US20090181750A1 - Gaming Machine Having Glass Cabinet - Google Patents
Gaming Machine Having Glass Cabinet Download PDFInfo
- Publication number
- US20090181750A1 US20090181750A1 US12/174,862 US17486208A US2009181750A1 US 20090181750 A1 US20090181750 A1 US 20090181750A1 US 17486208 A US17486208 A US 17486208A US 2009181750 A1 US2009181750 A1 US 2009181750A1
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- United States
- Prior art keywords
- game
- symbol
- symbols
- scatter
- main door
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- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3216—Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3267—Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
Definitions
- the invention relates to a gaming machine and a cabinet thereof.
- a conventional gaming machine as disclosed in e.g., U.S. Pat. No. 7,128,650, is operated such that when a player inserts a gaming medium, such as a coin, a bill or the like, into an insertion slot of the gaming machine and presses a start button, a number of symbols are changed and displayed on a display provided in a front face of a cabinet, and then are automatically stopped.
- a cabinet of the conventional gaming machine is made of a resin or a metal plate, or the like.
- an object of the present invention is to provide a gaming machine having a glass cabinet, which has not been provided in the prior art.
- a gaming machine comprising a device that executes a game, a display that displays thereon an effect image of the game executed by the device, a control panel having a button disposed thereon which outputs to the device a command on the game by a player's control, a main door that is provided with the display and the control panel, and a box that receives the device and supports the main door.
- a main door is made of a glass material.
- the gaming machine is a machine through which a player can play a game
- the main door of which is made of a glass material. Because of transparency of the glass material forming the main door, light can easily pass through the main door, which may sometimes make an inside of a gaming arcade look wider.
- the main door because of heat-resistance of the glass material, the main door may be hardly affected by variation in temperature by a rise or a drop in temperature in summer or winter.
- the main door may be hardly damaged by a metal article such as a coin, a mobile phone and the like that a player uses frequently.
- the gaming machine can be prevented from being deteriorated, and used for a long time while maintaining its initial clean state.
- the main door may have an attaching hole to which the button is attached, and the control panel and the attaching hole may overlap each other and be in contact with each other at their circumferential parts while maintaining a parallel state therebetween, in such a manner that the control panel locates on an upper side and the attaching hole locates on a lower side.
- the control panel and the attaching hole of the main door of the gaming machine are in a sealing contact with each other at their circumferential parts. Since the main door is made of a glass material, there is no deformation by heat or a scratch. Therefore, there is no gap between the control panel and the main door. Consequently, there is no intrusion of dusts or drink spilled by a player. As a result, cleaning properties of the gaming machine can be improved, and deterioration of the gaming machine can be prevented.
- a lighting lamp may be provided inside the main door.
- the main door is made of a glass material, a game can be produced by a lighting effect from an inside of the main door. This can make a player feel as if the whole of the gaming machine emits light, so that the player can enjoy the game more cheerfully.
- the glass material may be a dimmer glass, and a mirror may be provided on a lower face of the dimmer glass.
- the glass material forming the main door is the dimmer glass, which can be switched between a transparent state and an opaque state.
- the mirror since the mirror is provided on the lower face of the dimmer glass, the mirror can appear at a timing desired by the player. As a result, the player can see the mirror while playing a game, which may sometimes eliminate a trouble of stopping the game in order to see the mirror.
- the glass material may be a phosphorescent glass.
- the main door can accumulate light from the lamp of a game arcade or the like, during a daytime. Further, the main door can shine even in the nighttime, by emitting the light accumulated during the daytime. As a result, the game arcade can be lighted even at night, without consuming electric power.
- FIG. 1 is a view illustrating a first embodiment of a gaming machine according to the present invention
- FIG. 2 is a view for explaining a die for a main door of the gaming machine
- FIG. 3 is an enlarged sectional view of a connecting part between a control panel and the main door of the gaming machine
- FIG. 4 is an enlarged sectional view of a part of a main door of a conventional gaming machine, which is deformed by heat and a scratch;
- FIG. 5 is a sectional view of a mirror when a dimmer glass is in opaque state
- FIG. 6 is a sectional view of the mirror when the dimmer glass is in transparent state
- FIG. 7 is a view for explaining a display screen of the gaming machine
- FIG. 8 is a block diagram of the gaming machine
- FIG. 9 is a view illustrating symbols and their code numbers of the gaming machine.
- FIG. 10 is a block diagram of the gaming machine
- FIG. 11 is a flow chart illustrating a game executing process
- FIG. 12 is a view illustrating a state of a second embodiment of the gaming machine according to the present invention.
- a description will be given to a first embodiment of a gaming machine and a cabinet thereof according to the invention. Meanwhile, in the following embodiment, a slot machine is described as an example of the gaming machine. However, it should be noted that the invention is not limited thereto.
- FIG. 1 shows a state of the first embodiment of the gaming machine according to the present invention.
- a slot machine 10 installed in a game arcade executes a unit game by using a game medium.
- the game medium is a coin, a bill or electronic valuable information corresponding to them.
- the game medium is not particularly limited.
- a medal, a token, electronic money, a ticket, and the like can be used.
- the ticket is not particularly limited and may be a barcoded ticket which will be described later.
- the slot machine 10 comprises a cabinet 11 , a top box 12 provided on an upper part of the cabinet 11 and a main door 13 provided on a front face of the cabinet 11 .
- the main door 13 is integrally formed by a dimmer glass so that it is switched between a transparent state and an opaque state through turning ON/OFF of voltage application to the dimmer glass.
- the main door 13 does not shield light due to transparency of a glass material, an effect that a player feels a game arcade wider can be provided.
- the main door 13 is also resistant to variation in temperature. Therefore, the main door 13 is resistant to, e.g., a rise in temperature due to sun-light in summer and a temperature variation due to cooling against it by a cooler.
- the main door 13 is also resistant to a sudden drop in temperature in winter and a temperature variation due to heating against it by a heater. Further, because of wear resistance of the glass material, it is resistant to a scratch. In addition, because of chemical resistance of the glass material, it is resistant to a chemical such as a perfume, cosmetics and the like used by female players. Further, the glass material is used in various places, such as glass windows, interior furniture, sculptures, buildings, and the like, so that massiveness and luxuriousness can be presented. With the above-described characteristics of the glass material, the main door 13 can be prevented from being deteriorated, as compared with the conventional gaming machines made of a resin or a metal plate. Therefore, the main door 13 can be used in a clean state for a long time.
- the dimmer glass is used as a glass material of the main door 13 .
- the glass material may be any glass as long as it has transparency, heat resistance, wear resistance, and chemical resistance.
- the main door 13 is provided with a mirror part 204 , a control part 20 , and an effect-producing part 34 .
- the mirror part 204 is positioned at an upper part of the main door 13 , and a mirror is provided at a back side of the mirror part 204 (inside of the slot machine 10 ).
- This mirror is attached for a use of, e.g., a makeup mirror for a player. Therefore, when the dimmer glass is in the opaque state, the mirror appears on the mirror part, while when the dimmer glass is in the transparent state, the mirror disappears.
- the control part 20 is positioned at a middle of the main door 13 , and includes a control panel 203 , a MAX-BET button 27 , a coin receiving slot 21 , a bill validator 22 , and a mirror button 200 .
- the control panel 203 is provided on a front surface side of the control part 20 (outside of the slot machine 10 ).
- the control panel 203 is provided with a spin button 23 , a change button 24 , a cash out button 25 , and a 1-BET button 26 .
- These buttons 23 to 26 enable a player to input a command relating to a progress of a game.
- the spin button 23 is a button for inputting a command to start scrolling of symbols.
- the change button 24 is a button to be used when a player asks a staff in the game arcade for exchange of money.
- the cash out button 25 is a button for inputting a command to pay out coins corresponding to a total credit value into a coin tray 18 .
- the 1-BET button 26 is a button for inputting a command to bet on a game one of the coins corresponding to the total credit value.
- the MAX-BET button 27 is a button for inputting a command to bet on a game maximum coins bettable on one game (for example, 50 coins), among coins corresponding to the total credit value.
- the coin receiving slot 21 enables a coin to be received in the cabinet 11 .
- the bill validator 22 validates whether a bill is normal or not and receives a normal bill into the cabinet 11 . In the mean time, the bill validator 22 can read a barcoded ticket 39 which will be described later. When the bill validator 22 reads the barcoded ticket 39 , the bill validator 22 outputs a reading signal relating to the read contents to a main CPU 41 which will be described later.
- the mirror button 200 is a button for switching the dimmer glass which forms the main door 13 between the transparent state and the opaque state. By pressing the mirror button 200 , the mirror button 200 outputs, to the main CPU 41 which will be described later, a command to switch ON/OFF of voltage application to the dimmer glass. This makes it possible to implement switching between transparent/opaque states of the dimmer glass, so that the mirror can appear on or disappear from the mirror part 204 .
- the effect-producing part 34 is provided on a lower front face of the main door 13 , i.e., below the control part 20 .
- a sticker 201 having, e.g., a game character, depicted thereon is attached.
- a player sees a picture of a character or the like over the dimmer glass, and therefore the picture is not peeled off by a joke, a cleaning, or the like.
- the lighting lamp is attached to the back side of the effect-producing part 34 , it is not limitative. It may be attached to a side face of the main door 13 , for example. That is, it can be attached anywhere as long as a lighting game effect can be provided to the player from inside of the slot machine 10 using the transparency of the glass material which forms the main door 13 .
- a lower image display panel 16 is provided below the mirror part 204 of the main door 13 .
- the lower image display panel 16 has a transparent liquid crystal panel on which a variety of information is displayed.
- the lower image display panel 16 displays thereon a video reel, and also a variety of information and effect images relating to a game. More specifically, the lower image display panel 16 displays thereon display windows 151 to 155 arranged in five columns and three rows, a scatter object symbol indicator 163 , and a scatter symbol indicator 171 , and also displays thereon other effect images, as appropriate.
- symbols arranged in five columns and three rows are displayed using the lower image display panel 16 .
- a mechanical reel having symbols provided on a peripheral surface thereof may be rotated and stopped to display symbols through the display windows 151 to 155 .
- One activated payline L is displayed on the lower image display panel 16 .
- the payline L is set to horizontally traverse center stages of the display windows 151 to 155 .
- the payline L may traverse other stages of the display windows 151 to 155 .
- the payline L may traverse upper stages or lower stages of the display windows 151 to 155 .
- the payline L may traverse the lower stage of the display window 151 , the center stage of the display window 152 , and the upper stage of the display window 153 .
- the number of paylines L may be two or more. In a case where two or more paylines L are provided, all paylines L may be activated, or alternatively the number of activated paylines L may depend on a predetermined condition such as a bet value of coins.
- a credit value indicator 161 and a payout number indicator 162 may be displayed on the lower image display panel 16 .
- the credit value indicator 161 displays thereon a total number payable by the slot machine 10 to a player (which will hereinafter be referred to as a total credit value).
- the payout number indicator 161 displays thereon the number of coins which will be paid out when a combination of symbols stopped on the payline is a winning combination which will be described later.
- the winning combination is a combination of symbols stopped on the payline L which brings a player into an advantageous state.
- the advantageous state means a state where coins corresponding to the winning combination are paid out, the number of paid-out coins is added to a credit, a bonus game is started, and the like.
- An upper image display panel 33 is provided on a front face of the top box 12 .
- the upper image display panel 33 has a liquid crystal panel, and displays thereon an effect image, an image showing an introduction of game contents and an explanation of game rules, for example.
- a speaker 29 for outputting voice, and a lamp 30 are provided on the top box 12 .
- a ticket printer 35 , a card reader 36 , a data displayer 37 and a keypad 38 are provided below the upper image display panel 33 .
- the ticket printer 35 prints a barcode onto a ticket, and outputs a barcoded ticket 39 .
- the barcode is a coded form of data such as a credit value, time and date, an identification number of the slot machine 10 , and the like.
- the player can play a game in another gaming machine using the barcoded ticket 39 , and exchange the barcoded ticket 39 with a bill and the like in a casher booth of the game arcade.
- the card reader 36 reads and writes data from and into a smart card.
- the smart card is a card carried by a player, into which data for identifying the player and data relating to a game history of the player are memorized.
- the data displayer 37 is formed of a fluorescent display and the like, and displays thereon data read by the card reader 36 and data input by the player through the keypad 38 , for example.
