits a control command to the sound lamp control circuit (mSub) 72 b via the serial port 82 at every timing predetermined. The sound lamp control circuit (mSub) 72 b having received the control command carries out only the output of the sound lamp (except control for adjusting sound volume described later), in accordance with the control command received from the image control circuit (gSub) 72 a.
  • [0150]
    The sound lamp control circuit (mSub) 72 b comprises a sound lamp control MICOM 91, a serial port 92, a program ROM 93, a work RAM 94, a sound source IC 95, a power AMP 96 and a sound source ROM 97.
  • [0151]
    The sound lamp control MICOM 91 comprises a CPU, an intervention controller and an I/O port (serial port 92 is shown). The CPU in the sound lamp control MICOM 91 executes an output process of the sound lamp in accordance with control programs stored in the program ROM 93, based on the control command transmitted from the image control circuit (gSub) 72 a. In addition, the sound lamp control MICOM 91 is connected with the LED 101 and the LAMP 102. The sound lamp control MICOM 91 transmits an output signal to the LED 101 and the lamp 102, in accordance with the control command transmitted from the image control circuit (gSub) 72 a at the timing predetermined. Thereby, the LED 101 and the lamp 102 emit lights with a predetermined mode in correspondence with the effects.
  • [0152]
    The serial port 92 is an input port which receives the control command and the like transmitted from the image control circuit (gSub) 72 a. The program ROM 93 is a memory which stores the control program to be executed in the sound lamp control MICOM 91 and the like. The work RAM 94 is used as a work memory for operation when the sound lamp control MICOM 91 executes the control program.
  • [0153]
    The sound source IC 95 produces a sound source based on the control command transmitted from the image control circuit (gSub) 72 a, and outputs the produced sound source to the power AMP 96. The power AMP 96 is an amplifier and connected with the speakers 21L, 21R. The power AMP 96 amplifies the sound source outputted from the sound source IC 95, and outputs the amplified sound source from the speakers 21L, 21R. The sound source ROM 97 stores sound source data (phrase, etc.) for producing the sound source.
  • [0154]
    To the sound lamp control MICOM 91 is connected a sound volume adjusting unit 103. The sound volume adjusting unit 103 is such structured that it can be manipulated by an employee in a game arcade, and adjusts the sound volume to be outputted from the speakers 21L, 21R. Based on the input signal transmitted from the sound volume adjusting unit 103, the sound lamp control MICOM 91 carries out the control of adjusting the sound outputted from the speakers 9L, 9R to the inputted sound volume.
  • [0155]
    [Gaming State of Shift Place of Pachi-Slot Machine 1]
  • [0156]
    In the followings, it is described an occurrence condition of each gaming state, a shift condition and a gaming state of a shift place of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 7. FIG. 7 is an explanatory diagram for illustrating an occurrence condition of each gaming state, a shift condition and a gaming state of a shift place when the shift condition is fulfilled in the pachi-slot machine 1 according to the embodiment 1. Types of internal winning combinations and winning probabilities thereof are different in each of the gaming states.
  • [0157]
    The gaming state of the pachi-slot machine 1 which is described in the embodiment 1 includes a normal gaming state, a BB gaming state, a RB gaming state, an internal carryover state and a re-gaming state of high probability. A combination (BB or RB) carried over in the internal carryover state is referred to as ┌internal carryover combination┘. In addition, a state including any one of the BB gaming state and RB gaming state is referred to as ┌bonus gaming state┘.
  • [0158]
    The normal gaming state is a gaming state in which an expected value of the so-called ┌rate of putting out balls┘ (a game value to be paid out to a player to a unit game value bet per a game) is smaller than ┌1┘. The normal gaming state is most disadvantageous to a player as compared to the other gaming state, because there is no internal carryover combination.
  • [0159]
    The BB gaming state is a gaming state structured by the RB gaming state. In addition, basically, the BB gaming state is a gaming state structured by a game in which ┌a continuous operation device of single bonus relating to a first type special single bonus┘ operates. Specifically, for example, in case that Red 7 is internally won and corresponding symbols are matched, the BB gaming state is made and the RB gaming state continuously occurs. The BB gaming state is over on condition that a predetermined number of medals (for example, 360 or 460 pieces) is paid out.
  • [0160]
    The RB gaming state is a gaming state structured by a game in which ┌the first type special single bonus┘ operates. When BAR is internally won and corresponding symbols are matched, the RB gaming state is made.
  • [0161]
    The internal carryover state is a gaming state in which it is allowed a state, in which a combination of symbols corresponding to BB or RB can be arranged along the display line (BB or RB is made), over one or several games. In other words, the internal carryover state is a gaming state in which a winning combination for reel-stop becomes BB or RB, on condition that an internal winning combination is the losing. In the embodiment 1, BB or RB includes Red 7 BB and BAR BB, and the internal carryover state includes Red 7 BB internal carryover state and BAR RB internal carryover state.
  • [0162]
    The re-gaming state of high probability is a state in which Replay is matched in a high probability over a predetermined number of games (for example, 1000 games). In case that it is made an internal winning in the re-game of high probability and corresponding symbols are matched, it is shifted to the re-gaming state of high probability.
  • [0163]
    Herein, the winning combination for reel-stop is information used for the stop control of the reels 3L, 3C, 3R. In case that the winning combination for reel-stop has been determined, the reels 3L, 3C, 3R are stop-controlled under state that a stop mode of symbols or symbol combination corresponding to the combination is allowed to be stopped in the symbol display areas 21L, 21C, 21R. In addition, the stop control is carried out under state that symbols or symbol combination corresponding to a combination except the winning combination for reel-stop is not allowed. Basically, a combination determined as an internal winning combination becomes a winning combination for reel-stop. However, in the internal carryover state, BB or RB becomes a winning combination for reel-stop when there is no internal winning combination (i.e., losing).
  • [0164]
    As shown in FIG. 7, an occurrence condition of a bonus gaming state is an achievement of BB or RB. If a predetermined number of games (for example 12 games) is over or it is made a predetermined number of achievements (for example, 8 times), a shift condition is satisfied and a gaming state is shifted to the normal gaming state.
  • [0165]
    An occurrence condition of the internal carryover state is an internal winning of BB or RB. If BB or RB is made, a shift condition is satisfied, a gaming state is shifted to the bonus gaming state and one or plural times of RB game are possible.
  • [0166]
    In addition, an occurrence condition of the re-gaming state of high probability is such that it is made an internal winning in the re-game of high probability and a combination of symbols corresponding to it is stopped on the activated line (re-game of high probability is made). If a predetermined number of games (for example, 100 times) is over or a predetermined number of medals (for example, 200 pieces) is paid out, the re-gaming state of high probability is shifted to the normal gaming state.
  • [0167]
    [Relationship Between Symbol Combination and Payout Number of Pachi-Slot Machine 1]
  • [0168]
    In the followings, it is described a relationship between the symbol combination and the payout number of the pachi-slot machine 1 according to the embodiment, with reference to FIG. 8. FIG. 8 is an explanatory diagram for illustrating a relationship of a combination, a symbol combination and a payout number of a pachi-slot machine according to the embodiment 1. As shown in FIG. 8, in case of BB, ┌Red 7-Red 7-Red 7┘ is arranged along the activated line, so that a winning is made (display combination becomes BB), and in case of RB, ┌BAR-BAR-BAR┘ is arranged along the activated line, so that a winning is made (display combination becomes RB).
  • [0169]
    In case of Replay, ┌Replay-Replay-Replay┘ is arranged along the activated line, so that a winning is made. If a winning of Replay is achieved, the same medals as the number of inserted medals are automatically inserted, so that the player can play a next game without consuming the medals. In other words, Replay is a combination allowing a player to play a game irrespective of the insertion of a game value (for example, medal), in case that a winning thereof is made. In addition, in case that it has been won in the re-game of high probability which is a combination adopted in the embodiment 1, ┌Watermelon-Watermelon-Watermelon┘ is arranged along the activated line, so that a winning thereof is achieved and it becomes under re-gaming state of high probability in which Replay is frequently made. In addition, a combination of symbols and payout number of medals achieving a winning of ┌Small Win of Bell┘ or ┌Small Win of Cherry┘ are as shown in FIG. 8. In FIG. 8, ┌ANY┘ indicates any symbol.
  • [0170]
    [Stop Table of Pachi-Slot Machine 1]
  • [0171]
    In the followings, it is described a stop table adopted in the pachi-slot machine 1 of the embodiment 1, with reference to FIGS. 9 and 10. FIG. 9 is a view showing a structure of a stop table adopted in the pachi-slot machine 1 according to an embodiment 1 and FIG. 10 is a view showing a structure of a stop table adopted in the pachi-slot machine according to the embodiment 1. In addition, FIG. 9 is an example of a BB stop table and a RT stop table adapted to stop combinations of symbols corresponding BB and RT on the center line, and FIG. 10 is an example of a Replay stop table and a Bell stop table adapted to stop combinations of symbols corresponding Replay and Bell on the center line.
  • [0172]
    Basically, a stop table is structured such that a predetermined symbol combination (symbol combination of a corresponding combination) can be arranged along a predetermined display line (activated line). However, a stop table corresponding to the losing is structured such that a symbol combination corresponding to a combination cannot be arranged along a predetermined activated line.
  • [0173]
    The stop table stores a stop operation position showing a code number of a symbol located at a position at which a player has actually carried out the stop operation, correspondingly to a code number of a symbol controlling the symbol to be stopped, with regard to each of the left reel 3L, the center reel 3C and the right reel 3R. Herein, the stop operation position shows a code number of a symbol which is located at the center line (specifically, a symbol whose center is located above the center line and adjacent to the center line) when the stop buttons 7L, 7C, 7R mounted to correspond to each of the left reel 3L, the center reel 3C and the right reel 3R has been manipulated. In addition, the stop control position shows a code number of a symbol which is stopped at a position of the center line when the reel for which the stop operation has been carried out is stopped.
  • [0174]
    In addition, in the embodiment 1, so-called number of sliding symbols is set to be 4 symbols. For example, it is briefly described with reference to BB (Red 7) stop table. As shown in FIG. 9, in case that the stop button 7R is pushed when ┌Watermelon┘ having code number ┌15┘(see FIG. 4) have reached the position of the center line while the right reel 3R is being rotated, a so-called ┌attraction-in┘ is carried out to control the stop of the right reel 3R so that ┌Red 7┘ having code number ┌11┘ is stopped at the position of the center line.
  • [0175]
    The ┌attraction-in┘ is meant by stopping the reel (reels corresponding to the stop operation), which is the stop control target, so as to display a symbol (hereinafter, referred to as ┌attraction-in target symbol┘) constituting a symbol combination corresponding to an attraction-in target combination (internal winning combination) at a symbol stop position (hereinafter, ┌active symbol stop positions┘) connected by the activated line, under condition of the maximum number of sliding symbols (four). However, in case that the ┌attraction-in┘ cannot be achieved within a range of the maximum number of sliding symbols (four) even though the ┌attraction-in┘ has been tried, a stop table corresponding to an internal winning combination is set and the stop control of the reel corresponding to the stop operation is carried out.
  • [0176]
    [Probability Sortition Table of Pachi-Slot Machine]
  • [0177]
    In the followings, it is described an example of a probability sortition table adopted in the pachi-slot machine 1 of the embodiment 1, with reference to FIG. 11. FIG. 11 is a view showing an example of a probability sortition table (BET number: one or three) adopted in the pachi-slot machine 1 according to the embodiment 1.
  • [0178]
    FIG. 11A shows a probability sortition table for a normal gaming state. The probability sortition table for a normal gaming state stores information about the lowest and upper limits of a numerical range corresponding to an internal winning combination. In addition, in the normal gaming state, Red 7 BB, RAB RB, RT (Watermelon), Replay, Small Win of Bell and Small Win of Cherry may be internally won.
  • [0179]
    Herein, it is specifically described a probability sortition table when the BET number is three. A numerical range corresponding to BB (numerical range corresponding to a second combination) is ┌0˜13┘. In other words, the lowest limit of the numerical range in which it is made an internal winning of BB is ┌0┘ and the upper limit thereof is ┌13┘. In addition, a numerical range corresponding to RT (Watermelon) (numerical range corresponding to a first combination) is ┌6˜13┘. In other words, the lowest limit of the numerical range in which it is made an internal winning of RT is ┌6┘ and the upper limit thereof is ┌13┘.
  • [0180]
    In other words, the table stores the information about the numerical range of ┌6˜13┘ which partially overlaps between BB and RT. In case that a random number value drawn by a one random number lottery is included in the numerical range of ┌6˜13┘, both BB and RT become an internal winning combination. In addition, in case that both BB and RT become an internal winning combination, BB is carried over and at the same time a benefit relating to RT is awarded to a player.
  • [0181]
    FIG. 11B shows a probability sortition table for a carryover gaming state. In the carryover gaming state, Replay, and Small Win of Bell and Cherry may be internally won and RT is also treated as Small Win.
  • [0182]
    FIG. 11C shows a probability sortition table for BB and RB gaming states. In the BB and RB gaming states, Small Win of Bell and Cherry may be internally won.
  • [0183]
    FIG. 11D shows a probability sortition table for a RT gaming state. In the RT gaming state, Red 7 BB, RAB RB, RT, Replay, Small Win of Bell and Small Win of Cherry may be internally won. In addition, in case that RT is internally won during the RT gaming state, the number of RT games is reset and the prescribed number of games (for example, 100 times) is thus restarted from the beginning.
  • [0184]
    [Table of the Number of Lotteries of Pachi-Slot Machine 1]
  • [0185]
    In the followings, it is described an example of a table of the number of lotteries adopted in the pachi-slot machine 1 of the embodiment 1, with reference to FIG. 12. FIG. 12 is a view showing an example of a table of the number of lotteries adopted in the pachi-slot machine according to the embodiment 1.