- the keypad 38 inputs commands or data relating to a ticket issue.
- FIG. 2 shows, among dies used in forming the main door 13 with a glass material, a surface die 300 which forms a surface of the main door 13 (outside of the slot machine 10 ).
- the surface die 300 is shaped like a surface of the main door 13 , and includes a control part die 303 , an effect-producing part die 304 , a lower image display panel die 302 , and a junction part 301 .
- the control part die 303 serves to form the control part 20 of the main door 13 .
- the effect-producing part die 304 serves to form the effect-producing part 34 of the main door 13 .
- the lower image display panel die 302 serves to form a portion of the main door 13 to receive the lower image display panel 16 .
- the junction part 301 is a portion that is connected to a not-shown undersurface die which forms an undersurface of the main door 13 . Further, the junction part 301 has an opening 305 into which a kind of glass which becomes the glass material can be inserted from upside when the surface die 300 and the undersurface die are connected with each other.
- a first step the surface die 300 and the not-shown undersurface die are joined together.
- the joined dies are heated up to a high temperature.
- a kind of glass, which has been fused separately, is poured into the heated dies through the opening.
- the kind of glass is air-blown to be inflated with air like a balloon, using a blowing rod.
- the kind of glass which had a small size when inserted, is gradually inflated, finally brought into contact with the dies, and stops when shaped like the dies. Then, by cooling the glass shaped like the dies, a pattern of the main door 13 is formed. Finally, in a fifth step, the joined dies are separated into two pieces, and finishing is performed such as cutting extra portions off from a prototype of the main door 13 obtained.
- the above-described method of forming the main door 13 with the glass material is not limiting.
- the present embodiment adopts a so-called “mold-blown” technique
- this embodiment adopts a metal die as a mold, but a wooden pattern may be used.
- any other method may be available as long as this embodiment of the invention is obtained through the method.
- FIG. 3 is a sectional view illustrating a portion where the control panel 203 and the control part 20 are joined to each other.
- Several buttons 23 to 26 are provided on an upper surface of the control panel 203 .
- the control part 20 of the main door 13 has an attaching hole 205 .
- the attaching hole 205 functions as a space for wire-connection between the several buttons 23 to 26 and a later-described door PCB 80 which exists inside the slot machine 10 . Thereby, when a player presses the buttons 23 to 26 , a command relating to a game is output to the door PCB 80 via an electric signal.
- FIG. 3 shows the junction part between the control panel 203 and the control part 20 in an enlarged sectional view.
- the control panel 203 and the control part 20 are bonded together at their circumferential parts, with an adhesive material 206 .
- the control panel 203 forming an upper side and the control part 20 forming a lower side overlap each other at their circumferential parts while maintaining a parallel state therebetween. In this way, the control panel 203 and the control part 20 are in sealing contact with each other at their circumferential parts.
- FIG. 4 is an enlarged sectional view illustrating a junction part between the control panel 203 and the control part 20 of the conventional gaming machine made of a resin, a metal plate or the like.
- An upper enlarged view shows that the control part 20 is deformed by an abrupt variation in temperature or the like, thereby creating a gap 208 between the control panel 203 and the control part 20 .
- a lower enlarged view shows that a gap 208 is created between the control panel 203 and the control part 20 due to a scratch, a crack or the like. Since the conventional gaming machine is formed with a resin or a metal plate, the gap is likely to occur due to a deformation by variation in temperature, a scratch, a crack, or the like. If dusts 207 enter the gap 208 , an unsanitary environment occurs, which may cause a failure in the gaming machine.
- the slot machine 10 of the present invention due to heat resistance and wear resistance of the glass material of the main door 13 , there is no deformation by heat or a scratch, and the control panel 203 and the control part 20 are continuously in sealing contact with each other at their circumferential parts. Therefore, since no gap is formed between the control panel and the main door, intrusion of, e.g., dusts, water or the like hardly occurs. As a result, cleaning properties of the gaming machine can be improved, and deterioration of the gaming machine can be prevented.
- FIG. 5 is a sectional view of the mirror part 204 when the dimmer glass is in an opaque state.
- the left side of the drawing indicates the back side of the mirror part 204 (inside the slot machine 10 ), and the right side of the drawing indicates the front side of the mirror part 204 (outside the slot machine 10 ).
- the mirror part 204 is provided with one sheet of mirror 209 and two sheets of dimmer glass 210 , the two kinds of sheets being parallel with each other.
- Each of the two sheets of glass 210 is applied, at their confronting faces, with a transparent conductive film 211 , and a polymer layer which contains therein liquid crystal molecules 212 is interposed therebetween.
- the liquid crystal molecules 212 has a property that upon voltage application, they are aligned in the application direction, and upon being aligned, they pass light therethrough. Voltage is applied to the two transparent conductive films 211 from a power source unit 45 through the main CPU 41 which will be described later. Therefore, when a dimming switch 213 is turned ON, predetermined voltage is applied between the two transparent conductive films 211 .
- the dimming switch 213 is associated with the mirror button 200 provided on the control part 20 , so that upon pressing the mirror button 200 , the dimming switch 213 is switched ON/OFF.
- the dimming switch 213 is in an OFF state.
- the liquid crystal molecules 212 are in a misaligned state.
- incident rays 214 are scattered in random directions by the liquid crystal molecules 212 . That is, when the transparent conductive films 211 are not applied with voltage, the dimmer glass 210 is in an opaque state, and the mirror part 204 becomes unclear, thereby not forming images thereon.
- the dimming switch 213 is in an ON state.
- the liquid crystal molecules 212 are aligned in a voltage application direction.
- incident rays 214 go straight directly to the mirror 209 without being scattered. That is, when the transparent conductive films 211 are in an voltage-applied state, the dimmer glass 210 is in a transparent state, and the images are formed on the mirror part 204 , so that a player can use the mirror part 204 as a mirror.
- the slot machine 10 executes a playing method including steps of randomly selecting a scatter object symbol 181 from several symbols 180 , rearranging the symbols 180 in a display, awarding a payout determined by a combination of the symbols 180 rearranged on a payline L, and when a predetermined number or more of the scatter object symbols 181 are rearranged, setting the scatter object symbol 181 as a scatter symbol 182 , notifying contents of a payout determined on the basis of the scatter symbol 182 , and awarding the payout.
- the slot machine 10 executes a playing method including steps of providing a display area (scatter object symbol indicator 163 ) at a part different from an arrangement area (display windows 151 to 155 ) where the symbols 180 are arranged and displaying the scatter object symbol 181 in the display area, and when a predetermined number or more of the scatter object symbols 181 are rearranged, notifying that the scatter object symbol 181 is set as a scatter symbol 182 .
- the “arrangement” means that the symbols 180 including the scatter symbol 182 are in a state visible by an outside player. In other words, it means a state where the symbols 180 are displayed in the display windows 151 to 155 .
- the “rearrangement” is meant by arranging the symbols 180 again after dismissing the arrangement of the symbols 180 .
- the “payline L” is for determining a combination of the symbols 180 . In other words, when the symbols 180 are rearranged on and out of the payline L, determination of a combination is only for the symbols 180 rearranged on the pay line. When, as a result of the determination for a combination, a winning combination is made, a process of paying out a coin based on the winning combination, or the like, is executed.
- the “scatter symbol 182 ” is such a symbol that a condition for making a win is only the arrangement thereof, irrespective of the payline L. In other words, when the scatter symbol 182 is rearranged, a winning is made, and a process of paying out coins in accordance with the number of all the scatter symbols 182 rearranged on and out of the payline L, or the like, is executed.
- the “scatter object symbol 181” is a symbol functioning as a scatter symbol on condition that a predetermined number or more of the symbols are rearranged.
- a scatter object symbol is “BELL” and the number of rearrangement (set threshold) is set to be “3,” when three or more “BELL's are rearranged, it functions as a scatter symbol and when two or less “BELL”s are rearranged, it functions as a regular symbol.
- the “symbol 180” means all symbols used in the slot machine 10 and includes the scatter symbol 182 and the scatter object symbol 181 . Details of the payline L, the symbol 180 , the scatter symbol 182 and the like will be described later.
- the slot machine 10 executing the above playing method includes a display unit 101 (display) which is shown on the lower image display panel 16 , and a game controller 100 .
- the display unit 101 is structured to have the payline L and to arrange the symbols 180 including the scatter symbol 182 .
- the display unit 101 is structured to provide the scatter object symbol indicator 163 (display area 101 b ) at a part different from the display windows 151 to 155 (arrangement area 101 a ) where the symbols 180 are arranged.
- the display unit 101 may have a mechanical structure with a reel device which arranges the symbols 180 by rotation of a reel, or an electrical structure which arranges the symbols 180 by an image-displayed video reel. Further, the display unit 101 may be structured by a combination of a mechanical structure (reel) and an electrical structure (video reel).
- the electrical structure may include a liquid crystal display device, a CRT (cathode-ray tube), a plasma display device, and the like. A detailed structure of the display unit 101 will be described later.
- the game controller 100 is structured to execute a first process of randomly selecting a scatter object symbol 181 from several symbols 180 , a second process of rearranging the symbols 180 in a display, a third process of awarding a payout determined by a combination of the symbols 180 rearranged on a payline L, and a fourth process of when a predetermined number or more of the scatter object symbols 181 are rearranged, setting the scatter object symbol 181 as a scatter symbol 182 , notifying contents of a payout determined on the basis of the scatter symbol 182 and awarding the payout.
- the game controller 100 has a first processing unit, a second processing unit, a third process unit and a fourth processing unit.
- the game controller 100 is structured to execute a fifth process of providing a display area 101 b (scatter object symbol indicator 163 ) at a part different from an arrangement area 101 a (display windows 151 to 155 ) where the symbols 180 are arranged and displaying the scatter object symbol 181 in the display area 101 b , and a sixth process of when a predetermined number or more of the scatter object symbols 181 are rearranged, notifying that the scatter object symbol 181 is set as a scatter symbol 182 .
- the game controller 100 has a fifth processing unit and a sixth processing unit in addition to the first to fourth processing units.
- the game controller 100 includes a scatter object symbol memory 105 for storing therein the scatter object symbols 181 , a scatter symbol memory 106 for storing therein a scatter symbol 182 , a symbol memory 108 for storing therein all symbols including the scatter symbols 182 , and a display symbol memory 107 for storing therein the symbols in the respective memories 105 , 106 , 108 as display symbols.
- the display symbol memory 107 can be accessed by a display control unit 102 .
- the display control unit 102 sets the arrangement area 101 a where the symbols 180 are arranged and the display area 101 b where the scatter object symbols 181 are displayed, at different parts of the display unit 101 .
- the display control unit 102 reads out the symbols 180 in the display symbol memory 107 under control of a game executing unit 110 , and displays the symbols 180 in the arrangement area 101 a and the scatter object symbols 181 in the display area 101 b . A detailed display state will be described later.
- the game controller 100 is connected to a game start unit 109 .
- the game start unit 109 has a function of outputting a game start signal in accordance with a player's operation.
- the game controller 100 includes a game executing unit 110 , a combination payout determining unit 111 , a scatter symbol payout determining unit 112 , and a payout award unit 113 .
- the game executing unit 110 executes a unit game in which symbols are rearranged.
- the combination payout determining unit 111 determines a payout which is determined by a combination of symbols rearranged on the payline in a unit game.
- the scatter symbol payout determining unit 112 determines a payout which is determined on the basis of the scatter symbols rearranged on and out of the payline.
- the payout award unit 113 awards the respective payouts determined by the combination payout determining unit 111 and the scatter symbol payout determining unit 112 .
- the game controller 100 has a symbol determining unit 104 that is operated when a game start signal is input from the game start unit 109 .
- the symbol determining unit 104 randomly selects scatter object symbol 181 from several symbols 180 .
- the symbol determining unit 104 outputs the scatter object symbol 181 to a rearrangement-number determining unit 114 and the scatter object symbol memory 105 .
- the rearrangement-number determining unit 114 sets the scatter object symbol 181 as a scatter symbol 182 when a predetermined number or more of the scatter object symbols 181 are rearranged. That is, the rearrangement-number determining unit 114 makes the scatter object symbol memory 105 transmit the scatter object symbol 181 stored therein to the scatter symbol memory 106 , thereby setting it as the scatter symbol 182 .
- the game controller 100 includes an information output unit 116 , and a game information memory 117 connected to the information output unit 116 .
- the game information memory 117 stores therein background sound data of a sound signal that becomes a background sound of a game, function music data of a sound signal that becomes a function sound representing a game operation state which relates to a player's action, and sample music data of a sound signal that becomes a sample music having the background music and the function music.
- the game information memory 117 stores therein character data associated with the scatter symbol 182 , payout-number data, explanation data, and the like, in addition to the above information.
- the information output unit 116 is adapted to read out the data stored in the game information memory 117 and to output the data as a sound signal to a volume level changer 252 .
- the volume level changer 252 can switch a volume level by a switching signal to change the background signal.
- the information output unit 116 reads out a variety of data from the game information memory 117 and outputs the data to the volume level changer 252 , thereby outputting a voice sound, which is formed by overlapping the background sound having the volume level selected on the basis of the switching signal and the function sound, through the volume amplifier 253 and the speaker 29 .
- Each block of the game controller 100 may be formed by hardware, or may be formed by software, if necessary.
- the symbol determining unit 104 starts a process and the game executing unit 110 starts a unit game, so that the symbols 180 are rearranged (second process).
- the symbol determining unit 104 randomly selects a scatter object symbol 181 from the symbols 180 stored in the symbol memory 108 (first process).
- the determined scatter object symbol 181 is stored in the scatter object symbol memory 105 , and also used for a determination process in the rearrangement-number determining unit 114 .
- the scatter object symbol 181 stored in the scatter object symbol memory 105 is output to the display symbol memory 107 , and then used for an image process in the display control unit 102 , to thereby be displayed in the display area 101 b of the display unit 101 .
- the game controller 100 executes the fifth process of providing the display area 101 b at a part different from the arrangement area 101 a where the symbols 180 are arranged and displaying the scatter object symbol 181 in the display area 101 b .
- the player can easily recognize the scatter object symbol 181 because the scatter object symbol 181 is displayed in the display area 101 b separated from the arrangement area 101 a.
- the rearrangement-number determining unit 114 specifies the scatter object symbol 181 among the rearranged symbols 180 and calculates a rearrangement-number of the scatter object symbol 181 . Then, when the predetermined number or more of the scatter object symbols 181 are rearranged, the scatter object symbol 181 is set as a scatter symbol 182 . In other words, the scatter object symbol 181 stored in the scatter object symbol memory 105 is transmitted to the scatter symbol memory 106 . Thereby, the scatter object symbol 181 serves as a scatter symbol 182 .
- the information output unit 116 reads out the character data associated with the scatter symbol 182 , the payout-number data, and the explanation data from the game information memory 117 , and then outputs the data to the display control unit 102 . Then, contents of a payout which is determined on the basis of the scatter symbols 182 rearranged on and out of the payline L are notified, and the payout is awarded (fourth process). Further, the data is output to the volume level changer 252 , and output as a voice sound from the speaker 29 .
- a specific description will be given to an example of a display state of the display unit 101 during an operation of the slot machine 10 .
- the description of the display state is based on a structure in which the display unit 101 arranges the symbols with a video-reel manner.
- the display windows 151 to 155 are disposed at a center part of the display unit 101 .
- symbol columns made up of several symbols 180 are scroll-displayed.
- each of the display windows 151 to 155 is divided into upper, center and lower stages 151 a , 151 b , 151 c .
- Each of the symbols 180 is stopped (arranged) in each of the stages 151 a , 151 b , 151 c . For example, in FIG.
- the display windows 151 to 155 display a symbol matrix made up of five columns and three rows.
- the symbol matrix is not limited to a matrix of five columns and three rows.
- the display unit 101 has the scatter object symbol indicator 163 as the display area for displaying the scatter object symbols 181 .
- the scatter object symbol indicator 163 is arranged in an upper right part of the display unit 101 so as not to overlap the display windows 151 to 155 .
- the scatter object symbol indicator 163 may be provided at an arbitrary position on condition that overlapping with the display windows 151 to 155 can be avoided.
- a selection object window 165 is provided below the scatter object symbol indicator 163 .
- the selection object window 165 displays a symbol which will be a candidate for the scatter object symbol 181 . This enables the player to intuitively recognize that a scatter object symbol 181 is randomly selected among the candidate symbols displayed in the selection object window 165 and then displayed in the scatter object symbol indicator 163 .
- the display unit 101 has a scatter symbol indicator 171 .
- the scatter symbol indicator 171 has a basket-like shape, and displays the scatter symbol 182 as a received thing.
- the scatter symbol indicator 171 is provided to an upper left corner part of the display unit 101 .
- the scatter symbol indicator 171 may be provided at an arbitrary position on condition that overlapping with the display windows 151 to 155 and the scatter object symbol indicator 163 can be avoided.
- a display state shown in FIG. 7 illustrates a state where the scatter symbol 182 has been set.
- “ORANGE” is displayed as a received thing in the scatter symbol indicator 171 has been displayed in the scatter object indicator 163 , to the scatter symbol 182 and then received therein. This enables the player to intuitively recognize that “ORANGE” has been set as the scatter symbol 182 , by seeing the displayed state of the scatter symbol 182 .
- the symbols 180 to be displayed in the display windows 151 to 155 of the display unit 101 form columns of symbols each including twenty-two symbols.
- Each of the symbols forming the columns of symbols is given any one of code numbers 0 to 21.
- Each of the columns of symbols is formed by a combination of symbols of “JACKPOT 7”, “BLUE 711, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE”, and “APPLE”.
- Three successive symbols in the columns of symbols are displayed (arranged) in the upper, center and lower stages 151 a , 151 b , 151 c of each of the display windows 151 to 155 , respectively, so that they constitute a symbol matrix of five columns and three rows.
- a 1-BET button 26 or a MAX-BET button 27 is pushed and then a spin button 23 is pushed, the symbols forming the symbol matrix start scrolling.
- a predetermined time period elapses after scrolling starts, the respective symbols stop scrolling (rearranged).
- the winning combination is a combination of symbols stopped on the payline L which brings a player into an advantageous state.
- the advantageous state means a state where coins corresponding to the winning combination are paid out, the number of paid-out coins is added to a credit, a bonus game is started, and the like.
- a bonus game is a gaming state that is more advantageous than a basic game.
- the bonus game is a free game.
- the free game is a gaming state allowing a player to play a game for a predetermined number of times, without betting a coin.
- the bonus game is not particularly limited, as long as it is a gaming state advantageous to the player, i.e., it is more advantageous than the basic game.
- the bonus game may include a state in which more game media can be obtained than in the basic game, a state in which it is possible to obtain a game medium at a higher probability than in the basic game, a state in which a game medium is less consumed than in the basic game, and the like.
- a free game, a second game and the like may be mentioned as examples of the bonus game.
- a control unit having the game controller 100 shown in FIG. 8 is mounted within the cabinet 11 .
- the control unit includes a motherboard 40 , a main body PCB (Printed Circuit Board) 60 , a gaming board 50 , a sub CPU, a door PCB 80 , and various switches and sensors.
- the gaming board 50 is provided with a CPU (Central Processing Unit) 51 , a ROM 55 and a boot ROM 52 which are connected to each other by an internal bus, a card slot 53 S corresponding to a memory card 53 and an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
- a CPU Central Processing Unit
- ROM 55 a ROM 55 and a boot ROM 52 which are connected to each other by an internal bus
- a card slot 53 S corresponding to a memory card 53
- an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
- GAL Generic Array Logic
- the memory card 53 stores a game program and a game system program therein.
- the game program includes a stop symbol determining program.
- the stop symbol determining program is a program for determining a symbol (code number corresponding to the symbol) to be stopped on the payline L.
- the stop symbol determining program includes symbol weight data corresponding to each of several kinds of payout rates (for example, 80%, 84%, 88%).
- the symbol weight data is data representing a correspondence relation between the code number of each symbol and one or more random numbers belonging to a predetermined numerical range (0 to 256) for each of the display windows 151 to 155 .
- the payout rate is determined on the basis of data for setting a payout rate which are output from the GAL 54 , and a stop symbol is determined on the basis of the symbol weight data corresponding to the payout rate.
- the memory card 53 stores therein various data used for the game program and the game system program. Specifically, data representing a relationship between the symbols 180 displayed in the display windows 151 to 155 of FIG. 1 and random number ranges, and data representing a relationship between set thresholds and random number ranges, and the like, are stored. These data are transmitted to a RAM 43 of the motherboard 40 when executing the game program.
- the card slot 53 S is structured to insert and remove the memory card 53 and connected to the motherboard 40 through an IDE bus. Accordingly, it is possible to change a type or contents of a game to be executed in the slot machine 10 , by removing the memory card 53 from the card slot 53 S, writing another game program and game system program in the memory card 53 and inserting the memory card 53 into the card slot 53 S.
- the game program includes a program relating to a game progress and a program for shifting a gaming state into a bonus game.
- the GAL 54 is provided with several input and output ports. When the data are input into the input ports, the GAL 54 outputs data corresponding to the input data from the output ports. The data output from the output ports are the data for setting a payout rate described above.
- the IC socket 54 S is structured to attach and detach the GAL 54 .
- the IC socket 54 S is connected to the motherboard 40 through a PCI bus. Accordingly, it is possible to change the data for setting a payout rate which is output from the GAL 54 , by detaching the GAL 54 from the IC socket 54 S, rewriting the program stored in the GAL 54 and then attaching the GAL 54 to the IC socket 54 S.
- the CPU 51 , the ROM 55 and the boot ROM 52 which are connected to each other by the internal bus, are connected to the motherboard 40 through the PCI bus.
- the PCI bus carries out a signal transfer between the motherboard 40 and the gaming board 50 and supplies power from the motherboard 40 to the gaming board 50 .
- the ROM 55 stores therein nation identification information and an authentication program.
- the boot ROM 52 stores therein a preliminary authentication program and a program (boot code) enabling the CPU 51 to execute the preliminary authentication program.
- the authentication program is a program (falsification check program) for authenticating the game program and the game system program.
- the authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program.
- the preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication program to be authenticated is not falsified, that is, for authenticating the authentication program.
- the motherboard 40 is provided with a main CPU 41 (controller), a ROM (Read Only Memory) 42 , a RAM (Random Access Memory) 43 and a communication interface 44 .
- the main CPU 41 functions as a game controller for controlling the whole slot machine 10 .
- the main CPU 41 carries out a control for outputting a command signal to scroll the symbols of the lower image display panel 16 when the spin button 23 is pushed after the credit is bet, a control for determining symbols to be stopped after the symbols are scrolled and a control for stopping the determined symbols in the display windows 151 to 155 .
- the main CPU 41 functions as an arrangement controller for, after scrolling several symbols to be displayed in the lower image display panel 16 , selecting and determining, from several symbols, arrangement symbols for a symbol matrix so as to rearrange them as a new symbol matrix, and executing an arrangement control for stopping scrolling with the symbols thus determined.
- the main CPU 41 functions as the game controller 100 for executing a first process of randomly selecting a scatter object symbol 181 from the symbols 180 , a second process of rearranging the symbols 180 on the display, a third process of awarding a payout determined on the basis of the symbols 180 rearranged on the payline L and a fourth process of when a predetermined number or more of the scatter object symbols 181 are rearranged, setting the scatter object symbol 181 as a scatter symbol 182 , notifying contents of a payout determined on the basis of the scatter symbol 182 through voice sound and display and awarding the payout.
- the main CPU 41 functions as the game controller 100 for executing a fifth process of providing a display area (scatter object symbol indicator 163 ) at a part different from the arrangement area (display windows 151 to 155 ) where the symbols 180 are arranged and displaying the scatter object symbol 181 in the display area and a sixth process of when a predetermined number or more of the scatter object symbols 181 are rearranged, notifying that the scatter object symbol 181 is set as a scatter symbol 182 .
- the main CPU 41 when receiving a signal from the mirror switch 200 S which will be described later, the main CPU 41 applies voltage from the power source unit 45 to the transparent conductive films 211 applied onto the dimmer glass via the main body PCB 41 .
- the ROM 42 stores a program such as BIOS (Basis Input/Output System) executed by the main CPU 41 , and data that are permanently used.
- BIOS Basic Input/Output System
- each of peripheral devices is initialized, and the game program and the game system program stored in the memory card 53 start to be read out through the gaming board 50 .