  • [0186]
    As shown in FIG. 12, the table for determining the number of lotteries stores the number of lotteries in correspondence with each of the gaming states (normal gaming state, internal carryover state, BB, RB normal gaming state, RT gaming state). Herein, the internal carryover state is meant by a state that although BB or RB has been internally won, BB or RB has not been achieved yet because ┌Red 7-Red 7-Red 7┘ or ┌BAR-BAR-BAR┘ is not matched. In addition, the BB, RB gaming state is meant by a state that BB or RB has been achieved, respectively. The RT gaming state is meant by a state that RT has been achieved. The normal gaming state is meant by a state except the three gaming states. In addition, the number of lotteries is meant by the number of operations of determining whether a random number value has been drawn or not with reference to the probability sortition table in a probability sortition process. A method of using the number of lotteries will be described in a probability sortition process which will be described later.
  • [0187]
    [Priority Attraction-In Ranking Table of Pachi-Slot Machine 1]
  • [0188]
    In the followings, it is described an example of a priority attraction-in ranking table adopted in the pachi-slot machine 1 of the embodiment 1, with reference to FIG. 13. FIG. 13 is a view showing an example of a priority attraction-in ranking table adopted in the pachi-slot machine 1 according to an embodiment 1.
  • [0189]
    As shown in FIG. 13, the priority attraction-in ranking table stores information about a priority ranking of a combination of symbols to be attracted-in on the activated line, when there are two internal winning combinations, or when there are an internal winning combination and an internal carryover combination. The priority attraction-in ranking is higher in order of Replay, BB, RB, RT, Bell and cherry. For example, in case that there are an internal winning combination and an internal carryover combination, and the internal winning combination is Replay and the internal carryover combination is BB, it is carried out the stop control of the reels 3L, 3C, 3R so that Replay is preferentially attracted-in on the basis of the stop table (see FIG. 10) corresponding to Replay.
  • [0190]
    [Internal Winning Combination Determining Table of Pachi-Slot Machine 1]
  • [0191]
    In the followings, it is described an example of an internal winning combination determining table of the pachi-slot machine 1 of the embodiment 1, with reference to FIG. 14. FIG. 14 is a view showing an example of an internal winning combination determining table adopted in the pachi-slot machine 1 according to the embodiment 1.
  • [0192]
    As shown in FIG. 14, the internal winning combination determining table stores contents of an internal winning combination and data of a binary number which is information identifying an internal winning combination, correspondingly to a winning number, in accordance with each of the gaming states. The data of binary number is referred to as flag and consists of 1 byte.
  • [0193]
    Referring to the normal gaming state, for example, in case that a winning number is 0 and the information identifying an internal winning combination is ┌00000000┘, the internal winning combination is the losing. Likewise, in case that a winning number is 1 and the information identifying an internal winning combination is ┌00010000┘, the internal winning combination is Bell. In addition, in case that a winning number is 2 and the information identifying an internal winning combination is ┌00100000┘, the internal winning combination is Cherry. In addition, in case that a winning number is 3 and the information identifying an internal winning combination is ┌00001000┘, the internal winning combination is RT. Additionally, in case that a winning number is 4 and the information identifying an internal winning combination is ┌00000001┘, the internal winning combination is Replay. In addition, in case that a winning number is 5 and the information identifying an internal winning combination is ┌0000100┘, the internal winning combination is RB. Further, in case that a winning number is 6 and the information identifying an internal winning combination is ┌00000010┘, the internal winning combination is BB.
  • [0194]
    [Storing Areas of Pachi-Slot Machine 1]
  • [0195]
    In the followings, it is described an example of areas for storing an internal winning combination, an internal carryover combination and a random number adopted in the pachi-slot machine of the embodiment 1, with reference to FIG. 15. FIG. 15 is a view showing an example of areas for storing an internal winning combination, an internal carryover combination and a random number adopted in the pachi-slot machine according to the embodiment 1.
  • [0196]
    FIG. 15A shows an internal winning combination storing area. The internal winning combination storing area stores information (data) of the internal winning combination, which consists of 1 byte. In the internal winning combination storing area, a bit 0 (first bit), a bit 1 (second bit), a bit 2 (third bit), a bit 3 (fourth bit), a bit 4 (fifth bit) and a bit 5 (sixth bit) correspond to Replay, BB, RB, RT, Bell and Cherry, respectively. In addition, bits 6 and 7 (seventh and eighth bits) are unused storing areas. If the data is stored in the internal winning combination storing area, the data column becomes 1 and one corresponding to the bit becomes an internal winning combination. For example, if ┌000000001┘ is stored in the internal winning combination storing area, the data column of the bit 0 becomes 1 and Replay corresponding to the bit 0 becomes an internal winning combination.
  • [0197]
    FIG. 15B shows an internal carryover combination storing area. In the internal carryover combination storing area, a bit 1 (second bit) and a bit 2 (third bit) correspond to BB and RB, respectively, and a bit 0 (first bit) and a bit 2 (fourth bit) to a bit 7 (eighth bit) are unused storing areas. When the data ┌00000100┘ or ┌00000010┘) of BB or RB, which is an internal carryover combination, is stored in the internal carryover combination storing area, the data column of the bit 1 or 2 becomes 1 and BB or RB corresponding to the bit 1 or 2 becomes an internal carryover combination.
  • [0198]
    FIG. 15C shows a random number storing area. The random number storing area stores a random number value (one of 0˜16383) drawn through a random number lottery in the probability sortition process which will be described later.
  • [0199]
    [Reel Stop Initialization Table of Pachi-Slot Machine 1]
  • [0200]
    In the followings, it is described a reel stop initialization table adopted in the pachi-slot machine 1 of the embodiment with reference to FIG. 16. FIG. 16 is a view showing an example of a reel stop initialization table adopted in the pachi-slot machine 1 according to the embodiment 1. As shown in FIG. 16, the reel stop initialization table stores information of stop tables corresponding to values (0 to 6) of a select counter for stop, respectively. The select counter for stop basically sets the winning number of the internal winning combination internally won (see FIG. 14).
  • [0201]
    [Process of Main Control Circuit in Pachi-Slot Machine 1]
  • [0202]
    In the followings, it is described a process of a main control circuit in the pachi-slot machine 1 of the embodiment 1, with reference to FIG. 17. FIG. 17 is a flow chart showing a process of a main control unit of the pachi-slot machine 1 according to the embodiment 1.
  • [0203]
    As shown in FIG. 17, in the main control circuit 17, the CPU 31 carries out an initialization process (initialization of memory contents in RAM 33, initialization of communication data, etc.) when a game starts (step S1). Then, the CPU 31 erases the memory contents (for example, memory contents in the memory area memorizing the internal winning combination) of the RAM 33 when a game is over (S2). Specifically, the CPU erases the data of the writable area of the RAM 33 used in a previous game, writes a parameter necessary for a next game into the writable area of the RAM 33 and indicates a start address of a sequence program for the next game, etc.
  • [0204]
    After that, the CPU 31 carries out a medal insertion start checking process (which will be described with reference to FIG. 19) such as update of the BET number based on the inputs from the start switch 6S, medal sensor 22S or BET switch 13S (S3) and samples a random number for lottery used in the probability sortition process (which will be described with reference to FIGS. 21 and 22) (S4).
  • [0205]
    Then, the CPU 31 carries out a gaming status supervisory process (see FIG. 20) of supervising whether it is under bonus gaming state (BB gaming state or RB gaming state), internal carryover state or normal gaming state (S5) and executes a probability sortition process of determining an internal winning combination in the bonus gaming state, internal carryover state or normal gaming state on the basis of the probability sortition table (S6).
  • [0206]
    Continuously, the CPU 31 carries out a reel stop initialization process (see FIG. 23) (S7), and transmits a start command including the information about the gaming state, the internal winning combination, the stop table determined in the initialization process and the like to the sub-control circuit 72 (S8). Then, the CPU 31 determines whether ┌4.1 seconds┘ or more have lapsed from after the previous reel has started to rotate (S9). If ┌4.1┘ seconds or more have not lapsed (S9, NO), the CPU 31 consumes a game start waiting time (i.e., waits) (S10). On the contrary, if ┌4.1 seconds┘ or more have lapsed, the CPU 31 proceeds to a step S11. In other words, the CPU annuls a game start operation by a player, during a period from after the previous game has started until a predetermined time (for example, 4.1 seconds) has lapsed.
  • [0207]
    After that, the CPU 31 sets a game supervisory timer including an automatic stop timer for automatically stopping the reels 3L, 3C, 3R irrespective of the stop operations of the stop buttons 7L, 7C, 7R by the player (S11), and requests the rotation start of the reels 3L, 3C, 3R (S12).
  • [0208]
    Continuously, the CPU 31 transmits a reel stop signal (S13) and carries out a reel stop control process (see FIG. 24) (S14). Then, the CPU 31 carries out a display combination specifying process (see FIG. 27) (S15) and an error checking process (S16) and then transmits a display combination command (S17). Continuously, the CPU 31 carries out a RT related process (see FIG. 28) (S18) and a medal payout process (S19), updates a bonus end number counter based on the payout number and transmits a payout completion command (S20). When the bonus completion number counter is 1 or more, the corresponding counter is subtracted in correspondence with the payout number of medals.
  • [0209]
    Then, the CPU 31 determines whether a flag under RB operation or a flag under BB operation is ON or not (S21). As a result of the determination, if the flag under RB operation or the flag under BB operation is not ON (S21, NO), the CPU 31 carries out a bonus operation checking process (see FIG. 29) (S22) and returns to the step S3. On the contrary, if the flag under RB operation or the flag under BB operation is ON (S21, YES), the CPU 31 carries out a bonus end checking process (see FIG. 30) (S23) and returns to the step S3.
  • [0210]
    [Intervention Process of Pachi-Slot Machine 1]
  • [0211]
    In the followings, it is described an intervention process of the pachi-slot machine 1 of the embodiment 1, with reference to FIG. 18. FIG. 18 is a flow chart showing an intervention process of the pachi-slot machine 1 according to the embodiment 1. In addition, the intervention process is periodically carried out every 1.1 ms.
  • [0212]
    As shown in FIG. 18, the CPU 31 of the pachi-slot machine 1 checks an input port (S24). Specifically, the CPU checks whether there is an input from the start switch 6S by the operation of the start lever 6. Then, the CPU 31 carries out a communication process of communication data (S25) and then the reel control process (S26). Specifically, the CPU sets information representing a control target reel as a reel identifier, and controls the driving of the reel.
  • [0213]
    Continuously, the CPU 31 carries out a lamp 7SEG driving process (S27) and then a lamp driving process (S28). Specifically, the CPU turns on the BET lamps 17 a to 17 c based on the number of medals bet per a game. In addition, the CPU displays the number of medals stacked (credited), the payout number of medals when a winning of a combination is made, and the like on the credit display unit 19. Then, the CPU 31 carries out a timer managing process (S28) and starts the intervention process again after 1.1 ms.
  • [0214]
    [Medal Insertion Start Checking Process of Pachi-Slot Machine 1]
  • [0215]
    In the followings, it is described a medal insertion start checking process of the pachi-slot machine 1 according to the embodiment, with reference to FIG. 19. FIG. 19 is a flow chart showing a medal insertion start checking process of the pachi-slot machine 1 according to an embodiment 1.
  • [0216]
    As shown in FIG. 19, the CPU 31 of the pachi-slot machine 1 checks the medal sensor and the BET switch (S30). Specifically, the CPU 31 checks the inputs from the medal sensor 10S or BET switches 11 to 13. Then, the CPU 31 determines whether a medal has been inserted or not (S31). Specifically, the CPU determines whether a medal has been inserted or not, through the detection of signals from the medal sensor 10S or BET switches 11 to 13.
  • [0217]
    As a result of the determination, if a medal has been inserted (S31, YES), the CPU 31 updates the insertion number counter (S32), activates the activated line in correspondence with the BET number (S33), and then transmits the BET command (S34). To the contrary, if a medal has not been inserted (S31, NO), the CPU 31 returns to the step S30 to check the medal sensor and the BET switch again.
  • [0218]
    After transmitting the BET command, the CPU 31 determines whether the start switch is ON or not (S35). As a result of that, if the start switch is ON (S35, YES), the CPU 31 returns to the step S4 in FIG. 17 to sample a random number for the probability sortition process. To the contrary, if the start switch is not ON (S35, NO), the CPU 31 returns to the step S30.
  • [0219]
    [Gaming Status Supervisory Process of Pachi-Slot Machine 1]
  • [0220]
    In the followings, it is described a gaming status supervisory process of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 20. FIG. 20 is a flow chart showing a gaming status supervisory process of the pachi-slot machine 1 according to the embodiment 1.
  • [0221]
    As shown in FIG. 20, the CPU 31 of the pachi-slot machine 1 determines whether the flag under BB operation or the flag under RB operation is ON or not (S36). As a result of that, if the flag under BB operation or the flag under RB operation is ON (S36, YES), the CPU 31 sets a RB gaming state (S37), and returns to the step S6 in FIG. 17 to carry out the probability sortition process. To the contrary, if the flag under BB operation or the flag under RB operation is not ON (S36, NO), the CPU determines whether the flag under RT operation is ON or not (S38). As a result of that, if the flag under RT operation is ON (S38, YES), the CPU 31 sets a RT gaming state (S39) and returns to the step S6 in FIG. 17. To the contrary, if the flag under RT operation is not ON (S38, NO), the CPU 31 determines whether an internal carryover combination has been set or not (S40). As a result of that, if the internal carryover combination has been set (S40, YES), the CPU 31 sets an internal carryover state (S41) and returns to the step S6 in FIG. 17. To the contrary, if the internal carryover combination has not been set (S40, NO), the CPU 31 sets a normal gaming state (S42) and returns to the step S6 in FIG. 17.
  • [0222]
    [Probability Sortition Process of Pachi-Slot Machine 1]
  • [0223]
    In the followings, it is described a probability sortition process of the pachi-slot machine 1 according to the embodiment 1, with reference to FIGS. 21 and 22. FIG. 21 is a flow chart 1 showing a probability sortition process of the pachi-slot machine 1 according to the embodiment 1 and FIG. 22 is a flow chart 2 showing a probability sortition process of the pachi-slot machine 1 according to the embodiment 1.