- the RAM 43 stores therein the data or program which is used when the main CPU 41 carries out a process.
- the scatter object symbol memory 105 , the scatter symbol memory 106 , the symbol memory 108 , the display symbol memory 107 shown in FIG. 8 are respectively provided in a data area form.
- the scatter object symbol 181 is stored in the data area of the scatter object symbol memory 105 .
- the scatter symbol 182 is stored in the data area of the scatter symbol memory 106 .
- the symbols 180 are stored in the data area of the symbol memory 108 .
- the symbols 180 , the scatter object symbols 181 and the scatter symbol 182 are stored in the data area of the display symbol memory 107 .
- the communication interface 44 communicates with a host computer and the like through a communication line, which are mounted in the game arcade.
- the main body PCB (Printed Circuit Board) 60 and the door PCB 80 are connected to the motherboard 40 respectively through USBs (Universal Serial Bus).
- a power unit 45 is also connected to the motherboard 40 . When power is supplied to the motherboard 40 from the power unit 45 , the main CPU 41 of the motherboard 40 is operated and the power is supplied to the gaming board 50 through the PCI bus, so that the CPU 51 is operated.
- a device or an apparatus for producing an input signal to be input to the main CPU 41 , and a device or an apparatus whose operation is controlled by the control signal output from the main CPU 41 are connected to the main body PCB 60 and the door PCB 80 .
- the main CPU 41 executes the game program and the game system program stored in the RAM 43 , based on the input signal input to the main CPU 41 , to carry out an arithmetic process and store a result thereof in the RAM 43 , or to transmit a control signal to each device or apparatus as a control process therefor.
- a lamp 30 Connected to the main body PCB 60 is a lamp 30 , a not-shown sub CPU, a hopper 66 , a coin sensor 67 , a graphic board 68 , a dimmer glass 210 , a speaker 29 , a bill validator 22 , a ticket printer 35 , a card reader 36 , a key switch 38 S, and a data displayer 37 .
- the lamp 30 is turned on/off on the basis of the control signal output from the main CPU 41 .
- the sub CPU controls the scroll of symbols in the display windows 151 to 155 , and is connected to a VDP (Video Display Processor).
- the VDP reads out image data of the symbol stored in an image data ROM, produces a scroll image to be displayed in the display windows 151 to 155 and outputs the scroll image in the lower image display panel 16 .
- the hopper 66 is placed within the cabinet 11 and pays out a predetermined number of coins to the coin tray 18 from the coin payout slot 19 , based on the control signal output from the main CPU 41 .
- the coin sensor 67 is placed within the coin payout slot 19 and outputs an input signal to the main CPU 41 when it detects that a predetermined number of coins have been paid out from the coin payout slot 19 .
- the graphic board 68 controls an image display in the upper image display panel 33 and the lower image display panel 16 , based on the control signal output from the main CPU 41 .
- the graphic board 68 is provided with a VDP for producing image data on the basis of the control signal output from the main CPU 41 , a video RAM for temporarily storing therein the image data produced by the VDP, and the like.
- the bill validator 22 reads an image of the bill and accommodates the normal bill in the cabinet 11 . In addition, in accommodating the normal bill, the bill validator 22 outputs an input signal to the main CPU 41 , based on an amount of the bill.
- the main CPU 41 stores a credit-number, which corresponds to the amount of the bill transmitted by the input signal, in the RAM 43 .
- the ticket printer 35 prints a barcode having data encoded thereto, such as credit-number stored in the RAM 43 , date and time, identification number of the slot machine 10 and the like, on a ticket, based on the control signal output from the main CPU 41 , thereby outputting the barcoded ticket 39 .
- the card reader 36 reads the data from the smart card to transmit it to the main CPU 41 , and writes the data into the smart card, based on the control signal output from the main CPU 41 .
- the key switch 38 S is mounted to the keypad 38 , and outputs an input signal to the main CPU 41 when the player manipulates the keypad 38 .
- the data displayer 37 displays the data which is read by the card reader 36 or the data which the player inputs through the keypad 38 , based on the control signal output from the main CPU 41 .
- the door PCB 80 is connected to the control panel 20 , a reverter 21 S, a coin counter 21 C and a cold cathode tube 81 .
- the control panel 20 is provided with a spin switch 23 S corresponding to the spin button 23 , a change switch 24 S corresponding to the change button 24 , a cash out switch 25 S corresponding to the cash out button 25 , a 1-BET switch 26 S corresponding to the 1-BET button 26 and a MAX-BET switch 27 S corresponding to the MAX-BET button 27 .
- Each of the switches 23 S to 27 S outputs an input signal to the main CPU 41 when each of the corresponding buttons 23 to 27 is pushed by a player.
- the mirror switch 200 S outputs, to the main CPU via the door PCB, a signal indicative of applying voltage to the transparent conductive films 211 applied to the dimmer glass 210 , by a player's pushing operation to the corresponding mirror button 200 .
- the coin counter 21 C is mounted in the coin receiving slot 21 and validates whether a coin, which is inserted in the coin receiving slot 21 by the player, is normal or not. A coin except the normal coin is discharged from the coin payout slot 19 . In addition, the coin counter 21 C outputs an input signal to the main CPU 41 when it detects a normal coin.
- the coin counter 21 C is operated on the basis of the control signal output from the main CPU 41 and distributes a coin, which is recognized as a normal coin by the coin counter 21 C, to a cash box (not shown) or hopper 66 mounted in the slot machine 10 .
- a coin which is recognized as a normal coin by the coin counter 21 C
- the normal coin is distributed into the cash box by the reverter 21 S.
- the hopper 66 is not fully filled with the coins, the normal coin is distributed into the hopper 66 .
- the cold cathode tube 81 functions as a backlight mounted to rear sides of the lower image display panel 16 and the upper image display panel 33 , and is turned on based on the control signal output from the main CPU 41 .
- the credit-number stored in the RAM 43 is subtracted, correspondingly to the number of coins bet (S 11 ). Meanwhile, if the number of coins bet is larger than the credit-number stored in the RAM 43 , the process of subtracting the credit-number is not executed, and the step of S 11 is re-executed. In addition, if the number of coins bet is above the upper limit (50 pieces in this embodiment) bettable per one game, the process of subtracting the credit-number is not executed, and a step of S 12 is carried out.
- a symbol determining process is executed (S 13 ).
- a stop symbol determining program stored in the RAM 43 is executed, so that the symbols 180 which will be stopped in the fifteen respective stages of the display windows 151 to 155 are determined. Thereby, a combination of symbols to be stopped on the payline L is determined.
- the symbols 180 of the display windows 151 to 155 are scroll-displayed (S 14 ).
- the scroll process is such that the symbols 180 are scrolled in an arrow direction and then the symbols 180 determined in the step of S 13 are stopped (rearranged) in the display windows 151 to 155 .
- a scatter object symbol determining process is executed (S 15 )
- a scatter object symbol 181 is randomly determined from the symbols 180 of “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE”, and “APPLE.”
- the determined scatter object symbol 181 is displayed in the scatter object symbol indicator 163 .
- a rearrangement-number of the scatter object symbol 181 is acquired (S 16 ). Then, whether the rearrangement-number is equal to or greater than a set threshold, or not is determined (S 17 ).
- the scatter object symbol 181 is set as a scatter symbol 182 . Specifically, the scatter object symbol 181 is displayed as a received thing in the scatter symbol indicator 171 , through a series of operations of moving the scatter object symbol 181 from the scatter object indicator 163 to the scatter symbol indicator 171 to be received therein (S 18 ).
- a character 251 is displayed between the scatter symbol indicator 171 and the scatter object symbol indicator 163 and a speech bubble representing speech contents of the character 251 is displayed.
- the speech contents of the character 251 are output with a voice sound.
- an original explanation image of “ORANGE has become a scatter symbol” is displayed in the speech bubble and is voice-output (S 19 ).
- a payout process is carried out. In other words, a payout-number of coins based on a winning combination and a payout-number of coins based on the display number of the scatter symbols 182 are summed. Then, when storing the coins to be paid out, a predetermined number of credits is added to a credit value that is stored in the RAM 43 . In the mean time, when paying out the coins, a control signal is transmitted to the hopper 66 , so that a predetermined number of coins is paid out (S 20 ).
- the step of S 20 is executed. After that, whether a bonus trigger is made as the winning combination, or not is determined. In other words, whether a combination of “APPLE” is arranged on the payline L or not is determined (S 21 ). When it is determined that a bonus trigger is made (S 21 , YES), a bonus game process is executed (S 22 ).
- the main door 13 is formed with the dimmer glass, and the lamp 202 is attached to the inside of the effect-producing part 34 of the main door 13 .
- the lamp can be lightened from the inside of the main door using the transparency of the glass material. This provides an effect of making a player feel as if the whole slot machine 10 emits light, so that the player enjoys a game more cheerfully. Meanwhile, when a bonus trigger is not made (S 21 , NO), this means a lose, so that this routine is ended.
- the main door 13 is an integrally-formed glass material, and the control panel 203 and the control part 20 of the main door 13 overlap each other and are in contact with each other at their circumferential parts while maintaining a parallel state therebetween. Further, since the glass material has no deformation by heat and a scratch, there is no gap between the control panel 203 and the control part 20 . Thus, since there is no space into which a foreign matter enters, the cleanness is improved and the deterioration does not occur well.
- the gaming machine can be used in a cleaned state for a long time.
- a gaming machine and a cabinet thereof according to a second embodiment will now be described.
- the second embodiment describes a slot machine 10 as an example, not limiting.
- the same numerals are attached to the same elements as in the first embodiment, and detailed description thereof will be omitted. Further, description on similar construction and operations as those in the first embodiment will also be omitted.
- a difference of the second embodiment from the first embodiment is that the glass material of the main door 13 is the phosphorescent glass.
- FIG. 12 is a view for explaining a state where the slot machine 10 of the second embodiment of the invention is lighting at night due to the phosphorescent glass.
- numbers 221 of the respective gaming machines 10 “NO. 10”, “NO. 11” . . . , which are formed with the phosphorescent glass, are provided at portions corresponding to the mirror part 204 of the first embodiment.
- the phosphorescent glass has a property that upon reception of light including ultraviolet ray, a part of energy of light is accumulated in the glass, so that it continuously emits light for a long time without receiving light.
- the gaming machine number 221 can keep lighting by itself even at night. Therefore, the gaming machine easily falls under a security guard's observation, so that it can be securely protected. Further, the gaming machine can light brightly even at night without consuming electric power.
- the invention is not limited thereto. It may also be possible that the whole main door is formed with a phosphorescent glass. In this case, since the whole main door lights at night, it can light a game arcade more brightly.
- An object of the abstract is to enable an intellectual property office, general public institutions, persons belonging to the art but not familiar with patent, legal terms, or technical terms to quickly understand technical contents and essences of the present invention through a simple research. Therefore, the abstract is not intended to limit the scope of the invention that should be evaluated by the claims. In addition, it is desirable to sufficiently refer to already-disclosed documents and the like, in order to fully understand the objects and effects of the present invention.
Abstract
A gaming machine includes a device that executes a game, a display that displays thereon an effect image of the game executed by the device, a control panel having a button disposed thereon which outputs to the device a command on the game by a player's control, a main door that is provided with the display and the control panel, and a box that receives the device and supports the main door. At least the main door is made of a glass material.
Description
- The present application claims priority from provisional application No. 61/020,483, which was filed on Jan. 11, 2008, the entire disclosure of which is herein incorporated by reference.
- 1. Field of the Invention
- The invention relates to a gaming machine and a cabinet thereof.
- 2. Description of Related Art
- A conventional gaming machine, as disclosed in e.g., U.S. Pat. No. 7,128,650, is operated such that when a player inserts a gaming medium, such as a coin, a bill or the like, into an insertion slot of the gaming machine and presses a start button, a number of symbols are changed and displayed on a display provided in a front face of a cabinet, and then are automatically stopped. In addition, irrespective of the gaming machine as disclosed in U.S. Pat. No. 7,128,650, a cabinet of the conventional gaming machine is made of a resin or a metal plate, or the like.
- When a cabinet is made of a resin or a metal plate as such, there is a limit to design of the same, so that any of gaming machines looks alike. Thus, many gaming machine makers throw their efforts into a gaming effect by e.g., image, effect sound, lighting lamp or the like, to differentiate themselves from other makers. However, since the material of the cabinet, a resin or metal plate, or the like, which forms the basis of designing, is the same as each other, there is a problem in differentiating oneself from other makers. Furthermore, the resin or metal plate is ready to deteriorate due to its vulnerability to heat and a scratch. Thus, there is a problem of maintenance or replacement costs.
- Therefore, an object of the present invention is to provide a gaming machine having a glass cabinet, which has not been provided in the prior art.
- According to an aspect of the present invention, there is provided a gaming machine comprising a device that executes a game, a display that displays thereon an effect image of the game executed by the device, a control panel having a button disposed thereon which outputs to the device a command on the game by a player's control, a main door that is provided with the display and the control panel, and a box that receives the device and supports the main door. At least the main door is made of a glass material.
- In the above construction, the gaming machine is a machine through which a player can play a game, and the main door of which is made of a glass material. Because of transparency of the glass material forming the main door, light can easily pass through the main door, which may sometimes make an inside of a gaming arcade look wider. In addition, because of heat-resistance of the glass material, the main door may be hardly affected by variation in temperature by a rise or a drop in temperature in summer or winter. Moreover, because of wear-resistance of the glass material, the main door may be hardly damaged by a metal article such as a coin, a mobile phone and the like that a player uses frequently. Further, because of chemical resistance of the glass material, discoloration due to, e.g., a perfume or cosmetics of a female player can be prevented. As a result, the gaming machine can be prevented from being deteriorated, and used for a long time while maintaining its initial clean state.
- In the gaming machine of the present invention, the main door may have an attaching hole to which the button is attached, and the control panel and the attaching hole may overlap each other and be in contact with each other at their circumferential parts while maintaining a parallel state therebetween, in such a manner that the control panel locates on an upper side and the attaching hole locates on a lower side.
- In the above construction, the control panel and the attaching hole of the main door of the gaming machine are in a sealing contact with each other at their circumferential parts. Since the main door is made of a glass material, there is no deformation by heat or a scratch. Therefore, there is no gap between the control panel and the main door. Consequently, there is no intrusion of dusts or drink spilled by a player. As a result, cleaning properties of the gaming machine can be improved, and deterioration of the gaming machine can be prevented.
- In the gaming machine of the present invention, a lighting lamp may be provided inside the main door.
- In the above construction, since the main door is made of a glass material, a game can be produced by a lighting effect from an inside of the main door. This can make a player feel as if the whole of the gaming machine emits light, so that the player can enjoy the game more cheerfully.
- In the gaming machine of the present invention, the glass material may be a dimmer glass, and a mirror may be provided on a lower face of the dimmer glass.
- In the above construction, the glass material forming the main door is the dimmer glass, which can be switched between a transparent state and an opaque state. In addition, since the mirror is provided on the lower face of the dimmer glass, the mirror can appear at a timing desired by the player. As a result, the player can see the mirror while playing a game, which may sometimes eliminate a trouble of stopping the game in order to see the mirror.
- In the gaming machine of the present invention, the glass material may be a phosphorescent glass.
- In the above construction, since the glass material forming the main door is the phosphorescent glass, the main door can accumulate light from the lamp of a game arcade or the like, during a daytime. Further, the main door can shine even in the nighttime, by emitting the light accumulated during the daytime. As a result, the game arcade can be lighted even at night, without consuming electric power.
-
FIG. 1 is a view illustrating a first embodiment of a gaming machine according to the present invention; -
FIG. 2 is a view for explaining a die for a main door of the gaming machine; -
FIG. 3 is an enlarged sectional view of a connecting part between a control panel and the main door of the gaming machine; -
FIG. 4 is an enlarged sectional view of a part of a main door of a conventional gaming machine, which is deformed by heat and a scratch; -
FIG. 5 is a sectional view of a mirror when a dimmer glass is in opaque state; -
FIG. 6 is a sectional view of the mirror when the dimmer glass is in transparent state; -
FIG. 7 is a view for explaining a display screen of the gaming machine; -
FIG. 8 is a block diagram of the gaming machine; -
FIG. 9 is a view illustrating symbols and their code numbers of the gaming machine; -
FIG. 10 is a block diagram of the gaming machine; -
FIG. 11 is a flow chart illustrating a game executing process; and -
FIG. 12 is a view illustrating a state of a second embodiment of the gaming machine according to the present invention. - Hereinafter, a description will be given to a first embodiment of a gaming machine and a cabinet thereof according to the invention. Meanwhile, in the following embodiment, a slot machine is described as an example of the gaming machine. However, it should be noted that the invention is not limited thereto.
- [Mechanical Construction of Slot Machine 10]
- A description will be given to the mechanical construction of a
slot machine 10. -
FIG. 1 shows a state of the first embodiment of the gaming machine according to the present invention. Aslot machine 10 installed in a game arcade executes a unit game by using a game medium. The game medium is a coin, a bill or electronic valuable information corresponding to them. Meanwhile, in the invention, the game medium is not particularly limited. For example, a medal, a token, electronic money, a ticket, and the like can be used. The ticket is not particularly limited and may be a barcoded ticket which will be described later. - The
slot machine 10 comprises acabinet 11, atop box 12 provided on an upper part of thecabinet 11 and amain door 13 provided on a front face of thecabinet 11. - The
main door 13 is integrally formed by a dimmer glass so that it is switched between a transparent state and an opaque state through turning ON/OFF of voltage application to the dimmer glass. In addition, since themain door 13 does not shield light due to transparency of a glass material, an effect that a player feels a game arcade wider can be provided. Thus, there is no uncomfortable pressure feeling given by such a game arcade that several conventional gaming machines made of a resin or a metal plate are installed. Further, because of heat resistance of the glass material, themain door 13 is also resistant to variation in temperature. Therefore, themain door 13 is resistant to, e.g., a rise in temperature due to sun-light in summer and a temperature variation due to cooling against it by a cooler. In addition, themain door 13 is also resistant to a sudden drop in temperature in winter and a temperature variation due to heating against it by a heater. Further, because of wear resistance of the glass material, it is resistant to a scratch. In addition, because of chemical resistance of the glass material, it is resistant to a chemical such as a perfume, cosmetics and the like used by female players. Further, the glass material is used in various places, such as glass windows, interior furniture, sculptures, buildings, and the like, so that massiveness and luxuriousness can be presented. With the above-described characteristics of the glass material, themain door 13 can be prevented from being deteriorated, as compared with the conventional gaming machines made of a resin or a metal plate. Therefore, themain door 13 can be used in a clean state for a long time. - In the first embodiment, the dimmer glass is used as a glass material of the
main door 13. However, this is not limitative. The glass material may be any glass as long as it has transparency, heat resistance, wear resistance, and chemical resistance. - In addition, the
main door 13 is provided with amirror part 204, acontrol part 20, and an effect-producingpart 34. - The
mirror part 204 is positioned at an upper part of themain door 13, and a mirror is provided at a back side of the mirror part 204 (inside of the slot machine 10). This mirror is attached for a use of, e.g., a makeup mirror for a player. Therefore, when the dimmer glass is in the opaque state, the mirror appears on the mirror part, while when the dimmer glass is in the transparent state, the mirror disappears. - The
control part 20 is positioned at a middle of themain door 13, and includes acontrol panel 203, a MAX-BET button 27, acoin receiving slot 21, abill validator 22, and amirror button 200. - The
control panel 203 is provided on a front surface side of the control part 20 (outside of the slot machine 10). Thecontrol panel 203 is provided with aspin button 23, achange button 24, a cash outbutton 25, and a 1-BET button 26. Thesebuttons 23 to 26 enable a player to input a command relating to a progress of a game. Thespin button 23 is a button for inputting a command to start scrolling of symbols. Thechange button 24 is a button to be used when a player asks a staff in the game arcade for exchange of money. The cash outbutton 25 is a button for inputting a command to pay out coins corresponding to a total credit value into acoin tray 18. The 1-BET button 26 is a button for inputting a command to bet on a game one of the coins corresponding to the total credit value. - The MAX-
BET button 27 is a button for inputting a command to bet on a game maximum coins bettable on one game (for example, 50 coins), among coins corresponding to the total credit value. Thecoin receiving slot 21 enables a coin to be received in thecabinet 11. The bill validator 22 validates whether a bill is normal or not and receives a normal bill into thecabinet 11. In the mean time, thebill validator 22 can read abarcoded ticket 39 which will be described later. When thebill validator 22 reads thebarcoded ticket 39, thebill validator 22 outputs a reading signal relating to the read contents to amain CPU 41 which will be described later. - The
mirror button 200 is a button for switching the dimmer glass which forms themain door 13 between the transparent state and the opaque state. By pressing themirror button 200, themirror button 200 outputs, to themain CPU 41 which will be described later, a command to switch ON/OFF of voltage application to the dimmer glass. This makes it possible to implement switching between transparent/opaque states of the dimmer glass, so that the mirror can appear on or disappear from themirror part 204. - The effect-producing
part 34 is provided on a lower front face of themain door 13, i.e., below thecontrol part 20. On a back side of the effect-producing part 34 (inside of the slot machine 10),several lamps 202 are attached. Therefore, since the effect-producingpart 34 is formed of the dimmer glass, a game effect can be produced by a lighting effect from the inside of theslot machine 10 using such transparency of the dimmer glass. Accordingly, a player feels as if thewhole slot machine 10 emits light like a mirror ball. This may make it possible to provide the player more joyful gaming as compare with the conventional gaming machine made of a resin or a metal plate. Further, on the back side of the effect-producingpart 34, asticker 201 having, e.g., a game character, depicted thereon is attached. A player sees a picture of a character or the like over the dimmer glass, and therefore the picture is not peeled off by a joke, a cleaning, or the like. - Although in the first embodiment the lighting lamp is attached to the back side of the effect-producing
part 34, it is not limitative. It may be attached to a side face of themain door 13, for example. That is, it can be attached anywhere as long as a lighting game effect can be provided to the player from inside of theslot machine 10 using the transparency of the glass material which forms themain door 13. - A lower
image display panel 16 is provided below themirror part 204 of themain door 13. The lowerimage display panel 16 has a transparent liquid crystal panel on which a variety of information is displayed. The lowerimage display panel 16 displays thereon a video reel, and also a variety of information and effect images relating to a game. More specifically, the lowerimage display panel 16 displays thereondisplay windows 151 to 155 arranged in five columns and three rows, a scatterobject symbol indicator 163, and ascatter symbol indicator 171, and also displays thereon other effect images, as appropriate. In the first embodiment, as an example, symbols arranged in five columns and three rows are displayed using the lowerimage display panel 16. However, this is not limitative. A mechanical reel having symbols provided on a peripheral surface thereof may be rotated and stopped to display symbols through thedisplay windows 151 to 155. - One activated payline L is displayed on the lower
image display panel 16. The payline L is set to horizontally traverse center stages of thedisplay windows 151 to 155. Although in this embodiment the payline L traverses the center stages of thedisplay windows 151 to 155, it may traverse other stages of thedisplay windows 151 to 155. For example, the payline L may traverse upper stages or lower stages of thedisplay windows 151 to 155. Alternatively, the payline L may traverse the lower stage of thedisplay window 151, the center stage of thedisplay window 152, and the upper stage of thedisplay window 153. Further, the number of paylines L may be two or more. In a case where two or more paylines L are provided, all paylines L may be activated, or alternatively the number of activated paylines L may depend on a predetermined condition such as a bet value of coins. - Here, a credit value indicator 161 and a payout number indicator 162 may be displayed on the lower
image display panel 16. The credit value indicator 161 displays thereon a total number payable by theslot machine 10 to a player (which will hereinafter be referred to as a total credit value). The payout number indicator 161 displays thereon the number of coins which will be paid out when a combination of symbols stopped on the payline is a winning combination which will be described later. - The winning combination is a combination of symbols stopped on the payline L which brings a player into an advantageous state. The advantageous state means a state where coins corresponding to the winning combination are paid out, the number of paid-out coins is added to a credit, a bonus game is started, and the like.