  • [0224]
    As shown in FIG. 21, the CPU 31 of the pachi-slot machine 1 determines the number of lotteries depending on the gaming states based on the table of the number of lotteries (see FIG. 12) (S43) and then determines whether the data stored in the internal carryover combination storing area (see FIG. 15B) is 0 or not (i.e., whether there is an internal carryover combination or not) (S44). As a result of that, if the data stored in the internal carryover combination storing area is not 0 (S44, NO), the CPU 31 changes the number of lotteries in correspondence with the gaming states (S45). In this case, since it is under internal carryover gaming state, the CPU 31 changes the number of lotteries into 4 based on the table of the number of lotteries. To the contrary, if the data stored in the internal carryover combination storing area is 0 (S44, YES), the CPU 31 adopts the number of lotteries determined in the step S43 as it is, without changing the number of lotteries.
  • [0225]
    Next, the CPU 31 sets the same value (i.e., 4) as the number of lotteries in a register (S46), as a winning number. Continuously, the CPU 31 refers to the probability sortition table (see FIG. 11) corresponding to the gaming state to obtain the lowest limit (L) of the random number value based on the winning number and the insertion number (S47), and subtracts the lowest limit (L) from the random number value (R) stored in the random number storing area (see FIG. 15A) of the RAM 33 (i.e., R-L) (S48).
  • [0226]
    Next, the CPU 31 determines whether an underflow has been carried out or not (S49). Specifically, the CPU determines whether the calculation result of R-L is negative or not. Herein, in case that the random number value (R) is smaller than the lowest limit (L) (L>R), the calculation result of R-L is negative, and in case that the random number value (R) is larger or same as the lowest limit (L) (L R), the calculation result of R-L is not negative. If the calculation result is not negative (S49, NO), the CPU 41 again refers to the probability sortition table to obtain the upper limit (U) of the random number value based on the winning number and the insertion number (S50), and subtracts the upper limit (U) from the random number value (R) stored in the random number storing area of the RAM 33 (i.e., R-U) (S51). To the contrary, the calculation result is negative (S49, YES), the CPU 31 proceeds to a step S58 which will be described later.
  • [0227]
    Continuously, the CPU 31 whether the value obtained from the subtraction, i.e., the calculation result of R-L is ┌0┘ or not (S52). Herein, in case that the random number value (R) is same as the upper limit (U) (R=U), the calculation result of R-L is ┌0┘ and in case that the random number value (R) is not same as the upper limit (U) (R L), the calculation result of R-L is not ┌0┘. If the calculation result is not ┌0┘ (S52, NO), the CPU 31 determines whether the underflow has been carried out or not (S53). Specifically, the CPU determines whether the calculation result of R-L is negative or not, likewise the step S49. Herein, in case that the random number value (R) is below the upper limit (U) (R<U), the calculation result of R-L is negative, and in case that the random number value (R) is above the upper limit (U) (R>U), the calculation result of R-L is not negative. If the calculation result is negative (S53, YES), the CPU 31 stores the winning number in an internal lottery result information storing area of the RAM 33 (S54). Herein, back to the description of the step S52, if the calculation result of R-L is ┌0┘ (S52, YES), the CPU 31 proceeds to the step S54, likewise the result of determination (YES) in the step 53.
  • [0228]
    Next, the CPU 31 refers to the internal winning combination determining table (see FIG. 14) to determine an internal winning combination based on the winning number stored in the internal lottery result information storing area (S55). Continuously, the CPU 31 takes a logical product of the internal winning combination and the bonus check data and stores a logical sum with the internal carryover combination storing area (see FIG. 15B) in the internal carryover combination storing area (S56). Next, the CPU 31 stores a logical sum of the internal winning combination and the internal carryover combination storing area in the internal winning combination storing area (see FIG. 15A) (S57). Continuously, the CPU 31 subtracts 1 from the number of lotteries (S58) and determines whether the number of lotteries is 0 or not (S59). In case that the number of operations of determining whether the random number value (R) is included in the numerical range defined by the upper limit (U) and the lowest limit (L) is 6 times in the normal gaming state, 4 times in the internal carryover state, 2 times in the BB, RB gaming state and 6 times in the RT gaming state (see FIG. 12), the number of lotteries is 0. In case that the number of determinations in each of the gaming states is under the predetermined times, the number of lotteries is not 0.
  • [0229]
    As a result of that, if the number of lotteries is 0 (S59, YES), the CPU 31 refers to the internal winning combination determining table to determine an internal winning combination based on the winning number (S60). Continuously, the CPU 31 takes a logical product of the internal winning combination and the bonus check data and stores a logical sum with the internal carryover combination storing area in the internal carryover combination storing area (S61). Next, the CPU 31 stores a logical sum of the internal winning combination and the internal carryover combination storing area in the internal winning combination storing area (S62), and returns to the step S7 in FIG. 17 to carry out the reel stop initialization process. Herein, back to the description of the step S59, if the number of lotteries is not 0 (S59, NO), the CPU 31 returns to the step S46. In addition, in case that there is no internal winning combination, the CPU 31 sets a winning number as 0.
  • [0230]
    [Reel Initialization Process of Pachi-Slot Machine 1]
  • [0231]
    In the followings, it is described a reel stop initialization process of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 23. FIG. 23 is a flow chart showing a reel stop initialization process of the pachi-slot machine 1 according to the embodiment 1.
  • [0232]
    As shown in FIG. 23, the CPU 31 of the pachi-slot machine 1 obtains a winning number from the internal lottery result information storing area of the RAM 33 (S63), compares the data of the internal winning combination storing area with RT combination check data (data of checking whether the flag ┌00001000┘ of the specialty combination has been set) (S64), and determines whether the data of the internal winning combination storing area is same as the RT combination check data (S65). As a result of the determination, if they are same (S65, YES), the CPU 31 determines whether one of the data of the internal winning combination storing areas is 1 or not (S66). As a result of that, if any one is 1 (S66, YES), the CPU 31 numbers the internal winning combination storing areas, adds 3 to the winning number if it is a bonus and subtracts 1 if it is RT, temporarily stores each of them in the select counter for stop (see FIG. 16) and proceeds to a step S74 (S67). To the contrary, if any one is not 1 (S66, NO), the CPU 31 numbers the internal winning combination storing areas, subtracts 1 from the winning number, and stores it in the select counter for stop (S68), and proceeds to a step S74 likewise the result (YES) in the step S66.
  • [0233]
    Back to the description of the step S65, if the data of the internal winning combination storing area is not same as the RT combination check data (S65, NO), the CPU 31 determines whether the winning number is 0 or not (S69). As a result of that, if the winning number is 0 (S69, YES), the CPU 31 takes a logical product of the data of the internal winning combination storing area and operation combination check data (data of checking whether bonus data (for example, ┌00000110┘) has been set) (S70), and determines whether the logical product is 0 or not (S71). As a result of that, if the logical product is 0 (S71, YES), the CPU 31 stores the winning number in accordance with the internal winning combination in the select counter for stop (S72) and proceeds to a step S74. To the contrary, if the logical product is not 0 (S71, NO), the CPU 31 numbers the data of the internal winning combination storing areas, adds 3 according to the bonus, and stores it in the select counter for stop (S73). Again, back to the description of the step S69, if the winning number is not 0 (S69, NO), the CPU 31 proceeds to the step S72.
  • [0234]
    The CPU 31 determines and stores a stop table based on the reel stop initialization table (see FIG. 16) (S74) and proceeds to the step S8 in FIG. 17.
  • [0235]
    [Reel Stop Control Process of Pachi-Slot Machine 1]
  • [0236]
    In the followings, it is described a reel stop control process of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 24. FIG. 24 is a flow chart showing a reel stop control process of the pachi-slot machine 1 according to the embodiment 1.
  • [0237]
    As shown in FIG. 24, the CPU 31 of the pachi-slot machine 1 determines whether the active stop switch has been ON (i.e., whether there has been inputs from the stop switches 7LS, 7CS, 7RS) (S75). As a result of that, if the active stop switch has not been ON (S75, NO), the CPU 31 determines whether an automatic stop timer is 0 or not (S76). To the contrary, if the active stop switch has been ON (S75, YES), the CPU 31 proceeds to a step S80. In addition, the automatic stop timer is used to carry out the automatic stop control of the other reels from the right side even though the one of the reels has been already stopped by the player.
  • [0238]
    Back to the description of the step S76, if the automatic stop timer is 0 (S76, YES), the CPU 31 treats the reel located at the further right side as a stop control target (S77). Thereby, for example, when the plural reels are being rotated, they are automatically stopped from the right side. The CPU 31 determines whether the reel, which is the stop control target, is the third stop target (S78). As a result of that, if the reel is the third stop target (S78, YES), the CPU 31 carries out the third automatic stop process (S79). Then, the CPU 31 carries out a sliding-symbol-number deciding process (see FIG. 25) (S80), transmits a reel stop command (S81), waits for the reel to rotate as the number of sliding symbols (S82) and request the rotation stop of the reel (S83).
  • [0239]
    Continuously, after requesting the rotation stop of the reel, the CPU 31 determines whether it is after the second stop (S84). As a result of that, if it is after the second stop (S84, YES), the CPU 31 stores a combination of current symbols so as to expect a display combination (S85). To the contrary, if it is not after the second stop (S84, NO), the CPU 31 proceeds to a step S86. Then, after storing the combination of symbols, the CPU 31 determines whether it is the stop of the last reel (S86). As a result of that, in case of the stop of the last reel (S86, YES), the CPU 31 proceeds to the step S15 in FIG. 17. To the contrary, if it is not the stop of the last reel (S86, NO), the CPU proceeds to the step S75.
  • [0240]
    [Sliding-Symbol-Number Deciding Process of Pachi-Slot Machine 1]
  • [0241]
    In the followings, it is described a sliding-symbol-number deciding process of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 25. FIG. 25 is a flow chart showing a sliding-symbol-number deciding process of the pachi-slot machine 1 according to the embodiment 1.
  • [0242]
    As shown in FIG. 25, the CPU 31 of the pachi-slot machine 1 determines whether an internal winning combination is the bonus only (S87). As a result of that, if the internal winning combination is the bonus only (S87, YES), the CPU 31 sets a stop table (see FIG. 9) corresponding to the bonus (S88), and proceeds to a step S92. To the contrary, if the internal winning combination is not the bonus only (S87, NO), the CPU 31 determines whether the internal winning combination also includes Small Win or not (S89). As a result of that, it Small Win is included (S89, YES), the CPU 31 carries out a sliding-symbol-number deciding process for bonus+Small Win (which will be described with reference to FIG. 26) (S90) and proceeds to the step S81 in FIG. 24 to transmit the reel stop command.
  • [0243]
    To the contrary, if even Small Win is not included in the internal winning combination (S89, NO), the CPU 31 sets a stop table corresponding to the internal winning combination (S91). Then, the CPU 31 decides and sets the number of sliding symbols based on the stop operation position of the player (S92) and proceeds to the step S81 in FIG. 24 to transmit the reel stop command.
  • [0244]
    [Sliding-Symbol-Number Deciding Process for Bonus+Small Win of Pachi-Slot Machine 1]
  • [0245]
    In the followings, it is described a sliding-symbol-number deciding process for bonus+Small Win of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 26. FIG. 26 is a flow chart showing a sliding-symbol-number deciding process for bonus +Small Win of the pachi-slot machine 1 according to the embodiment 1.
  • [0246]
    As shown in FIG. 26, the CPU 31 of the pachi-slot machine 1 determines whether the table control flag is ON or not (S93). As a result of that, if the table control flag is ON (S93, YES), the CPU 31 decides and sets the number of sliding symbols based on the stop operation position of the player (S94) and proceeds to the step S81 in FIG. 24 to transmit the reel stop command.
  • [0247]
    To the contrary, if the table control flag is not ON (S93, NO), the CPU 31 determines whether the attraction-in target symbol can be displayed with the number of sliding symbols 0 (S95). As a result of that, if it cannot be displayed (S95, NO), the CPU 31 determines whether the attraction-in target symbol can be displayed with the number of sliding symbols 1 (S96). As a result, if it cannot be displayed (S96, NO), the CPU 31 determines whether the attraction-in target symbol can be displayed with the number of sliding symbols 2 (S97). As a result, if it cannot be displayed (S97, NO), the CPU 31 determines whether the attraction-in target symbol can be displayed with the number of sliding symbols 3 (S98). As a result, if it cannot be displayed (S98, NO), the CPU 31 determines whether the attraction-in target symbol can be displayed with the number of sliding symbols 4 (S99). As a result, if it cannot be displayed (S99, NO), the CPU 31 sets a stop table corresponding to the internal winning combination (S100). Then, the CPU 31 makes the table control flag ON (S101), decides and sets the number of sliding symbols based on the stop operation position of the player (S102) and proceeds to the step S81 in FIG. 24 to transmit the reel stop command.
  • [0248]
    Back to the description of the step S95, if the attraction-in target symbol can be displayed with the number of sliding symbols 0 (S95,YES), the CPU 31 sets the number of sliding symbols corresponding (S103), and proceeds to the step S81 in FIG. 24 to transmit the reel stop command. In addition, back to the description of the step S96, if the attraction-in target symbol can be displayed with the number of sliding symbols 1 (S96,YES), the CPU 31 sets the number of sliding symbols corresponding (S103), and proceeds to the step S81 in FIG. 24 to transmit the reel stop command. In addition, back to the description of the step S97, if the attraction-in target symbol can be displayed with the number of sliding symbols 2 (S97,YES), the CPU 31 sets the number of sliding symbols corresponding (S103), and proceeds to the step S81 in FIG. 24 to transmit the reel stop command. In addition, back to the description of the step S98, if the attraction-in target symbol can be displayed with the number of sliding symbols 3 (S98,YES), the CPU 31 sets the number of sliding symbols corresponding (S103), and proceeds to the step S81 in FIG. 24 to transmit the reel stop command. Further, back to the description of the step S99, if the attraction-in target symbol can be displayed with the number of sliding symbols 4 (S95,YES), the CPU 31 sets the number of sliding symbols corresponding (S103), and proceeds to the step S81 in FIG. 24 to transmit the reel stop command.