- An upper
image display panel 33 is provided on a front face of thetop box 12. The upperimage display panel 33 has a liquid crystal panel, and displays thereon an effect image, an image showing an introduction of game contents and an explanation of game rules, for example. - A
speaker 29 for outputting voice, and alamp 30 are provided on thetop box 12. Aticket printer 35, acard reader 36, adata displayer 37 and akeypad 38 are provided below the upperimage display panel 33. Theticket printer 35 prints a barcode onto a ticket, and outputs abarcoded ticket 39. The barcode is a coded form of data such as a credit value, time and date, an identification number of theslot machine 10, and the like. The player can play a game in another gaming machine using thebarcoded ticket 39, and exchange thebarcoded ticket 39 with a bill and the like in a casher booth of the game arcade. - The
card reader 36 reads and writes data from and into a smart card. The smart card is a card carried by a player, into which data for identifying the player and data relating to a game history of the player are memorized. - The data displayer 37 is formed of a fluorescent display and the like, and displays thereon data read by the
card reader 36 and data input by the player through thekeypad 38, for example. Thekeypad 38 inputs commands or data relating to a ticket issue. - [Method of Forming Glass of Main Door 13]
- A method of forming the
main door 13 with a glass will be described.FIG. 2 shows, among dies used in forming themain door 13 with a glass material, a surface die 300 which forms a surface of the main door 13 (outside of the slot machine 10). As shown inFIG. 2 , the surface die 300 is shaped like a surface of themain door 13, and includes a control part die 303, an effect-producingpart die 304, a lower image display panel die 302, and ajunction part 301. - The control part die 303 serves to form the
control part 20 of themain door 13. The effect-producing part die 304 serves to form the effect-producingpart 34 of themain door 13. The lower image display panel die 302 serves to form a portion of themain door 13 to receive the lowerimage display panel 16. Thejunction part 301 is a portion that is connected to a not-shown undersurface die which forms an undersurface of themain door 13. Further, thejunction part 301 has anopening 305 into which a kind of glass which becomes the glass material can be inserted from upside when the surface die 300 and the undersurface die are connected with each other. - Next, a description will be given to a procedure of a “mold-blown technique” which is one of techniques for forming the
main door 13 using the above-mentioned dies. In a first step, the surface die 300 and the not-shown undersurface die are joined together. In a second step, the joined dies are heated up to a high temperature. In a third step, a kind of glass, which has been fused separately, is poured into the heated dies through the opening. In a fourth step, the kind of glass is air-blown to be inflated with air like a balloon, using a blowing rod. Thereby, by being inflated, the kind of glass, which had a small size when inserted, is gradually inflated, finally brought into contact with the dies, and stops when shaped like the dies. Then, by cooling the glass shaped like the dies, a pattern of themain door 13 is formed. Finally, in a fifth step, the joined dies are separated into two pieces, and finishing is performed such as cutting extra portions off from a prototype of themain door 13 obtained. - The above-described method of forming the
main door 13 with the glass material is not limiting. For example, while the present embodiment adopts a so-called “mold-blown” technique, it may be also possible to adopt a so-called “embossing” technique in which a fused glass is poured into one die, and the other die is pressed thereon. Further, this embodiment adopts a metal die as a mold, but a wooden pattern may be used. Further, any other method may be available as long as this embodiment of the invention is obtained through the method. - [Junction Part between
Control Panel 203 and Main Door 13] - Next, a junction part where the
control panel 203 is joined to thecontrol part 20 of themain door 13 will be described.FIG. 3 is a sectional view illustrating a portion where thecontrol panel 203 and thecontrol part 20 are joined to each other.Several buttons 23 to 26 are provided on an upper surface of thecontrol panel 203. Thecontrol part 20 of themain door 13 has an attachinghole 205. The attachinghole 205 functions as a space for wire-connection between theseveral buttons 23 to 26 and a later-describeddoor PCB 80 which exists inside theslot machine 10. Thereby, when a player presses thebuttons 23 to 26, a command relating to a game is output to thedoor PCB 80 via an electric signal. - Further,
FIG. 3 shows the junction part between thecontrol panel 203 and thecontrol part 20 in an enlarged sectional view. Thecontrol panel 203 and thecontrol part 20 are bonded together at their circumferential parts, with anadhesive material 206. Thecontrol panel 203 forming an upper side and thecontrol part 20 forming a lower side overlap each other at their circumferential parts while maintaining a parallel state therebetween. In this way, thecontrol panel 203 and thecontrol part 20 are in sealing contact with each other at their circumferential parts. -
FIG. 4 is an enlarged sectional view illustrating a junction part between thecontrol panel 203 and thecontrol part 20 of the conventional gaming machine made of a resin, a metal plate or the like. An upper enlarged view shows that thecontrol part 20 is deformed by an abrupt variation in temperature or the like, thereby creating agap 208 between thecontrol panel 203 and thecontrol part 20. A lower enlarged view shows that agap 208 is created between thecontrol panel 203 and thecontrol part 20 due to a scratch, a crack or the like. Since the conventional gaming machine is formed with a resin or a metal plate, the gap is likely to occur due to a deformation by variation in temperature, a scratch, a crack, or the like. Ifdusts 207 enter thegap 208, an unsanitary environment occurs, which may cause a failure in the gaming machine. - On the contrary, in the
slot machine 10 of the present invention, due to heat resistance and wear resistance of the glass material of themain door 13, there is no deformation by heat or a scratch, and thecontrol panel 203 and thecontrol part 20 are continuously in sealing contact with each other at their circumferential parts. Therefore, since no gap is formed between the control panel and the main door, intrusion of, e.g., dusts, water or the like hardly occurs. As a result, cleaning properties of the gaming machine can be improved, and deterioration of the gaming machine can be prevented. - [Construction of Mirror Part 204]
-
FIG. 5 is a sectional view of themirror part 204 when the dimmer glass is in an opaque state. The left side of the drawing indicates the back side of the mirror part 204 (inside the slot machine 10), and the right side of the drawing indicates the front side of the mirror part 204 (outside the slot machine 10). Themirror part 204 is provided with one sheet ofmirror 209 and two sheets ofdimmer glass 210, the two kinds of sheets being parallel with each other. Each of the two sheets ofglass 210 is applied, at their confronting faces, with a transparentconductive film 211, and a polymer layer which contains thereinliquid crystal molecules 212 is interposed therebetween. Theliquid crystal molecules 212 has a property that upon voltage application, they are aligned in the application direction, and upon being aligned, they pass light therethrough. Voltage is applied to the two transparentconductive films 211 from apower source unit 45 through themain CPU 41 which will be described later. Therefore, when adimming switch 213 is turned ON, predetermined voltage is applied between the two transparentconductive films 211. The dimmingswitch 213 is associated with themirror button 200 provided on thecontrol part 20, so that upon pressing themirror button 200, the dimmingswitch 213 is switched ON/OFF. - In
FIG. 5 thedimming switch 213 is in an OFF state. At this time, theliquid crystal molecules 212 are in a misaligned state. When, in this state, lamp light, sun light or the like is incident, incident rays 214 are scattered in random directions by theliquid crystal molecules 212. That is, when the transparentconductive films 211 are not applied with voltage, thedimmer glass 210 is in an opaque state, and themirror part 204 becomes unclear, thereby not forming images thereon. - In
FIG. 6 , the dimmingswitch 213 is in an ON state. At this time, theliquid crystal molecules 212 are aligned in a voltage application direction. When, in this state, light is incident, incident rays 214 go straight directly to themirror 209 without being scattered. That is, when the transparentconductive films 211 are in an voltage-applied state, thedimmer glass 210 is in a transparent state, and the images are formed on themirror part 204, so that a player can use themirror part 204 as a mirror. - [Method of Playing Slot Machine]
- A method of playing the
slot machine 10 having the above-mentioned mechanical construction will now be described. - As shown in
FIG. 7 , theslot machine 10 executes a playing method including steps of randomly selecting ascatter object symbol 181 fromseveral symbols 180, rearranging thesymbols 180 in a display, awarding a payout determined by a combination of thesymbols 180 rearranged on a payline L, and when a predetermined number or more of the scatter objectsymbols 181 are rearranged, setting thescatter object symbol 181 as ascatter symbol 182, notifying contents of a payout determined on the basis of thescatter symbol 182, and awarding the payout. - In addition, the
slot machine 10 executes a playing method including steps of providing a display area (scatter object symbol indicator 163) at a part different from an arrangement area (display windows 151 to 155) where thesymbols 180 are arranged and displaying thescatter object symbol 181 in the display area, and when a predetermined number or more of the scatter objectsymbols 181 are rearranged, notifying that thescatter object symbol 181 is set as ascatter symbol 182. - Here, the “arrangement” means that the
symbols 180 including thescatter symbol 182 are in a state visible by an outside player. In other words, it means a state where thesymbols 180 are displayed in thedisplay windows 151 to 155. The “rearrangement” is meant by arranging thesymbols 180 again after dismissing the arrangement of thesymbols 180. In addition, the “payline L” is for determining a combination of thesymbols 180. In other words, when thesymbols 180 are rearranged on and out of the payline L, determination of a combination is only for thesymbols 180 rearranged on the pay line. When, as a result of the determination for a combination, a winning combination is made, a process of paying out a coin based on the winning combination, or the like, is executed. - In addition, the “
scatter symbol 182” is such a symbol that a condition for making a win is only the arrangement thereof, irrespective of the payline L. In other words, when thescatter symbol 182 is rearranged, a winning is made, and a process of paying out coins in accordance with the number of all thescatter symbols 182 rearranged on and out of the payline L, or the like, is executed. The “scatter object symbol 181” is a symbol functioning as a scatter symbol on condition that a predetermined number or more of the symbols are rearranged. For example, in a case where a scatter object symbol is “BELL” and the number of rearrangement (set threshold) is set to be “3,” when three or more “BELL's are rearranged, it functions as a scatter symbol and when two or less “BELL”s are rearranged, it functions as a regular symbol. In addition, the “symbol 180” means all symbols used in theslot machine 10 and includes thescatter symbol 182 and thescatter object symbol 181. Details of the payline L, thesymbol 180, thescatter symbol 182 and the like will be described later. - [Display Unit 101]
- As shown in
FIG. 8 , theslot machine 10 executing the above playing method includes a display unit 101 (display) which is shown on the lowerimage display panel 16, and agame controller 100. Thedisplay unit 101 is structured to have the payline L and to arrange thesymbols 180 including thescatter symbol 182. In addition, thedisplay unit 101 is structured to provide the scatter object symbol indicator 163 (display area 101 b) at a part different from thedisplay windows 151 to 155 (arrangement area 101 a) where thesymbols 180 are arranged. - The
display unit 101 may have a mechanical structure with a reel device which arranges thesymbols 180 by rotation of a reel, or an electrical structure which arranges thesymbols 180 by an image-displayed video reel. Further, thedisplay unit 101 may be structured by a combination of a mechanical structure (reel) and an electrical structure (video reel). The electrical structure may include a liquid crystal display device, a CRT (cathode-ray tube), a plasma display device, and the like. A detailed structure of thedisplay unit 101 will be described later. - [Game Controller 100]
- As shown in
FIG. 8 , thegame controller 100 is structured to execute a first process of randomly selecting ascatter object symbol 181 fromseveral symbols 180, a second process of rearranging thesymbols 180 in a display, a third process of awarding a payout determined by a combination of thesymbols 180 rearranged on a payline L, and a fourth process of when a predetermined number or more of the scatter objectsymbols 181 are rearranged, setting thescatter object symbol 181 as ascatter symbol 182, notifying contents of a payout determined on the basis of thescatter symbol 182 and awarding the payout. In other words, thegame controller 100 has a first processing unit, a second processing unit, a third process unit and a fourth processing unit. - In addition, the
game controller 100 is structured to execute a fifth process of providing adisplay area 101 b (scatter object symbol indicator 163) at a part different from anarrangement area 101 a (display windows 151 to 155) where thesymbols 180 are arranged and displaying thescatter object symbol 181 in thedisplay area 101 b, and a sixth process of when a predetermined number or more of the scatter objectsymbols 181 are rearranged, notifying that thescatter object symbol 181 is set as ascatter symbol 182. In other words, thegame controller 100 has a fifth processing unit and a sixth processing unit in addition to the first to fourth processing units. - The