  • [0249]
    [Display Combination Specifying Process of Pachi-Slot Machine 1]
  • [0250]
    In the followings, it is described a display combination specifying process of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 27. FIG. 27 is a flow chart showing a display combination specifying process of the pachi-slot machine 1 according to the embodiment 1.
  • [0251]
    As shown in FIG. 27, the CPU 31 of the pachi-slot machine 1 obtains a leading address of the symbol storing area (S104). Then, the CPU 31 determines whether the activated line counter is 0 (S105). As a result, if the activated line counter is 0 (105, YES), the CPU 31 returns to the step S16 in FIG. 17 to carry out the error checking process. To the contrary, if the activated line counter is not 0 (S105, NO), the CPU 31 specifies a display combination and a payout number based on the combination of symbols stored in the corresponding address and the display combination specifying table (S106).
  • [0252]
    Continuously, the CPU 31 determines whether the RT combination has been internally won in the probability sortition process (see FIG. 21) (S107). As a result, in case that the RT combination has been internally won (S107, YES), the CPU 31 determines whether the RT operation symbol has been matched (S108). As a result, in case that the RT operation symbol has been matched (S108, YES), the CPU 31 determines whether it is under bonus carryover state (S109). As a result, if it is not under bonus carryover state (S109, NO), the CPU 31 makes the flag under RT operation ON, sets the number of RT games, and resets if the remaining number of RT games remains (S110). Then, the CPU 31 subtracts 1 from the activated line counter (S111) and returns to the step S105.
  • [0253]
    Back to the description of the step S107, in case that the RT combination has not been internally won in the probability sortition process (see FIG. 21) (S107, NO), the CPU 31 subtracts 1 from the activated line counter (S111), and returns to the step S105. In addition, back to the description of the step S108, in case that the RT operation symbol has not been matched (S108, NO), the CPU 31 subtracts 1 from the activated line counter (S111), and returns to the step S105. In addition, back to the description of the step S109, in case that the it is under bonus carryover state (S109, YES), the CPU 31 subtracts 1 from the activated line counter (S111), and returns to the step S105.
  • [0254]
    [RT-Related Process of Pachi-Slot Machine 1]
  • [0255]
    In the followings, it is described a RT-related process of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 28. FIG. 28 is a flow chart showing a RT-related process of the pachi-slot machine 1 according to the embodiment 1.
  • [0256]
    As shown in FIG. 28, the CPU 31 of the pachi-slot machine 1 determines whether it is under RT operation symbol stop game (S112). As a result, in case it is not under RT operation symbol stop game (S112, NO), the CPU 31 determines whether the flag under RT operation is ON or not (S113). As a result, if the flag under RT operation is ON (S113, YES), the CPU 31 determines whether the RT counter is 1 or more (S114). As a result, in case that the RT counter is 1 or more (S114, YES), the CPU 31 subtracts 1 from the RT counter (S115), and returns to the step S19 in FIG. 17. To the contrary, in case that the RT counter is not 1 or more (S114, NO), the CPU 31 clears the RT counter (S116), makes the flag under RT operation OFF (S117) and returns to the step S19 in FIG. 17.
  • [0257]
    Back to the description of the step S112, if it is under RT operation symbol stop game (S112, YES), the CPU 31 returns to the step S19 in FIG. 17. In addition, back to the description of the step S113, if the flag under RT operation is not ON (S113, NO), the CPU 31 returns to the step S19 in FIG. 17.
  • [0258]
    [Bonus Operation Checking Process of Pachi-Slot Machine 1]
  • [0259]
    In the followings, it is described a bonus operation checking process of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 29. FIG. 29 is a flow chart showing a bonus operation checking process of the pachi-slot machine 1 according to the embodiment 1.
  • [0260]
    As shown in FIG. 29, the CPU 31 of the pachi-slot machine 1 determines whether the display combination is BB or RB (step S118). As a result, if the display combination is BB or RB (S118, YES), the CPU 31 sets the flag under operation based on the table on bonus operation (step S119). Then, the CPU 31 clears the internal carryover combination (S120) and returns to the step S3 in FIG. 17. Back to the description of the step S118, if the display combination is not BB or RB (S118, NO), the CPU 31 returns to the step S3 in FIG. 17.
  • [0261]
    [Bonus End Checking Process of Pachi-Slot Machine 1]
  • [0262]
    In the followings, a bonus end checking process is described with reference to FIG. 30. FIG. 30 is a flow chart showing a bonus end checking process of the pachi-slot machine 1 according to the embodiment 1.
  • [0263]
    As shown in FIG. 30, the CPU 31 of the pachi-slot machine 1 determines whether the flag under BB operation or the flag under RB bonus operation is ON or not (step S121). As a result, if the flag under BB operation or the flag under RB bonus operation is ON (S121, YES), the CPU 31 subtracts 1 from the game possibility number, and subtracts 1 from the winning possibility number when has been made a winning (S122). Continuously, the CPU 31 determines whether at least one of the game possibility number and the winning possibility number is 0 or not (S123). As a result, if at least one thereof is 0 (S123, YES), the CPU 31 carries out a process on RB ending (S124), and determines whether the payout possibility number is 1 or more (S125). To the contrary, if at least one of the game possibility number and the winning possibility number is not 0 (S123, NO), the CPU 31 determines whether the payout possibility number is 1 or more (S125). Back to the description of the step S121, if the flag under BB operation or the flag under RB bonus operation is not ON (S121, NO), the CPU determines whether the payout possibility number is 1 or more (S125).
  • [0264]
    As a result of that, in case that the payout possibility number is 1 or more (S125, YES), the CPU 31 updates the payout number counter under BB (S126), subtracts the payout possibility number depending on the payout number (S127), and returns to the step S3 in FIG. 17. To the contrary, in case that the payout possibility number is not 1 or more (S125, NO), the CPU 31 carries out the process on BB ending (process on RB ending when the flag under RB operation is ON) (S128), makes the flag under BB operation and the flag under RB operation OFF (S129), and returns to the step S3 in FIG. 17.
  • [0265]
    [Sub-Control Process Under control of Sub-Control Circuit of Pachi-Slot Machine 1]
  • [0266]
    In the followings, it is described a sub-control process of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 31. FIG. 31 is a flow chart showing a sub-control process of the pachi-slot machine 1 according to the embodiment 1.
  • [0267]
    As shown in FIG. 31, the sub-control circuit 72 determines whether the game data has been received from the main control circuit 71 (S130). In addition, the game data is transmitted during the period from the ending of the probability sortition process and the like to the rotation start of reel, with the operation of the start lever by the player. As a result of that, in case that the game data has been received (S130, YES), the sub-control circuit 72 determines whether there is an insertion signal of medal (S131). As a result, in case that there is the insertion signal of medal (S131, YES), the sub-control circuit 72 determines whether the effect flag is ON or nor (S132). As a result, in case that the effect flag is ON (S132, YES), the sub-control circuit 72 makes the effect flag OFF, converts the screen into the base screen (S133) and stores the internal winning information in the memory area of the sub (S134). Herein, back to the description of the step S131, in case that there is not the insertion signal of medal (S131, NO), the sub-control circuit 72 stores the internal winning information in the predetermined memory area of the sub (S134).Back to the description of the step S132, in case that the effect flag is not ON (S132, NO), the sub-control circuit 72 stores the internal winning information in the predetermined memory area of the sub (S134).
  • [0268]
    Next, the sub-control circuit 72 carries out various processes in accordance with the information transmitted from the main control unit (main control circuit 71) (S135). Continuously, the sub-control circuit 72 determines whether it has been transmitted a command of a combination relating to the simultaneous winning (S136). As a result, in case that it has been transmitted the command of the combination relating to the simultaneous winning (S136, YES), the sub-control circuit 72 carries out a game effect control process (which will be described later with reference to FIG. 32) (S137). Specifically, in case that the combination relating to the simultaneous winning has been drawn, the sub-control circuit carries out a process of controlling an effect to be displayed so that the player has the expectation, without fail, which effect giving the player a hint as to the simultaneous winning. To the contrary, in case that it has not been transmitted the command of the combination relating to the simultaneous winning (S136, NO), the sub-control circuit 72 returns to the standby state to receive the game data. Herein, back to the description of the step S130, in case that the game data has not been received (S130, NO), the sub-control circuit 72 returns to the standby state to receive the game data.
  • [0269]
    [Game Effect Control Process of Pachi-Slot Machine 1]
  • [0270]
    In the followings, it is described a game effect control process of the pachi-slot machine 1 according to the embodiment 1, with reference to FIG. 32. FIG. 32 is a flow chart showing a game effect control process of the pachi-slot machine 1 according to the embodiment 1.
  • [0271]
    As shown in FIG. 32, the sub-control circuit 72 refers to the effect table and makes the effect flag ON. In addition, for example, it carries out an effect hinting that the there is a possibility of the simultaneous winning on the liquid crystal screen and the like (S138). Then, the sub-control circuit 72 returns to the standby state to receive the game data.
  • Effects of the Embodiment 1
  • [0272]
    As described above, according to the embodiment 1, even though the combination of symbols corresponding to the first combination has been stopped, if the first and second combinations has been won at the same time, the pachi-slot machine 1 awards the benefit in accordance with the first combination to the player while carrying over the second combination as the internal winning combination. Accordingly, the player can expect a benefit in accordance with the second combination as well as the benefit in accordance with the first combination, even though the combination of symbols corresponding to the first combination has been stopped. Thereby, it is possible to provide an attractive game feature for the player.
  • [0273]
    In addition, according to the embodiment 1, the pachi-slot machine 1 awards the bonus gaming state in which a bonus game is carried out, as the benefit in accordance with the second combination. Accordingly, even though the combination of symbols corresponding to the first combination has been stopped, the player can expect the bonus gaming state which is a great privilege not corresponding to the first combination, so that it is possible to provide an attractive game feature for the player.
  • [0274]
    In addition, according to the embodiment 1, the pachi-slot machine 1 awards the re-gaming state of high probability in which a re-game winning occurs in high probability, as the benefit in accordance with the first combination. Accordingly, in case that the combination of symbols corresponding to the first combination has been stopped, the player can expect the benefit which is a bonus gaming state, and also expect that at least the benefit of the re-gaming state of high probability will be obtained even though the bonus gaming state is not obtained. Thereby, it is possible to provide an attractive game feature for the player. In addition, according to the invention, in case that the re-game symbol is displayed in a next game after the combination of symbols corresponding to the first combination has been stopped, the player can expect a re-gaming state of high probability. Meanwhile, in case that the re-game symbol is not displayed in the next game, the player can expect that the bonus gaming state has been carried over. From this point of view, it is possible to provide an attractive game feature for the player.
  • [0275]
    In addition, according to the embodiment 1, in case that the first and second combinations are determined as the internal winning combination (simultaneously won), the pachi-slot machine 1 notifies the player of the information representing the result through sound, image, lamp and the like. Accordingly, the player can positively perceive that the first and second combinations have been determined as the internal winning combination. Alternatively, even under state that the combination of symbols corresponding to the first combination has been stopped, the player can positively expect the benefit in accordance with the second combination. Therefore, from the effect point of view, it is possible to provide a game feature attractive to the player.
  • [0276]
    Further, in the claims, the ┌the numerical range information storing means┘ corresponds to the ROM 32 in FIG. 5, the ┌internal winning combination determination means┘ corresponds to the probability sortition process in FIG. 21, the ┌means for awarding the benefit┘ corresponds to the medal payout process in FIG. 17, and the ┌notifying means┘ corresponds to the sub-control process in FIG. 31 and the game effect control process in FIG. 32.
  • Embodiment 2
  • [0277]
    While the invention has been described with reference to the embodiment 1, the invention may be embodied in various forms besides to the embodiment 1. Accordingly, hereinafter, another example included in the invention will be described.
  • [0278]
    (1) Simultaneous Winning Combination
  • [0279]
    In the embodiment 1, it has been described that the combination of BB and RT is set as the combination of the simultaneous winning combination. However, the invention is not limited thereto. In other words, any combination of Replay, Small Win of Bell and Cherry, BB, RB and RT may be set as the simultaneous winning combination. Thereby, the game features can be diversified, so that it is possible to provide a much more attractive game feature for the player.
  • [0280]
    (2) Winning Combination to be Carried Over
  • [0281]
    In the embodiment 1, it has been described that if the first combination and the second combination are determined as the internal winning combination in the unit game, the payout in accordance with the first combination is awarded to the player and at the same time BB is adopted as the second combination to be carried over. However, the invention is not limited thereto. For example, RB may be adopted as the second combination to be carried over. Thereby, the game features can be diversified, so that it is possible to provide a much more attractive game feature for the player.
  • [0282]
    (3) Numerical Range
  • [0283]
    In the embodiment 1, it has been described that the numerical ranges matched to each of the plural combinations consist of plural continuous values. However, the invention is not limited thereto. For example, the numerical ranges may be structured with plural non-continuous values. In addition, in the embodiment 1, while it has been described the case of storing the information of numerical range matched to the first combination (for example, numerical range of RT, 6˜18) partially overlapping the information of the numerical range corresponding to the second combination (for example, numerical range of BB, 0˜13), the invention is not limited thereto. For example, the information of numerical range matched to the first combination (for example, numerical range of RT, 6˜18) totally overlapping the information of the numerical range matched to the second combination (for example, numerical range of BB, 0˜13) may be stored.
  • [0284]
    (4) Awarding the Re-Gaming State of High Probability and the Bonus Gaming State
  • [0285]
    In the embodiment 1, it has been described that if RT and BB are simultaneously won and the combination of symbols corresponding to RT (for example, Watermelon-Watermelon-Watermelon) is stopped on the activated line, the pachi-slot machine 1 plunges the player into the BB carryover state and pays out a medal in accordance with the combination of symbols corresponding to RT to the player, until a combination of symbols corresponding to BB (for example, ┌7-7-7┘) is stopped on the activated line. However, the invention is not limited thereto. For example, it may be structured such that when the combination of symbols corresponding to RT (for example, Watermelon-Watermelon-Watermelon) is stopped on the activated line, the pachi-slot machine pays out a medal in accordance with the combination of symbols corresponding to RT to the player, awards the RT gaming state to the player, and carries over BB until the RT game is over by the player. Thereby, the player can expect the high benefit and the game features can be diversified, so that it is possible to provide a much more attractive game feature for the player.
  • [0286]
    (5) The Subject of the Invention
  • [0287]
    In the embodiment 1, while it has been described the case of applying the invention to the pachi-slot machine 1 using the medal as the game medium, the invention is not limited thereto. For example, the invention may be applied to another gaming machine such as pachinko gaming machine, pachi-lot and the like. Additionally, the invention can be applied to a game program which pseudo-executes the game of the pachi-slot machine 1 described in the embodiment 1 as a home gaming machine. In this case, a medium for recording the game program may include a CD-ROM, FD (flexible disk) and the other recording media. In addition, the game program may be downloaded via a network.
  • Embodiment 3
  • [0288]
    Hereinafter, an embodiment 3 of the gaming machine according to the invention will be specifically described. In addition, it is omitted the descriptions of structures and operations same as those of the embodiment 1.
  • [0289]
    [Outline and Features of Pachi-Slot Machine 1]
  • [0290]
    First, it is described an outline and features of the pachi-slot machine 1 according to an embodiment 3 of the invention, with reference to FIG. 33. FIG. 33 is a view for showing an outline of a pachi-slot machine 1 according to an embodiment 3. As shown in FIG. 33, the pachi-slot machine 1 of the embodiment 3 stores information of numerical ranges matched to each of plural combinations which are an internal winning combination. In the information of numerical ranges, information of numerical ranges matched to a specialty combination 1, a specialty combination 2 and a specialty combination 3 overlap the information of numerical range matched to ┌BB1┘(referred to as ┌Big Bonus┘) in different ratios, respectively. Specifically, the information of numerical range matched to the specialty combination 1 overlaps the information of numerical range matched to BB1 in about 50% ratio, the information of numerical range matched to the specialty combination 2 overlaps the information of numerical range matched to BB1 in about 80% ratio, and the information of numerical range matched to the specialty combination 3 overlaps the information of numerical range matched to BB1 in about 100% ratio.
  • [0291]
    Herein, BB as an internal winning combination is a so-called bonus game adopted in the pachi-slot machine 1 and is a gaming state in which a continuous operation device of single bonus relating to ┌RB (regular bonus)┘, which is a first type special single bonus, operates. Specifically, if a combination of symbols corresponding to BB1 (for example, ┌Red 7-Red 7-Red 7┘) comes true, the RB gaming state continuously occurs and predetermined medals (for example, 465 or 360 pieces) are paid out to the player. In addition, the specialty combinations 1˜3 as an internal winning combination are so-called Small Win adopted in the pachi-slot machine 1. Specifically, for each of the one games (unit games) in which combinations of symbols corresponding to specialty combinations 1˜3 (for example, ┌Monster-Bell-Bell┘, ┌Monster-Monster-Bell┘, ┌Monster-Monster-Monster┘) are matched, predetermined medals (for example, 15 pieces) in accordance with the combinations of symbols are paid out to the player. In addition, the symbol ┌Monster┘ corresponds to the ┌blank symbol┘.
  • [0292]
    When a one game (unit game) is started by an operation of the start lever by the player, the pachi-slot machine 1 rotates the reels to vary the plural symbols, obtains a random number value through the internal lottery process and determines which of the numerical ranges the random number value is included in to determine an internal winning combination (or losing). After that, the pachi-slot machine 1 stops the symbols being varied in correspondence with the determined winning combination and a push operation of a stop button by the player. In case that a combination of symbols corresponding to the internal winning combination is stopped on the activated line, the machine regards a winning of the internal winning combination as being achieved and awards a benefit in accordance with the internal winning combination to the player (for example, predetermined medals are paid out to the player).
  • [0293]
    Specifically, referring to FIG. 33, the pachi-slot machine 1 according to the embodiment 3 determines which of the numerical ranges the random number value obtained through the internal lottery is included in. As a result of the determination, when it is determined that it is included in the numerical range of 0˜12, the machine determines a winning of BB1 and the specialty combinations 1 to 3. Then, when a combination of symbols corresponding to any one of BB1, the specialty combinations 1 to 3 determined as the internal winning combination (for example, BB1 corresponds to ┌Red 7-Red 7-Red 7┘, the specialty combination 1 corresponds to ┌Monster-Bell-Bell┘, the specialty combination 2 corresponds to ┌Monster-Monster-Bell┘ and the specialty combination 3 corresponds to ┌Monster-Monster-Monster┘) is stopped on the activated line in the reel display window frame, the pachi-slot machine 1 awards the benefit in accordance with the internal winning combination to the player.
  • [0294]
    Specifically, in case that a combination of symbols corresponding to BB1 is stopped on the activated line in the reel display window frame, the pachi-slot machine 1 awards the BB1 gaming state to the player. In the mean time, in case that a combination of symbols corresponding to any one of the specialty combinations 1 to 3 is stopped on the activated line in the reel display window frame, the pachi-slot machine 1 pays out the medal in accordance with the combination of symbols corresponding to one of the specialty combinations 1 to 3 stopped while carrying over BB1 (after that, in case that a combination of symbols corresponding to BB1 is stopped on the activated line in the reel display window frame, the pachi-slot machine 1 also awards the BB1 gaming state to the player).
  • [0295]
    In addition, as shown in FIG. 33, the pachi-slot machine 1 according to the embodiment 3 determines which of the numerical ranges the random number value obtained through the internal lottery is included in. As a result of the determination, when it is determined that it is included in the numerical range of 12˜23, the pachi-slot machine 1 determines a winning of BB1 and the specialty combinations 1 and 2. When a combination of symbols corresponding to any one of BB1, the specialty combinations 1 and 2 determined as the internal winning combination is stopped on the activated line in the reel display window frame, the pachi-slot machine 1 awards the BB1 gaming state to the player, or pays out the medal in accordance with the combination of symbols corresponding to the specialty combination 1 or 2 to the player while carrying over BB1.
  • [0296]
    In addition, as shown in FIG. 33, the pachi-slot machine 1 according to the embodiment 3 determines which of the numerical ranges the random number value obtained through the internal lottery is included in. As a result of the determination, when it is determined that it is included in the numerical range of 24˜30, the pachi-slot machine 1 determines a winning of the specialty combinations 1 and 2 (the losing in BB1). When a combination of symbols corresponding to any one of the specialty combinations 1 and 2 determined as the internal winning combination is stopped on the activated line in the reel display window frame, the pachi-slot machine 1 pays out the medal in accordance with the combination of symbols corresponding to the specialty combination 1 or 2 to the player.
  • [0297]
    In addition, as shown in FIG. 33, the pachi-slot machine 1 according to the embodiment 3 determines which of the numerical ranges the random number value obtained through the internal lottery is included in. As a result of the determination, when it is determined that it is included in the numerical range of 31˜46, the pachi-slot machine 1 determines a winning of the specialty combination 1 (the losing in BB1). When a combination of symbols corresponding to the specialty combination 1 determined as the internal winning combination is stopped on the activated line in the reel display window frame, the pachi-slot machine 1 pays out the medal in accordance with the combination of symbols corresponding to the specialty combination 1 to the player while carrying over BB1.
  • [0298]
    In case that the combination of symbols corresponding to the specialty combination 3 of the specialty combinations 1 to 3 (for example, ┌Monster-Monster-Monster┘) is stopped, the player expects BB1 to be won in about 100% ratio. In case that the combination of symbols corresponding to the specialty combination 2 (for example, ┌Monster-Monster-Bell┘) is stopped, the player expects BB1 to be won in about 80% ratio. In case that the combination of symbols corresponding to the specialty combination 1 (for example, ┌Monster-Bell-Bell┘) is stopped, the player expects BB1 to be won in about 50% ratio.
  • [0299]
    Like this, according to the gaming machine 1 of the embodiment 3, in case that the combination of symbols corresponding to the first combination (for example, specialty combinations 1 to 3) is stopped, the player can expect the benefit in accordance with the second combination (for example, BB1) in different ratios, depending on which of the plural first combinations the combination of symbols stopped corresponds to. Thereby, it is possible to provide an attractive game feature for the player. In addition, according to the pachi-slot machine 1 of the embodiment 3, in case that the combination of symbols corresponding to any one of the plural first combinations is stopped, the player can easily expect a benefit in accordance with the second combination, through the number of predetermined same symbols (for example, symbol Monster) included in the combination of symbols stopped. Accordingly, it is possible to provide a much more attractive game feature for the player.
  • [0300]
    [Gaming State of Shift Place of Pachi-Slot Machine 1]
  • [0301]
    In the followings, it is described an example of the symbols arranged on the reels 3L, 3C, 3R of the pachi-slot machine 1 according to the embodiment 3, with reference to FIG. 34. FIG. 34 shows an example of symbols displayed on the reels 3L, 3C, 3R of the pachi-slot machine 1 according to the embodiment 3. As shown in FIG. 34, plural types of 21 symbols are arranged on each of the reels 3L, 3C, 3R. Each of the symbols is given with code numbers of ┌00┘˜┌20┘, and memorized as a data table in the ROM 32 (see FIG. 5) which will be described later. Based on the data table and the symbol combination table (which will be specifically described with reference to FIG. 36), it is possible to perceive a combination of symbols to be arranged along the activated line. In addition, other structures including the external structure of the pachi-slot machine 1 are same as the embodiment 1.
  • [0302]
    [Gaming State of Shift Place of Pachi-Slot Machine 1]
  • [0303]
    In the followings, it is described an occurrence condition of each gaming state of the pachi-slot machine 1 according to the embodiment 3, a shift condition and a gaming state when the shift condition is fulfilled, with reference to FIG. 35. FIG. 35 is an explanatory diagram for illustrating an occurrence condition of each gaming state, a shift condition and a gaming state of a shift place when the shift condition is fulfilled in the pachi-slot machine 1 according to the embodiment 3. Types of internal winning combinations and winning probabilities thereof are different in each of the gaming states.
  • [0304]
    The gaming state of the pachi-slot machine 1 which is described in the embodiment 3 includes a normal gaming state, a BB gaming state, a RB gaming state and an internal carryover state. A combination (BB or RB) carried over in the internal carryover state is referred to as ,internal carryover combination┘. In addition, in the followings, a state including any one of the BB gaming state and RB gaming state is referred to as ┌bonus gaming state┘.
  • [0305]
    The BB gaming state is a gaming state structured by the RB gaming state. In addition, basically, the BB gaming state is a gaming state structured by a game in which ┌a continuous operation device of single bonus relating to a first type special single bonus┘ operates. Specifically, for example, in case that Red 7 is internally won and corresponding symbols are matched, the BB gaming state is made and the RB gaming state continuously occurs. The BB gaming state is over, on condition that a predetermined number of medals (for example, 360 or 460 pieces) is paid out.
  • [0306]
    The RB gaming state is a gaming state structured by a game in which ┌the first type special single bonus┘ operates. When BAR is internally won and corresponding symbols are matched, the RB gaming state is made.
  • [0307]
    The internal carryover state is a gaming state in which it is allowed a state, in which a combination of symbols corresponding to BB or RB can be arranged along the display line (BB or RB is made), over one or several games. In other words, the internal carryover state is a gaming state in which a winning combination for reel-stop becomes RR or RB, on condition that an internal winning combination is the losing. In the embodiment 3, BB or RB includes Red 7 BB (BB1), Blue 7 (BB2) and BAR RB, and the internal carryover state includes Red 7 BB (BB1), Blue 7 (BB2) internal carryover state and BAR RB carryover state.
  • [0308]
    The winning combination for reel-stop is information used for the stop control of the reels 3L, 3C, 3R. In case that the winning combination for reel-stop has been determined, the reels 3L, 3C, 3R are stop-controlled under state that a stop mode of symbols or symbol combination corresponding to the combination is allowed to be stopped in the symbol display areas 21L, 21C, 21R. In addition, the stop control is carried out under state that symbols or symbol combination corresponding to a combination except the winning combination for reel-stop is not allowed. Basically, a combination determined as an internal winning combination becomes a winning combination for reel-stop. However, in the internal carryover state, BB or RB becomes a winning combination for reel-stop when there is no internal winning combination (i.e., losing).
  • [0309]
    As shown in FIG. 35, an occurrence condition of a bonus gaming state is an achievement of BB or RB. If a predetermined number of games (for example 12 games) is over or it is made a predetermined number of achievements (for example, 8 times), a shift condition is satisfied and a gaming state is shifted to the normal gaming state.
  • [0310]
    An occurrence condition of the internal carryover state is an internal winning of BB or RB. If BB or RB is made, a shift condition is satisfied, a gaming state is shifted to the bonus gaming state and one or plural times of RB game are possible.
  • [0311]
    [Symbol Combination Table of Pachi-Slot Machine 1]
  • [0312]
    In the followings, it is described a symbol combination table adopted in the pachi-slot machine 1 according to the embodiment 3, with reference to FIG. 36. FIG. 36 is a view showing an example of a symbol combination table adopted in the pachi-slot machine according to the embodiment 3. As shown in FIG. 36, the symbol combination table includes information about a display combination corresponding to a combination of symbols which are stopped at each of the three symbol stop positions on one of the activated lines 8 a to 8 e (see FIG. 3), and the payout number corresponding to the display combination with regard to the insertion number (BET number: 1 or 3). In addition, the symbol combination table is referred to when the payout number is determined in accordance with the combination of symbols which are displayed along the activated line after the reels 3L, 3C, 3R have been stopped. In addition, in the followings, it is described a case that the insertion number is 3 and it is omitted the description of the payout number when the insertion number is 1.