game controller 100 includes a scatterobject symbol memory 105 for storing therein the scatter objectsymbols 181, ascatter symbol memory 106 for storing therein ascatter symbol 182, asymbol memory 108 for storing therein all symbols including thescatter symbols 182, and adisplay symbol memory 107 for storing therein the symbols in therespective memories display symbol memory 107 can be accessed by adisplay control unit 102. Thedisplay control unit 102 sets thearrangement area 101 a where thesymbols 180 are arranged and thedisplay area 101 b where the scatter objectsymbols 181 are displayed, at different parts of thedisplay unit 101. In addition, thedisplay control unit 102 reads out thesymbols 180 in thedisplay symbol memory 107 under control of agame executing unit 110, and displays thesymbols 180 in thearrangement area 101 a and the scatter objectsymbols 181 in thedisplay area 101 b. A detailed display state will be described later. - Further, the
game controller 100 is connected to agame start unit 109. Thegame start unit 109 has a function of outputting a game start signal in accordance with a player's operation. Thegame controller 100 includes agame executing unit 110, a combinationpayout determining unit 111, a scatter symbolpayout determining unit 112, and apayout award unit 113. Triggered by a game start signal from thegame start unit 109, thegame executing unit 110 executes a unit game in which symbols are rearranged. The combinationpayout determining unit 111 determines a payout which is determined by a combination of symbols rearranged on the payline in a unit game. The scatter symbolpayout determining unit 112 determines a payout which is determined on the basis of the scatter symbols rearranged on and out of the payline. Thepayout award unit 113 awards the respective payouts determined by the combinationpayout determining unit 111 and the scatter symbolpayout determining unit 112. - In addition, the
game controller 100 has asymbol determining unit 104 that is operated when a game start signal is input from thegame start unit 109. Thesymbol determining unit 104 randomly selectsscatter object symbol 181 fromseveral symbols 180. Thesymbol determining unit 104 outputs thescatter object symbol 181 to a rearrangement-number determining unit 114 and the scatterobject symbol memory 105. The rearrangement-number determining unit 114 sets thescatter object symbol 181 as ascatter symbol 182 when a predetermined number or more of the scatter objectsymbols 181 are rearranged. That is, the rearrangement-number determining unit 114 makes the scatterobject symbol memory 105 transmit thescatter object symbol 181 stored therein to thescatter symbol memory 106, thereby setting it as thescatter symbol 182. - Further, the
game controller 100 includes aninformation output unit 116, and agame information memory 117 connected to theinformation output unit 116. Thegame information memory 117 stores therein background sound data of a sound signal that becomes a background sound of a game, function music data of a sound signal that becomes a function sound representing a game operation state which relates to a player's action, and sample music data of a sound signal that becomes a sample music having the background music and the function music. In addition, thegame information memory 117 stores therein character data associated with thescatter symbol 182, payout-number data, explanation data, and the like, in addition to the above information. - The
information output unit 116 is adapted to read out the data stored in thegame information memory 117 and to output the data as a sound signal to avolume level changer 252. Thevolume level changer 252 can switch a volume level by a switching signal to change the background signal. Thereby, theinformation output unit 116 reads out a variety of data from thegame information memory 117 and outputs the data to thevolume level changer 252, thereby outputting a voice sound, which is formed by overlapping the background sound having the volume level selected on the basis of the switching signal and the function sound, through thevolume amplifier 253 and thespeaker 29. - Each block of the
game controller 100 may be formed by hardware, or may be formed by software, if necessary. - [Operation of Game Controller 100]
- With the above structure, an operation of the
game controller 100 will be described. When a game start signal is output from thegame start unit 109 through an operation of a player, thesymbol determining unit 104 starts a process and thegame executing unit 110 starts a unit game, so that thesymbols 180 are rearranged (second process). Thesymbol determining unit 104 randomly selects ascatter object symbol 181 from thesymbols 180 stored in the symbol memory 108 (first process). The determinedscatter object symbol 181 is stored in the scatterobject symbol memory 105, and also used for a determination process in the rearrangement-number determining unit 114. - The
scatter object symbol 181 stored in the scatterobject symbol memory 105 is output to thedisplay symbol memory 107, and then used for an image process in thedisplay control unit 102, to thereby be displayed in thedisplay area 101 b of thedisplay unit 101. In other words, thegame controller 100 executes the fifth process of providing thedisplay area 101 b at a part different from thearrangement area 101 a where thesymbols 180 are arranged and displaying thescatter object symbol 181 in thedisplay area 101 b. Thereby, the player can easily recognize thescatter object symbol 181 because thescatter object symbol 181 is displayed in thedisplay area 101 b separated from thearrangement area 101 a. - In addition, when the
symbols 180 are rearranged as a unit game is executed, the rearrangement-number determining unit 114 specifies thescatter object symbol 181 among the rearrangedsymbols 180 and calculates a rearrangement-number of thescatter object symbol 181. Then, when the predetermined number or more of the scatter objectsymbols 181 are rearranged, thescatter object symbol 181 is set as ascatter symbol 182. In other words, thescatter object symbol 181 stored in the scatterobject symbol memory 105 is transmitted to thescatter symbol memory 106. Thereby, thescatter object symbol 181 serves as ascatter symbol 182. - In addition, when the
scatter symbol 182 is set, theinformation output unit 116 reads out the character data associated with thescatter symbol 182, the payout-number data, and the explanation data from thegame information memory 117, and then outputs the data to thedisplay control unit 102. Then, contents of a payout which is determined on the basis of thescatter symbols 182 rearranged on and out of the payline L are notified, and the payout is awarded (fourth process). Further, the data is output to thevolume level changer 252, and output as a voice sound from thespeaker 29. - [Display State]
- A specific description will be given to an example of a display state of the
display unit 101 during an operation of theslot machine 10. As shown inFIG. 7 , the description of the display state is based on a structure in which thedisplay unit 101 arranges the symbols with a video-reel manner. - The
display windows 151 to 155 are disposed at a center part of thedisplay unit 101. In thedisplay windows 151 to 155, symbol columns made up ofseveral symbols 180 are scroll-displayed. In addition, each of thedisplay windows 151 to 155 is divided into upper, center andlower stages symbols 180 is stopped (arranged) in each of thestages FIG. 7 , “CHERRY” is stopped in theupper stage 151 a of thedisplay window 151, “ORANGE” is stopped in thecenter stage 151 b of thedisplay window 151, and “BELL” is stopped in thelower stage 151 c of thedisplay window 151. As a consequence, thedisplay windows 151 to 155 display a symbol matrix made up of five columns and three rows. Here, the symbol matrix is not limited to a matrix of five columns and three rows. - The
display unit 101 has the scatterobject symbol indicator 163 as the display area for displaying the scatter objectsymbols 181. The scatterobject symbol indicator 163 is arranged in an upper right part of thedisplay unit 101 so as not to overlap thedisplay windows 151 to 155. Here, the scatterobject symbol indicator 163 may be provided at an arbitrary position on condition that overlapping with thedisplay windows 151 to 155 can be avoided. - A
selection object window 165 is provided below the scatterobject symbol indicator 163. Theselection object window 165 displays a symbol which will be a candidate for thescatter object symbol 181. This enables the player to intuitively recognize that ascatter object symbol 181 is randomly selected among the candidate symbols displayed in theselection object window 165 and then displayed in the scatterobject symbol indicator 163. - In addition, the
display unit 101 has ascatter symbol indicator 171. Thescatter symbol indicator 171 has a basket-like shape, and displays thescatter symbol 182 as a received thing. Thescatter symbol indicator 171 is provided to an upper left corner part of thedisplay unit 101. Here, thescatter symbol indicator 171 may be provided at an arbitrary position on condition that overlapping with thedisplay windows 151 to 155 and the scatterobject symbol indicator 163 can be avoided. - A display state shown in
FIG. 7 illustrates a state where thescatter symbol 182 has been set. To be specific, “ORANGE” is displayed as a received thing in thescatter symbol indicator 171 has been displayed in thescatter object indicator 163, to thescatter symbol 182 and then received therein. This enables the player to intuitively recognize that “ORANGE” has been set as thescatter symbol 182, by seeing the displayed state of thescatter symbol 182. - [Symbol, Combination, and the Like]
- As shown in
FIG. 9 , thesymbols 180 to be displayed in thedisplay windows 151 to 155 of thedisplay unit 101 form columns of symbols each including twenty-two symbols. Each of the symbols forming the columns of symbols is given any one of code numbers 0 to 21. Each of the columns of symbols is formed by a combination of symbols of “JACKPOT 7”, “BLUE 711, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE”, and “APPLE”. - Three successive symbols in the columns of symbols are displayed (arranged) in the upper, center and
lower stages display windows 151 to 155, respectively, so that they constitute a symbol matrix of five columns and three rows. When a 1-BET button 26 or a MAX-BET button 27 is pushed and then aspin button 23 is pushed, the symbols forming the symbol matrix start scrolling. When a predetermined time period elapses after scrolling starts, the respective symbols stop scrolling (rearranged). - Various winning combinations are predetermined with regard to the respective symbols. The winning combination is a combination of symbols stopped on the payline L which brings a player into an advantageous state. The advantageous state means a state where coins corresponding to the winning combination are paid out, the number of paid-out coins is added to a credit, a bonus game is started, and the like.
- Specifically, when a combination of “APPLE” symbol is stopped on the payline L, a bonus is triggered and a gaming state is shifted from a basic game to a bonus game. In addition, when a symbol of “CHERRY” is stopped on the payline L, twenty coins (game medium) are paid out per one bet. When a symbol of “PLUM” is stopped on the payline L, five coins are paid out per one bet.
- A bonus game is a gaming state that is more advantageous than a basic game. In this embodiment, the bonus game is a free game. The free game is a gaming state allowing a player to play a game for a predetermined number of times, without betting a coin. The bonus game is not particularly limited, as long as it is a gaming state advantageous to the player, i.e., it is more advantageous than the basic game. For example, the bonus game may include a state in which more game media can be obtained than in the basic game, a state in which it is possible to obtain a game medium at a higher probability than in the basic game, a state in which a game medium is less consumed than in the basic game, and the like. Specifically, a free game, a second game and the like may be mentioned as examples of the bonus game.
- [Electrical Structure]
- A control unit having the
game controller 100 shown inFIG. 8 is mounted within thecabinet 11. As shown inFIG. 10 , the control unit includes amotherboard 40, a main body PCB (Printed Circuit Board) 60, agaming board 50, a sub CPU, adoor PCB 80, and various switches and sensors. - The
gaming board 50 is provided with a CPU (Central Processing Unit) 51, aROM 55 and aboot ROM 52 which are connected to each other by an internal bus, acard slot 53S corresponding to amemory card 53 and anIC socket 54S corresponding to a GAL (Generic Array Logic) 54. - The
memory card 53 stores a game program and a game system program therein. The game program includes a stop symbol determining program. The stop symbol determining program is a program for determining a symbol (code number corresponding to the symbol) to be stopped on the payline L. The stop symbol determining program includes symbol weight data corresponding to each of several kinds of payout rates (for example, 80%, 84%, 88%). The symbol weight data is data representing a correspondence relation between the code number of each symbol and one or more random numbers belonging to a predetermined numerical range (0 to 256) for each of thedisplay windows 151 to 155. - The payout rate is determined on the basis of data for setting a payout rate which are output from the
GAL 54, and a stop symbol is determined on the basis of the symbol weight data corresponding to the payout rate. - Further, the
memory card 53 stores therein various data used for the game program and the game system program. Specifically, data representing a relationship between thesymbols 180 displayed in thedisplay windows 151 to 155 ofFIG. 1 and random number ranges, and data representing a relationship between set thresholds and random number ranges, and the like, are stored. These data are transmitted to aRAM 43 of themotherboard 40 when executing the game program. - The
card slot 53S is structured to insert and remove thememory card 53 and connected to themotherboard 40 through an IDE bus. Accordingly, it is possible to change a type or contents of a game to be executed in theslot machine 10, by removing thememory card 53 from thecard slot 53S, writing another game program and game system program in thememory card 53 and inserting thememory card 53 into thecard slot 53S. - The game program includes a program relating to a game progress and a program for shifting a gaming state into a bonus game.