  • [0313]
    If ┌Replay-Replay-Replay┘ is arranged along the activated line, the display combination becomes Replay and a winning is thus achieved, so that a medal is automatically inserted. In other words, Replay is a combination capable of playing a game irrespective of the insertion of the game value (for example, medal), if a winning thereof is achieved. In addition, if ┌Monster-Bell-Bell┘ is arranged along the activated line, the display combination becomes the specialty 1 and a winning is thus achieved, so that 15 medals are paid out. In addition, if ┌Monster-Monster-Bell┘ is arranged along the activated line, the display combination becomes the specialty 2 and a winning is thus achieved, so that 15 medals are paid out. In addition, if ┌Monster-Monster-Monster┘ is arranged along the activated line, the display combination becomes the specialty 3 and a winning is thus achieved, so that 15 medals are paid out.
  • [0314]
    In addition, if ┌BAR-BAR-BAR┘ is arranged along the activated line, the display combination becomes RB and a winning is thus achieved. If ┌Red 7-Red 7-Red 7┘ is arranged along the activated line, the display combination becomes BB1 and a winning is thus achieved. If ┌Blue 7-Blue 7-Blue 7┘ is arranged along the activated line, the display combination becomes BB2 and a winning is thus achieved. In the above cases, the medal is not paid out. In addition, the combinations of symbols in which it is achieved a winning of ┌Small Win of Bell┘ and ┌Small Win of Cherry┘, and the payout number of medals are as shown in FIG. 36. ┌ANY┘ shows any symbol.
  • [0315]
    ┌Stop Table of Pachi-Slot Machine 1
  • [0316]
    In the followings, it is described a stop table adopted in the pachi-slot machine 1 according to the embodiment 3, with reference to FIGS. 37 and 38. FIG. 37 is a view showing a structure of a stop table adopted in the pachi-slot machine 1 according to the embodiment 3, and FIG. 38 is a view showing a structure of a stop table adopted in the pachi-slot machine 1 according to the embodiment 3. In addition, FIG. 37 shows an example of a BB (Red 7) stop table and a specialty combination 1 stop table adapted to stop the combinations of symbols corresponding to BB and the specialty combination 1 (┌Red 7-Red 7-Red 7┘ and ┌Monster-Bell-Bell┘) on the central line, respectively. FIG. 38 shows an example of a specialty combination 2 stop table and a specialty combination 3 adapted to stop the combinations of symbols corresponding to the specialty combination 2 and the specialty combination 3 (┌Monster-Monster-Bell┘ and ┌Monster-Monster-Monster┘) on the central line, respectively.
  • [0317]
    Basically, the stop table is structured such that combination of symbols predetermined (symbol combination of a corresponding combination) can be arranged along a predetermined display line (activated line). However, the stop table corresponding to the losing is structured such that a symbol combination corresponding to a combination cannot be arranged along a predetermined display line.
  • [0318]
    The stop table stores a stop operation position representing a code number of a symbol located at a position at which a player has actually carried out the stop operation, correspondingly to a code number of a symbol controlling the symbol to be stopped, with regard to each of the left reel 3L, the center reel 3C and the right reel 3R, respectively. Herein, the stop operation position shows a code number of a symbol which is located at the center line (specifically, a symbol whose center is located above the center line and adjacent to the center line) when the stop buttons 7L, 7C, 7R mounted to correspond to each of the left reel 3L, the center reel 3C and the right reel 3R has been manipulated. In addition, the stop control position shows a code number of a symbol which is stopped at a position of the center line when the reel for which the stop operation has been carried out is stopped.
  • [0319]
    In addition, in the embodiment 3, so-called number of sliding symbols is set to be 4 symbols. For example, it is briefly described with reference to BB (Red 7) stop table. As shown in FIG. 37, in case that the stop button 7R is pushed when ┌Cherry┘ having code number ┌19┘ (see FIG. 34) have reached the position of the center line while the right reel 3R is being rotated, a so-called ┌attraction-in┘ is carried out to control the stop of the right reel 3R so that ┌Red 7┘ having code number ┌15┘ is stopped at the position of the center line.
  • [0320]
    The ┌attraction-in┘ is meant by stopping a reel (reel corresponding to the stop operation), which is a stop control target, so as to display a symbol (hereinafter, referred to as ┌attraction-in target symbol┘) constituting a symbol combination corresponding to an attraction-in target combination (internal winning combination) at a symbol stop position (hereinafter, ┌active symbol stop position┘) connected by the activated line, under condition of the maximum number of sliding symbols (four). However, in case that the ┌attraction-in┘ cannot be achieved within a range of the maximum number of sliding symbols (four) even though the ┌attraction-in┘ has been tried, a stop table corresponding to an internal winning combination is set and the stop control of the reel corresponding to the stop operation is carried out.
  • [0321]
    [Probability Sortition Table of Pachi-Slot Machine 1]
  • [0322]
    In the followings, it is described an example of a probability sortition table adopted in the pachi-slot machine 1 of the embodiment 3, with reference to FIG. 39. FIG. 39 is a view showing an example of a probability sortition table (BET number: one or three) adopted in the pachi-slot machine 1 according to the embodiment 3.
  • [0323]
    FIG. 39A shows a probability sortition table for a normal gaming state. The probability sortition table for a normal gaming state stores information about the lowest and upper limits of a numerical range corresponding to an internal winning combination. In addition, in the normal gaming state, BB1 (Red 7), BB2 (Blue 7), RABRB, Specialty combinations 1 to 3, Replay, Small Win of Bell and Small Win of Cherry may be internally won.
  • [0324]
    Herein, it is specifically described a probability sortition table when the BET number is three. A numerical range corresponding to BB1 (numerical range corresponding to a predetermined second combination) is ┌0˜23┘. In other words, the lowest limit of the numerical range in which it is made an internal winning of BB is ┌0┘ and the upper limit thereof is ┌23┘. In addition, numerical ranges corresponding to specialty combinations 1 to 3 (numerical ranges of predetermined first combinations) are ┌0˜46┘, ┌0˜30┘ and ┌0˜12┘. In other words, the lowest limit of the numerical range in which it is made an internal winning of the specialty combination 1 is ┌0┘ and the upper limit thereof is ┌46┘, the lowest limit of the numerical range in which it is made an internal winning of the specialty combination 2 is ┌0┘ and the upper limit thereof is ┌30┘ and the lowest limit of the numerical range in which it is made an internal winning of the specialty combination 3 is ┌0┘ and the upper limit thereof is ┌12┘.
  • [0325]
    For example, the table stores the information about the numerical ranges corresponding to the specialty combinations 1 to 3 in different ratios, with regard to the numerical range corresponding to BB1. In case that a random number value drawn by a one random number lottery is included in the numerical range of ┌0˜12┘, BB1 and the specialty combinations 1 to 3 become an internal winning combination. In addition, in case that it is included in the numerical range of ┌12˜231┘, BB1 and the specialty combinations 1 to 2 become an internal winning combination. In case that it is included in the numerical range of ┌24˜30┘, the specialty combinations 1 to 2 become an internal winning combination. In case that it is included in the numerical range of ┌31˜461┘, BB1 and the specialty combination 1 becomes an internal winning combination. In addition, in case that BB1 and one of the specialty combinations 1 to 3 become an internal winning combination, BB is carried over and at the same time a benefit relating to any one of the specialty combinations 1 to 3 stopped on the activated line is awarded to a player.
  • [0326]
    FIG. 39B shows a probability sortition table for a carryover gaming state. In the carryover gaming state, specialty combinations 1 to 3, Replay, and Small Win of Bell and Cherry may be won, and BB1, BB2 and RB are not won.
  • [0327]
    FIG. 39C shows a probability sortition table for BB1, BB2 and RB gaming states. In the BB1, BB2 and RB gaming states, Small Win of Bell and Cherry may be won.
  • [0328]
    [Table of the Number of Lotteries of Pachi-Slot Machine 1]
  • [0329]
    In the followings, it is described an example of a table of the number of lotteries adopted in the pachi-slot machine 1 of the embodiment 3, with reference to FIG. 40. FIG. 40 is a view showing an example of a table of the number of lotteries adopted in the pachi-slot machine 1 according to the embodiment 3.
  • [0330]
    As shown in FIG. 40, the table for determining the number of lotteries stores the number of lotteries in correspondence with each of the gaming states (normal gaming state, internal carryover state, BB1, BB2, and RB normal gaming state). Herein, the internal carryover state is meant by a state that although BB1, BB2 or RB has been internally won, BB1, BB2 or RB has not been achieved yet because ┌Red 7-Red 7-Red 7┘, ┌Red 7-Red 7-Red 7┘ or ┌BAR-BAR-BAR┘ has not matched. In addition, the BB1, BB2 or RB gaming state is meant by a state that BB1, BB2 or RB has been achieved, respectively. The normal gaming state is meant by a state except the three gaming states. In addition, the number of lotteries is meant by the number of operations of determining whether a random number value has been drawn or not with reference to the probability sortition table in a probability sortition process. A method of using the number of lotteries will be described in a probability sortition process which will be described later.
  • [0331]
    [Priority Attraction-In Ranking Table of Pachi-Slot Machine 1]
  • [0332]
    In the followings, it is described an example of a priority attraction-in ranking table adopted in the pachi-slot machine 1 of the embodiment 3, with reference to FIG. 41. FIG. 41 is a view showing an example of a priority attraction-in ranking table adopted in the pachi-slot machine 1 according to the embodiment 3.
  • [0333]
    As shown in FIG. 41, the priority attraction-in ranking table stores information about a priority ranking of a combination of symbols to be attracted-in on the activated line, when there are two or more internal winning combinations, or when there are an internal winning combination and an internal carryover combination. The priority attraction-in ranking is higher in order of Replay, BB1, BB2 and RB, Bell, Cherry and specialty combinations 1 to 3. For example, in case that there are an internal winning combination and an internal carryover combination, and the internal winning combination is the specialty combination 1 and the internal carryover combination is BB1, it is carried out the stop control of the reels 3L, 3C, 3R so that BB1 is preferentially attracted-in on the basis of the stop table (see FIG. 37) corresponding to BB1.
  • [0334]
    [Internal Winning Combination Determining Table of Pachi-Slot Machine 1]
  • [0335]
    In the followings, it is described an example of an internal winning combination determining table of the pachi-slot machine 1 of the embodiment 3, with reference to FIG. 42. FIG. 42 is a view showing an example of an internal winning combination determining table adopted in the pachi-slot machine 1 according to the embodiment 3.
  • [0336]
    As shown in FIG. 42, the internal winning combination determining table stores contents of an internal winning combination and data of a binary number which is information identifying an internal winning combination, correspondingly to a winning number, in accordance with each of the gaming states. The data of binary number is referred to as flag and consists of 1 byte.
  • [0337]
    Referring to the normal gaming state, for example, in case that a winning number is 0 and the information identifying an internal winning combination, which is stored in the internal winning combination 2, is ┌00000000┘, the internal winning combination is the losing. Likewise, in case that a winning number is 1 and the information identifying an internal winning combination, which is stored in the internal winning combination 2, is ┌00000001┘, the internal winning combination is Bell. In addition, in case that a winning number is 2 and the information identifying an internal winning combination, which is stored in the internal winning combination 2, is 0000010┘, the internal winning combination is Cherry. In addition, in case that a winning number is 3 and the information identifying an internal winning combination, which is stored in the internal winning combination 2, is ┌00000100┘, the internal winning combination is the specialty combination 2. Additionally, in case that a winning number is 4 and the information identifying an internal winning combination, which is stored in the internal winning combination 2, is ┌00000000┘, the internal winning combination is the specialty combination 2. In addition, in case that a winning number is 5 and the information identifying an internal winning combination, which is stored in the internal winning combination 2, is ┌00010000┘, the internal winning combination is the specialty combination 3. Further, in case that a winning number is 6 and the information identifying an internal winning combination, which is stored in the internal winning combination 1, is ┌0000000┘, the internal winning combination is Replay. In addition, in case that a winning number is 7 and the information identifying an internal winning combination, which is stored in the internal winning combination 1, is ┌00001000┘, the internal winning combination is RB. Additionally, in case that a winning number is 8 and the information identifying an internal winning combination, which is stored in the internal winning combination 1, is ┌00000010┘, the internal winning combination is BB1. Further, in case that a winning number is 9 and the information identifying an internal winning combination, which is stored in the internal winning combination 1, is ┌00000100┘, the internal winning combination is BB2.
  • [0338]
    [Storing Areas of Pachi-Slot Machine 1]
  • [0339]
    In the followings, it is described an example of areas for storing an internal winning combination 1, an internal winning combination 2, an internal carryover combination and a random number adopted in the pachi-slot machine 1 of the embodiment 3, with reference to FIG. 43. FIG. 43 is a view showing an example of areas for storing an internal winning combination 1, an internal winning combination 2, an internal carryover combination and a random number adopted in the pachi-slot machine 1 according to the embodiment 3.
  • [0340]
    FIG. 43A shows an internal winning combination 1 storing area. The internal winning combination 1 storing area stores information (data) of the internal winning combination, which consists of 1 byte. In the internal winning combination 1 storing area, a bit 0 (first bit), a bit 1 (second bit), a bit 2 (third bit) and a bit 3 (fourth bit) correspond to Replay, BB1, BB2, and RB, respectively. In addition, bits 4 to 7 (fifth to eighth bits) are unused storing areas. If the data is stored in the internal winning combination 1 storing area, the data column becomes 1 and one corresponding to the bit becomes an internal winning combination. For example, if ┌00000001┘ is stored in the internal winning combination 1 storing area, the data column of the bit 0 becomes 1 and Replay corresponding to the bit 0 becomes an internal winning combination.
  • [0341]
    FIG.43B shows an internal winning combination 2 storing area. In the internal winning combination 2 storing area, a bit 0 (first bit), a bit 1 (second bit), a bit 2 (third bit), a bit 3 (fourth bit) and a bit 4 (fifth bit) correspond to Bell, Cherry, specialty combination 1, specialty combination 2, and specialty combination 3, respectively. In addition, bits 5 to 7 (sixth to eighth bits) are unused storing areas.
  • [0342]
    FIG. 43C shows an internal carryover combination storing area. In the internal carryover combination storing area, a bit 1 (second bit), a bit 2 (third bit) and a bit 3 (fourth bit) correspond to BB1, BB2 and RB, respectively, and a bit 0 (first bit) and a bit 4 (fifth bit) to a bit 7 (eighth bit) are unused storing areas. When the data (┌00000010┘, see FIG. 42) of BB1, which is an internal carryover combination, is stored in the internal carryover combination storing area, the data column of the bit 1 becomes 1 and BB1 corresponding to the bit 1 becomes an internal carryover combination.
  • [0343]
    FIG. 43D shows a random number storing area. The random number storing area stores a random number value (one of 0˜16383) drawn through a random number lottery in the probability sortition process which will be described later.
  • [0344]
    [Process of Main Control Circuit in Pachi-Slot Machine 1]
  • [0345]
    In the followings, it is described a process of a main control circuit in the pachi-slot machine 1 of the embodiment 3, with reference to FIG. 44. FIG. 44 is a flow chart showing a process of a main control unit of the pachi-slot machine 3 according to the embodiment 3.
  • [0346]
    As shown in FIG. 44, in the main control circuit 17, the CPU 31 carries out an initialization process (initialization of memory contents in RAM 33, initialization of communication data, etc.) when a game starts (step T1). Then, the CPU 31 erases the memory contents (for example, memory contents in the memory area memorizing the internal winning combination) of the RAM 33 when a game is over (step T2). Specifically, the CPU erases the data of the writable area of the RAM 33 used in a previous game, writes a parameter necessary for a next game into the writable area of the RAM 33 and indicates a start address of a sequence program for the next game, etc.
  • [0347]
    After that, the CPU 31 carries out a medal insertion start checking process (which will be described with reference to FIG. 45) such as update of the BET number based on the inputs from the start switch 6S, medal sensor 22S or BET switch 13S (T3) and samples a random number for lottery used in the probability sortition process (which will be described with reference to FIGS. 47 and 48) (T4).
  • [0348]
    Then, the CPU 31 carries out a gaming status supervisory process (see FIG. 46) of supervising whether it is under bonus gaming state (BB gaming state or RB gaming state), internal carryover state or normal gaming state (T5) and executes a probability sortition process of determining an internal winning combination in the bonus gaming state, internal carryover state or normal gaming state on the basis of the probability sortition table (T6).
  • [0349]
    Continuously, the CPU 31 carries out a reel stop initialization process (see FIG. 49) (T7), and transmits a start command including the information about the gaming state, the internal winning combination, the stop table determined in the initialization process and the like to the sub-control circuit 72 (T8). Then, the CPU 31 determines whether ┌4.1 seconds┘ or more have lapsed from after the previous reel has started to rotate (T9). If ┌4.1 seconds or┘ more have not lapsed (T9, NO), the CPU 31 consumes a game start waiting time (waits) (T10). On the contrary, if ┌4.1 seconds┘ or more have lapsed (T9, YES), the CPU 31 proceeds to a step T11. In other words, the CPU annuls a game start operation by a player, during a period from after the previous game has started until a predetermined time (for example, 4.1 seconds) has lapsed.
  • [0350]
    After that, the CPU 31 sets a game supervisory timer including an automatic stop timer for automatically stopping the reels 3L, 3C, 3R irrespective of the stop operations of the stop buttons 7L, 7C, 7R by the player (T11), and requests the rotation start of the reels 3L, 3C, 3R (T12).
  • [0351]
    Continuously, the CPU 31 transmits a reel stop signal (T13) and carries out a reel stop control process (see FIG. 24) (T14). Then, the CPU 31 carries out a display combination specifying process (see FIG. 51) (T15) and an error checking process (T16) and then transmits a display combination command (T17). Continuously, the CPU 31 carries out a medal payout process (T18), updates a bonus end number counter based on the payout number and transmits a payout completion command (T19). When the bonus completion number counter is 1 or more, the corresponding counter is subtracted in correspondence with the payout number of medals.
  • [0352]
    Then, the CPU 31 determines whether a flag under RB operation or a flag under BB operation is ON or not (T20). As a result of the determination, if the flag under RB operation or the flag under BB operation is not ON (T20, NO), the CPU 31 carries out a bonus operation checking process (see FIG. 29) (T21) and returns to the step T3. On the contrary, if the flag under RB operation or the flag under BB operation is ON (T20, YES), the CPU 31 carries out a bonus end checking process (see FIG. 30) (T22) and returns to the step T3.
  • [0353]
    [Gaming Status Supervisory Process of Pachi-Slot Machine 1]
  • [0354]
    In the followings, it is described a gaming status supervisory process of the pachi-slot machine 1 according to the embodiment 3, with reference to FIG. 46. FIG. 46 is a flow chart showing a gaming status supervisory process of the pachi-slot machine 1 according to the embodiment 3.
  • [0355]
    As shown in FIG. 46, the CPU 31 of the pachi-slot machine 1 determines whether the flag under BB operation or the flag under RB operation is ON or not (T35). As a result of that, if the flag under BB operation or the flag under RB operation is ON (T35, YES), the CPU 31 sets a RB gaming state (T36), and returns to the step T6 in FIG. 44 to carry out the probability sortition process. To the contrary, if the flag under BB operation or the flag under RB operation is not ON (T35, NO), the CPU determines whether an internal carryover combination has been set or not (T37). As a result of that, if an internal carryover combination has been set (T37, YES), the CPU 31 sets an internal carryover state (T38) and returns to the step T6 in FIG. 44 to carry out the probability sortition process. To the contrary, if an internal carryover combination has not been set (T37, NO), the CPU 31 sets a normal gaming state (T39), and returns to the step T6 in FIG. 44 to carry out the probability sortition process.
  • [0356]
    [Probability Sortition Process of Pachi-Slot Machine 1]
  • [0357]
    In the followings, it is described a probability sortition process of the pachi-slot machine 1 according to the embodiment 3, with reference to FIGS. 47 and 48. FIG. 47 is a flow chart 1 showing a probability sortition process of the pachi-slot machine 1 according to the embodiment 3 and FIG. 48 is a flow chart 2 showing a probability sortition process of the pachi-slot machine 1 according to the embodiment 3.
  • [0358]
    As shown in FIG. 47, the CPU 31 of the pachi-slot machine 1 determines the number of lotteries depending on the gaming states based on the table of the number of lotteries (see FIG. 40) (T40) and then determines whether the data stored in the internal carryover combination storing area (see FIG. 43C) is 0 or not (i.e., whether there is an internal carryover combination or not) (T41). As a result of that, if the data stored in the internal carryover combination storing area is not 0 (T41, NO), the CPU 31 changes the number of lotteries in correspondence with the gaming states (T42). In this case, since it is under internal carryover gaming state, the CPU 31 changes the number of lotteries into 6 based on the table of the number of lotteries. To the contrary, if the data stored in the internal carryover combination storing area is 0 (T41, YES), the CPU 31 adopts the number of lotteries determined in the step T40 as it is, without changing the number of lotteries.
  • [0359]
    Next, the CPU 31 sets the same value (i.e., 6) as the number of lotteries in a register (T43), as a winning number. Continuously, the CPU 31 refers to the probability sortition table (see FIG. 39) corresponding to the gaming state to obtain the lowest limit (L) of the random number value based on the winning number and the insertion number (T44), and subtracts the lowest limit (L) from the random number value (R) stored in the random number storing area (see FIG. 43D) of the RAM 33 (i.e., R-L) (T45).
  • [0360]
    Next, the CPU 31 determines whether an underflow has been carried out (T46). Specifically, the CPU determines whether the calculation result of R-L is negative or not. Herein, in case that the random number value (R) is smaller than the lowest limit (L) (L>R), the calculation result of R-L is negative, and in case that the random number value (R) is larger or same as the lowest limit (L) (L R), the calculation result of R-L is not negative. If the calculation result is not negative (T46, NO), the CPU 41 again refers to the probability sortition table to obtain the upper limit (U) of the random number value based on the winning number and the insertion number (T47), and subtracts the upper limit (U) from the random number value (R) stored in the random number storing area of the RAM 33 (i.e., R-U) (T48). To the contrary, the calculation result is negative (T46, YES), the CPU 31 proceeds to a step T55 which will be described later.
  • [0361]
    Continuously, the CPU 31 whether the value obtained from the subtraction, i.e., the calculation result of R-L is ┌0┘ or not (T49). Herein, in case that the random number value (R) is same as the upper limit (U) (R=U), the calculation result of R-U is ┌0┘ and in case that the random number value (R) is not same as the upper limit (U) (R U), the calculation result of R-U is not ┌0┘. If the calculation result is not ┌0┘(T49, NO), the CPU 31 determines whether the underflow has been carried out or not (T50). Specifically, the CPU determines whether the calculation result of R-U is negative or not, likewise the step T46. Herein, in case that the random number value (R) is below the upper limit (U) (R<U), the calculation result of R-U is negative, and in case that the random number value (R) is above the upper limit (U) (R>U), the calculation result of R-U is not negative. If the calculation result is negative (T50, YES), the CPU 31 stores the winning number in an internal lottery result information storing area of the RAM 33 (T51). If the calculation result is not negative (T50, NO), the CPU 31 proceeds to a step S55. Herein, back to the description of the step T49, if the calculation result of R-U is ┌0┘ (T49, YES), the CPU 31 proceeds to the step T51, likewise the result of determination (YES) in the step T50.
  • [0362]
    Next, the CPU 31 refers to the internal winning combination determining table (see FIG. 42) to determine internal winning combinations 1 and 2 based on the winning number stored in the internal lottery result information storing area (T52). Continuously, the CPU 31 takes a logical sum of the determined internal winning combination 2 and the internal winning combination 2 storing area in the internal winning combination 2 storing area (T53). Then, the CPU 31 takes a logical product of the internal winning combination 1 and the bonus check data and stores a logical sum with the internal carryover combination storing area (see FIG. 43C) in the internal carryover combination storing area (T54). Next, the CPU 31 stores a logical sum of the internal winning combination 1 and the internal carryover combination storing area in the internal winning combination 1 storing area (see FIG. 43A) (T55). Continuously, the CPU 31 subtracts 1 from the number of lotteries (T56) and determines whether the number of lotteries is 0 or not (T57). In case that the number of operations of determining whether the random number value (R) is included in the numerical range defined by the upper limit (U) and the lowest limit (L) is 9 times in the normal gaming state, 6 times in the internal carryover state, and 2 times in the BB1, BB2 and RB gaming state (see FIG. 40), the number of lotteries is 0. In case that the number of determinations in each of the gaming states is under the predetermined times, the number of lotteries is not 0.
  • [0363]
    As a result of that, if the number of lotteries is 0 (T57, YES), the CPU 31 refers to the internal winning combination determining table to determine an internal winning combinations 1 and 2 based on the winning number (T58). Continuously, the CPU 31 stores a logical sum of the determined internal winning combination 2 and the internal winning combination 2 storing area in the internal winning combination 2 storing area (T59). Next, the CPU 31 takes a logical product of the internal winning combination 1 and the bonus check data and stores a logical sum with the internal carryover combination storing area in the internal carryover combination storing area (T60). Continuously, the CPU 31 stores a logical sum of the internal winning combination 1 and the internal carryover combination storing area in the internal winning combination 1 storing area (T61), and returns to the step T7 in FIG. 44 to carry out the reel stop initialization process. Herein, back to the description of the step T57, if the number of lotteries is not 0 (T57, NO), the CPU 31 returns to the step T43. In addition, in case that there is no internal winning combination, the CPU 31 sets a winning number as 0.
  • [0364]
    [Reel Stop Initialization Process of Pachi-Slot Machine 1]
  • [0365]
    In the followings, it is described a reel stop initialization process of the pachi-slot machine 1 according to the embodiment 3, with reference to FIG. 49. FIG. 49 is a flow chart showing a reel stop initialization process of the pachi-slot machine 1 according to the embodiment 3.
  • [0366]
    As shown in FIG. 49, the CPU 31 of the pachi-slot machine 1 obtains a winning number from the internal lottery result information storing area of the RAM 33 (T62), compares the data of the internal winning combination 2 storing area with the check data of the specialty combinations 1 to 3 (data of checking whether the flag of the specialty combination has been set) (T63), and determines whether the data of the internal winning combination 2 storing area is same one or more as the check data of the specialty combination (T64). As a result of the determination, if they are same one or more (T64, YES), the CPU 31 determines whether one of the data of the internal winning combination 1 storing areas is 1 or not (T65). As a result of that, if any one is 1 (T65, YES), the CPU 31 numbers the internal winning combination 1 storing areas, adds 5 to the winning number, also numbers the internal winning combination 2 storing area, temporarily stores each of them in the select counter for stop (see FIG. 16) (T66) and proceeds to a step T73. To the contrary, if any one is not 1 (T65, NO), the CPU 31 numbers and stores the internal winning combination 2 storing areas in the select counter for stop (T67), and proceeds to a step T73 likewise the result (YES) in the step T65.
  • [0367]
    Back to the description of the step T64, if the data of the internal winning combination 2 storing area and the check data of the specialty combinations 1 to 3 is not same one or more (T64, NO), the CPU 31 determines whether the winning number is 0 or not (T68). As a result of that, if the winning number is 0 (T68, YES), the CPU 31 takes a logical product of the data of the internal winning combination 1 storing area and operation combination check data (data of checking whether bonus flag has been set) (T69), and determines whether the logical product is 0 or not (T70). As a result of that, if the logical product is 0 (T70, YES), the CPU 31 stores the winning number in accordance with the internal winning combination in the select counter for stop (T71) and proceeds to the step T73. To the contrary, if the logical product is not 0 (T70, NO), the CPU 31 numbers the data of the internal winning combination 1 storing areas, adds 6 depending on the bonus, and stores it in the select counter for stop (T72). Again, back to the description of the step T68, if the winning number is not 0 (T68, NO), the CPU 31 proceeds to the step T71, as it is.
  • [0368]
    The CPU 31 determines and stores a stop table based on the reel stop initialization table (see FIG. 16) (T73) and proceeds to the step T8 in FIG. 44 to transmit the start command.
  • [0369]
    [Sliding-Symbol-Number Deciding Process for Bonus+Small Win of Pachi-Slot Machine 1]
  • [0370]
    In the followings, it is described a sliding-symbol-number deciding process for bonus+Small Win of the pachi-slot machine 1 according to the embodiment 3, with reference to FIG. 50. FIG. 50 is a flow chart showing a sliding-symbol-number deciding process for bonus+Small Win of the pachi-slot machine 1 according to the embodiment 3.
  • [0371]
    As shown in FIG. 50, the CPU 31 of the pachi-slot machine 1 determines whether the table control flag is ON or not (T92). As a result of that, if the table control flag is ON (T92, YES), the CPU 31 decides and sets the number of sliding symbols based on the stop operation position of the player (T93) and proceeds to the step T80 in FIG. 24 to transmit the reel stop command.
  • [0372]
    To the contrary, if the table control flag is not ON (T92, NO), the CPU 31 determines whether the attraction-in target symbol can be displayed with the number of sliding symbols 0 (T94). As a result of that, if it cannot be displayed (T94, NO), the CPU 31 determines whether the attraction-in target symbol can be displayed with the number of sliding symbols 1 (T95). As a result, if it cannot be displayed (T95, NO), the CPU 31 determines whether the attraction-in target symbol can be displayed with the number of sliding symbols 2 (T96). As a result, if it cannot be displayed (T96, NO), the CPU 31 determines whether the attraction-in target symbol can be displayed with the number of sliding symbols 3 (T97). As a result, if it cannot be displayed (T97, NO), the CPU 31 determines whether the attraction-in target symbol can be displayed with the number of sliding symbols 4 (T98). As a result, if it cannot be displayed (T98, NO), the CPU 31 sets a stop table corresponding to the internal winning combination (T99). Then, the CPU 31 makes the table control flag ON (T100), decides and sets the number of sliding symbols based on the stop operation position of the player (T101) and proceeds to the step T80 in FIG. 24 to transmit the reel stop command.
  • [0373]
    Back to the description of the step T94, if the attraction-in target symbol can be displayed with the number of sliding symbols 0 (T94,YES), the CPU 31 sets the number of sliding symbols corresponding (T102), and proceeds to the step T80 in FIG. 24 to transmit the reel stop command. In addition, back to the description of the step T95, if the attraction-in target symbol can be displayed with the number of sliding symbols 1 (T95,YES), the CPU 31 sets the number of sliding symbols corresponding (T102), and proceeds to the step T80 in FIG. 24 to transmit the reel stop command. In addition, back to the description of the step T96, if the attraction-in target symbol can be displayed with the number of sliding symbols 2 (T96,YES), the CPU 31 sets the number of sliding symbols corresponding (T102), and proceeds to the step T80 in FIG. 24 to transmit the reel stop command. In addition, back to the description of the step T97, if the attraction-in target symbol can be displayed with the number of sliding symbols 3 (T97,YES), the CPU 31 sets the number of sliding symbols corresponding (T102), and proceeds to the step T80 in FIG. 24 to transmit the reel stop command. Further, back to the description of the step T98, if the attraction-in target symbol can be displayed with the number of sliding symbols 4 (T98,YES), the CPU 31 sets the number of sliding symbols corresponding (T102), and proceeds to the step T80 in FIG. 24 to transmit the reel stop command.
  • [0374]
    [Display Combination Specifying Process of Pachi-Slot Machine 1]
  • [0375]
    In the followings, it is described a display combination specifying process of the pachi-slot machine 1 according to the embodiment 3, with reference to FIG. 51. FIG. 51 is a flow chart showing a display combination specifying process of the pachi-slot machine 1 according to the embodiment 3.
  • [0376]
    As shown in FIG. 51, the CPU 31 of the pachi-slot machine 1 obtains a leading address of the symbol storing area (T103). Then, the CPU 31 determines whether the activated line counter is 0 or not (T104). As a result, if the activated line counter is 0 (T104, YES), the CPU 31 returns to the step T16 in FIG. 44 to carry out the error checking process. To the contrary, if the activated line counter is not 0 (T104, NO), the CPU 31 specifies a display combination and a payout number based on the combination of symbols stored in the corresponding address and the display combination specifying table (T105). Continuously, the CPU 31 subtracts 1 from the activated line counter (T106) and returns to the step T104.
  • Effects of the Embodiment 3
  • [0377]
    As described above, according to the pachi-slot machine 1 of the embodiment 3, with regard to each of the plural first combinations, the ratio that the second combination is simultaneously won is different. In addition, even though the combination of symbols corresponding to the first combination has been stopped, if the first and second combinations have been won at the same time, the benefit in accordance with the first combination is paid out to the player while carrying over the second combination as the internal winning combination. Accordingly, in case that the combination of symbols corresponding to the first combination is stopped, the player can expect the benefit in accordance with the second combination in different ratios, depending on which of the plural first combinations the combination of symbols stopped corresponds to. Thereby, it is possible to provide an attractive game feature for the player. In addition, according to the invention, among the combinations of symbols corresponding to each of the plural first combinations, the combination of symbols corresponding the first combination having the higher ratio of overlapping the second combination much includes the predetermined same symbol (for example, monster symbol). Accordingly, in case that a combination of symbols corresponding to one of the plural first combinations is stopped, the player can easily expect a benefit in accordance with the second combination in different ratios, through the number of the predetermined same symbols (for example, monster symbol) included in the combination of symbols stopped. Thereby, it is possible to provide an attractive game feature for the player.
  • [0378]
    In addition, according to the embodiment 3, since the bonus gaming state in which a bonus game is carried out is awarded as the benefit in accordance with the second combination, the player may expect the bonus gaming state which is a great privilege not corresponding to the first combination, in different ratios, depending on which of the plural first combinations the combination of symbols stopped corresponds to. Thereby, it is possible to provide a much more attractive game feature for the player.
  • [0379]
    In addition, according to the pachi-slot machine 1 of the embodiment 3, in case that the first and second combinations are determined as the internal winning combination (simultaneously won), the information representing the result is notified to the player through sound, image, lamp and the like. Accordingly, the player can positively perceive that the first and second combinations have been determined as the internal winning combination. Also, even under state that the combination of symbols corresponding to one of the plural first combinations has been stopped, the player can definitely expect the benefit in accordance with the second combination. Therefore, from the effect point of view, it is possible to provide a game feature attractive to the player.
  • [0380]
    Further, in the claims, the ┌numerical range information storing means┘ corresponds to the ROM 32 in FIG. 5, the ┌internal winning combination determination means┘ corresponds to the probability sortition process in FIG. 21, the ┌means for awarding the benefit┘ corresponds to the medal payout process in FIG. 17, and the ┌notifying means┘ corresponds to the sub-control process in FIG. 31 and the game effect control process in FIG. 32.
  • Embodiment 4
  • [0381]
    The invention may be embodied in various forms besides to the embodiment 3. Accordingly, hereinafter, another example included in the invention will be described.
  • [0382]
    (1) Internal Winning Combination to be Carried Over
  • [0383]
    In the embodiment 3, it has been described that if the first combination and the second combination are determined as the internal winning combination in the unit game, the benefit in accordance with the first combination is awarded to the player and at the same time BB is adopted as the second combination to be carried over. However, the invention is not limited thereto. For example, RB may be adopted as the second combination to be carried over. Thereby, the game features can be diversified, so that it is possible to provide a game feature attractive to the player.
  • [0384]
    (2) Numerical Range
  • [0385]
    In the embodiment 3, it has been described that the numerical ranges matched to each of the plural combinations consist of plural continuous values. However, the invention is not limited thereto. For example, the numerical ranges may be structured with plural non-continuous values.
  • [0386]
    (3) The Subject of the Invention
  • [0387]
    In the embodiment 3, while it has been described the case of applying the invention to the pachi-slot machine 1 using the medal as the game medium, the invention is not limited thereto. For example, the invention may be applied to another gaming machine such as pachinko gaming machine, pachi-lot and the like. Additionally, the invention can be applied to a game program which pseudo-executes the game of the pachi-slot machine 1 described in the embodiment 3 as a home gaming machine. In this case, a medium for recording the game program may include a CD-ROM, FD (flexible disk) and the other recording media. In addition, the game program may be downloaded via a network.
  • [0388]
    While this invention has been described in conjunction with the specific embodiments outlined above, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the preferred embodiments of the invention as set forth above are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention as defined in the following claims.

Claims (7)

  1. 1. A gaming machine comprising:
    means for storing information of numerical ranges matched to each of plural combinations, the information having a numerical range matched to a predetermined first combination overlapping all or part of a numerical range matched to a predetermined second combination;
    symbol display means for displaying plural symbols;
    start signal output means for outputting a command signal to start a unit game in accordance with an operation by a player;
    internal winning combination determination means for determining which of the numerical range information stored in the numerical range information storing means a random number value is included in to determine an internal winning combination in the unit game, the determination means simultaneously determining the first and second combinations as an internal winning combination when it is determined that the random number value is included in a numerical range in which the numerical range of the predetermined first combination and the numerical range of the predetermined second combination overlap each other, the random number value being drawn through a random number lottery which is started through a reception of the start signal outputted from the start signal output means;
    symbol variation means for receiving the start signal outputted from the start signal output means to vary the symbols to be displayed by the symbol display means;
    stop signal output means for outputting a command signal to stop the symbol variation by the symbol variation means in accordance with an operation by the player;
    stop control means for carrying out a stop control of the symbol variation by the symbol variation means, based on the internal winning combination determined by the internal winning combination determination means and the stop signal outputted from the stop signal output means; and
    means for awarding a benefit in accordance with a corresponding combination to the player when the combination is determined as an internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to the determined combination is stopped by the stop control means, the awarding means carrying over the corresponding second combination as the internal winning combination and at the same time awarding a benefit in accordance with the corresponding first combination to the player when the first and second combinations are simultaneously determined as the internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to the first combination is stopped by the stop control means.
  2. 2. The gaming machine according to claim 1, the awarding means awards a bonus gaming state in which a bonus game is carried out, as the benefit in accordance with the second combination.
  3. 3. The gaming machine according to claim 1, wherein the awarding means awards a re-gaming state of high probability in which a re-game winning occurs in a high probability as compared to a normal gaming state, as the benefit in accordance with the first combination.
  4. 4. The gaming machine according to claim 1, further comprising notification means for notifying the player of information representing that the first and second combinations are determined as the internal winning combination of the unit game.
  5. 5. A gaming machine comprising:
    means for storing information of numerical ranges matched to each of plural combinations, the information having numerical ranges in which predetermined plural first combinations overlap a predetermined second combination, respectively, in different ratios;
    symbol display means for displaying plural symbols, the display means displaying a combination of symbols much including same symbols predetermined, among combinations of symbols corresponding to each of the plural first combinations, as it is higher a ratio that the numerical range stored in the numerical range information storing means overlaps the second combination; start signal output means for outputting a command signal to start a unit game in accordance with an operation by a player;
    internal winning combination determination means for determining which of the numerical range information stored in the numerical range information storing means a random number value is included in to determine an internal winning combination of the unit game, the determination means simultaneously determining one or some of the plural first combinations and the second combination as an internal winning combination when it is determined that the random number value is included in a numerical range in which information of one or plural numerical ranges of the plural first combinations and the numerical range of the second combination overlap each other, the random number value being drawn through a random number lottery which is started through a reception of the start signal outputted from the start signal output means;
    symbol variation means for receiving the start signal outputted from the start signal output means to vary the symbols to be displayed by the symbol display means;
    stop signal output means for outputting a command signal to stop the symbol variation by the symbol variation means in accordance with an operation by the player;
    stop control means for carrying out a stop control of the symbol variation by the symbol variation means, based on the internal winning combination determined by the internal winning combination determination means and the stop signal outputted from the stop signal output means; and
    means for awarding a benefit in accordance with a corresponding combination to the player when the combination is determined as an internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to the determined combination is stopped by the stop control means, the awarding means carrying over the corresponding second combination as the internal winning combination and at the same time awarding a benefit in accordance with the corresponding first combination to the player when one or some of the plural first combinations and the second combination are simultaneously determined as the internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to one of the first combinations is stopped by the stop control means.
  6. 6. The gaming machine according to claim 5, wherein the awarding means awards a bonus gaming state in which a bonus game is carried out, as the benefit in accordance with the second combination.
  7. 7. The gaming machine according to claim 5, further comprise notification means for notifying the player of information representing that the first and second combinations are determined as the internal winning combination of the unit game.
US11384866 2005-11-29 2006-03-21 Gaming machine Abandoned US20070123331A1 (en)

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US20080051177A1 (en) * 2006-08-28 2008-02-28 Aruze Gaming America, Inc. Slot machine and playing method thereof
US20080051178A1 (en) * 2006-08-28 2008-02-28 Aruze Gaming America, Inc. Slot machine and playing method thereof

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US20080051177A1 (en) * 2006-08-28 2008-02-28 Aruze Gaming America, Inc. Slot machine and playing method thereof
US20080051178A1 (en) * 2006-08-28 2008-02-28 Aruze Gaming America, Inc. Slot machine and playing method thereof
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US7753776B2 (en) * 2006-08-28 2010-07-13 Aruze Gaming America, Inc. Slot machine and playing method thereof

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Effective date: 20060329