- The
GAL 54 is provided with several input and output ports. When the data are input into the input ports, theGAL 54 outputs data corresponding to the input data from the output ports. The data output from the output ports are the data for setting a payout rate described above. - The
IC socket 54S is structured to attach and detach the GAL 54.TheIC socket 54S is connected to themotherboard 40 through a PCI bus. Accordingly, it is possible to change the data for setting a payout rate which is output from theGAL 54, by detaching theGAL 54 from theIC socket 54S, rewriting the program stored in theGAL 54 and then attaching theGAL 54 to theIC socket 54S. - The
CPU 51, theROM 55 and theboot ROM 52, which are connected to each other by the internal bus, are connected to themotherboard 40 through the PCI bus. The PCI bus carries out a signal transfer between themotherboard 40 and thegaming board 50 and supplies power from themotherboard 40 to thegaming board 50. TheROM 55 stores therein nation identification information and an authentication program. Theboot ROM 52 stores therein a preliminary authentication program and a program (boot code) enabling theCPU 51 to execute the preliminary authentication program. - The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication program to be authenticated is not falsified, that is, for authenticating the authentication program.
- The
motherboard 40 is provided with a main CPU 41 (controller), a ROM (Read Only Memory) 42, a RAM (Random Access Memory) 43 and acommunication interface 44. - The
main CPU 41 functions as a game controller for controlling thewhole slot machine 10. In particular, themain CPU 41 carries out a control for outputting a command signal to scroll the symbols of the lowerimage display panel 16 when thespin button 23 is pushed after the credit is bet, a control for determining symbols to be stopped after the symbols are scrolled and a control for stopping the determined symbols in thedisplay windows 151 to 155. - That is, the
main CPU 41 functions as an arrangement controller for, after scrolling several symbols to be displayed in the lowerimage display panel 16, selecting and determining, from several symbols, arrangement symbols for a symbol matrix so as to rearrange them as a new symbol matrix, and executing an arrangement control for stopping scrolling with the symbols thus determined. - The
main CPU 41 functions as thegame controller 100 for executing a first process of randomly selecting ascatter object symbol 181 from thesymbols 180, a second process of rearranging thesymbols 180 on the display, a third process of awarding a payout determined on the basis of thesymbols 180 rearranged on the payline L and a fourth process of when a predetermined number or more of the scatter objectsymbols 181 are rearranged, setting thescatter object symbol 181 as ascatter symbol 182, notifying contents of a payout determined on the basis of thescatter symbol 182 through voice sound and display and awarding the payout. Further, themain CPU 41 functions as thegame controller 100 for executing a fifth process of providing a display area (scatter object symbol indicator 163) at a part different from the arrangement area (display windows 151 to 155) where thesymbols 180 are arranged and displaying thescatter object symbol 181 in the display area and a sixth process of when a predetermined number or more of the scatter objectsymbols 181 are rearranged, notifying that thescatter object symbol 181 is set as ascatter symbol 182. - Further, when receiving a signal from the
mirror switch 200S which will be described later, themain CPU 41 applies voltage from thepower source unit 45 to the transparentconductive films 211 applied onto the dimmer glass via themain body PCB 41. - The
ROM 42 stores a program such as BIOS (Basis Input/Output System) executed by themain CPU 41, and data that are permanently used. When the BIOS is executed by themain CPU 41, each of peripheral devices is initialized, and the game program and the game system program stored in thememory card 53 start to be read out through thegaming board 50. - The
RAM 43 stores therein the data or program which is used when themain CPU 41 carries out a process. For example, in theRAM 43, the scatterobject symbol memory 105, thescatter symbol memory 106, thesymbol memory 108, thedisplay symbol memory 107 shown inFIG. 8 are respectively provided in a data area form. Thescatter object symbol 181 is stored in the data area of the scatterobject symbol memory 105. Thescatter symbol 182 is stored in the data area of thescatter symbol memory 106. Thesymbols 180 are stored in the data area of thesymbol memory 108. Thesymbols 180, the scatter objectsymbols 181 and thescatter symbol 182 are stored in the data area of thedisplay symbol memory 107. - The
communication interface 44 communicates with a host computer and the like through a communication line, which are mounted in the game arcade. The main body PCB (Printed Circuit Board) 60 and thedoor PCB 80 are connected to themotherboard 40 respectively through USBs (Universal Serial Bus). Apower unit 45 is also connected to themotherboard 40. When power is supplied to themotherboard 40 from thepower unit 45, themain CPU 41 of themotherboard 40 is operated and the power is supplied to thegaming board 50 through the PCI bus, so that theCPU 51 is operated. - A device or an apparatus for producing an input signal to be input to the
main CPU 41, and a device or an apparatus whose operation is controlled by the control signal output from themain CPU 41 are connected to themain body PCB 60 and thedoor PCB 80. Themain CPU 41 executes the game program and the game system program stored in theRAM 43, based on the input signal input to themain CPU 41, to carry out an arithmetic process and store a result thereof in theRAM 43, or to transmit a control signal to each device or apparatus as a control process therefor. - Connected to the
main body PCB 60 is alamp 30, a not-shown sub CPU, ahopper 66, acoin sensor 67, agraphic board 68, adimmer glass 210, aspeaker 29, abill validator 22, aticket printer 35, acard reader 36, akey switch 38S, and adata displayer 37. - The
lamp 30 is turned on/off on the basis of the control signal output from themain CPU 41. The sub CPU controls the scroll of symbols in thedisplay windows 151 to 155, and is connected to a VDP (Video Display Processor). The VDP reads out image data of the symbol stored in an image data ROM, produces a scroll image to be displayed in thedisplay windows 151 to 155 and outputs the scroll image in the lowerimage display panel 16. - The
hopper 66 is placed within thecabinet 11 and pays out a predetermined number of coins to thecoin tray 18 from thecoin payout slot 19, based on the control signal output from themain CPU 41. Thecoin sensor 67 is placed within thecoin payout slot 19 and outputs an input signal to themain CPU 41 when it detects that a predetermined number of coins have been paid out from thecoin payout slot 19. - The
graphic board 68 controls an image display in the upperimage display panel 33 and the lowerimage display panel 16, based on the control signal output from themain CPU 41. In addition, thegraphic board 68 is provided with a VDP for producing image data on the basis of the control signal output from themain CPU 41, a video RAM for temporarily storing therein the image data produced by the VDP, and the like. - Based on a signal output from the
mirror switch 200S which will be described later, voltage is applied to the applied transparentconductive films 211 of thedimmer glass 210 from the power source unit via themain CPU 41. - The bill validator 22 reads an image of the bill and accommodates the normal bill in the
cabinet 11. In addition, in accommodating the normal bill, thebill validator 22 outputs an input signal to themain CPU 41, based on an amount of the bill. Themain CPU 41 stores a credit-number, which corresponds to the amount of the bill transmitted by the input signal, in theRAM 43. - The
ticket printer 35 prints a barcode having data encoded thereto, such as credit-number stored in theRAM 43, date and time, identification number of theslot machine 10 and the like, on a ticket, based on the control signal output from themain CPU 41, thereby outputting thebarcoded ticket 39. - The
card reader 36 reads the data from the smart card to transmit it to themain CPU 41, and writes the data into the smart card, based on the control signal output from themain CPU 41. Thekey switch 38S is mounted to thekeypad 38, and outputs an input signal to themain CPU 41 when the player manipulates thekeypad 38. The data displayer 37 displays the data which is read by thecard reader 36 or the data which the player inputs through thekeypad 38, based on the control signal output from themain CPU 41. - The
door PCB 80 is connected to thecontrol panel 20, areverter 21S, acoin counter 21C and acold cathode tube 81. Thecontrol panel 20 is provided with aspin switch 23S corresponding to thespin button 23, achange switch 24S corresponding to thechange button 24, a cash outswitch 25S corresponding to the cash outbutton 25, a 1-BET switch 26S corresponding to the 1-BET button 26 and a MAX-BET switch 27S corresponding to the MAX-BET button 27. Each of theswitches 23S to 27S outputs an input signal to themain CPU 41 when each of the correspondingbuttons 23 to 27 is pushed by a player. - Further, the
mirror switch 200S outputs, to the main CPU via the door PCB, a signal indicative of applying voltage to the transparentconductive films 211 applied to thedimmer glass 210, by a player's pushing operation to thecorresponding mirror button 200. - The
coin counter 21C is mounted in thecoin receiving slot 21 and validates whether a coin, which is inserted in thecoin receiving slot 21 by the player, is normal or not. A coin except the normal coin is discharged from thecoin payout slot 19. In addition, thecoin counter 21C outputs an input signal to themain CPU 41 when it detects a normal coin. - The
coin counter 21C is operated on the basis of the control signal output from themain CPU 41 and distributes a coin, which is recognized as a normal coin by thecoin counter 21C, to a cash box (not shown) orhopper 66 mounted in theslot machine 10. In other words, when thehopper 66 is fully filled with the coins, the normal coin is distributed into the cash box by thereverter 21S. On the other hand, when thehopper 66 is not fully filled with the coins, the normal coin is distributed into thehopper 66. Thecold cathode tube 81 functions as a backlight mounted to rear sides of the lowerimage display panel 16 and the upperimage display panel 33, and is turned on based on the control signal output from themain CPU 41. - [Processing Operation: Scenes of Executing Game]
- Next, a process executed in the
slot machine 10 will be described. When themain CPU 41 reads out and executes the game program, a game is started. As shown inFIG. 11 , in the game executing process, whether a coin is bet or not is determined (S10). In this process, whether an input signal from the 1-BET switch 26S, due to a push of the 1-BET button 26, is received or not is determined, and in addition whether an input signal from the MAX-BET switch 27S, due to a push of the MAX-BET button 27, is received or not is determined. When the coin is not bet (S10, NO), the step of S10 is re-executed and it is under standby state until a coin is bet. - When the coin is bet (S10, YES), the credit-number stored in the
RAM 43 is subtracted, correspondingly to the number of coins bet (S11). Meanwhile, if the number of coins bet is larger than the credit-number stored in theRAM 43, the process of subtracting the credit-number is not executed, and the step of S11 is re-executed. In addition, if the number of coins bet is above the upper limit (50 pieces in this embodiment) bettable per one game, the process of subtracting the credit-number is not executed, and a step of S12 is carried out. - Next, whether the
spin button 23 is ON or not is determined (S12). When thespin button 23 is not ON (S12, NO), the procedure is returned to the step of S10. When thespin button 23 has not been ON (for example, when thespin button 23 is not ON and a command to end the game is input), the subtraction result in the step of S11 is cancelled. - On the other hand, when the
spin button 23 is ON (S12, YES), a symbol determining process is executed (S13). In other words, a stop symbol determining program stored in theRAM 43 is executed, so that thesymbols 180 which will be stopped in the fifteen respective stages of thedisplay windows 151 to 155 are determined. Thereby, a combination of symbols to be stopped on the payline L is determined. - Then, the
symbols 180 of thedisplay windows 151 to 155 are scroll-displayed (S14). In the mean time, the scroll process is such that thesymbols 180 are scrolled in an arrow direction and then thesymbols 180 determined in the step of S13 are stopped (rearranged) in thedisplay windows 151 to 155. - After that, a scatter object symbol determining process is executed (S15) In other words, a
scatter object symbol 181 is randomly determined from thesymbols 180 of “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE”, and “APPLE.” Then, the determinedscatter object symbol 181 is displayed in the scatterobject symbol indicator 163. - When the scroll of the
symbols 180 is stopped, a rearrangement-number of thescatter object symbol 181 is acquired (S16). Then, whether the rearrangement-number is equal to or greater than a set threshold, or not is determined (S17). When the rearrangement-number is equal to or greater than a set threshold (S17, YES), thescatter object symbol 181 is set as ascatter symbol 182. Specifically, thescatter object symbol 181 is displayed as a received thing in thescatter symbol indicator 171, through a series of operations of moving thescatter object symbol 181 from thescatter object indicator 163 to thescatter symbol indicator 171 to be received therein (S18). - After that, a
character 251 is displayed between thescatter symbol indicator 171 and the scatterobject symbol indicator 163 and a speech bubble representing speech contents of thecharacter 251 is displayed. In addition, the speech contents of thecharacter 251 are output with a voice sound. Specifically, an original explanation image of “ORANGE has become a scatter symbol” is displayed in the speech bubble and is voice-output (S19). - After that, a payout process is carried out. In other words, a payout-number of coins based on a winning combination and a payout-number of coins based on the display number of the
scatter symbols 182 are summed. Then, when storing the coins to be paid out, a predetermined number of credits is added to a credit value that is stored in theRAM 43. In the mean time, when paying out the coins, a control signal is transmitted to thehopper 66, so that a predetermined number of coins is paid out (S20). - In the mean time, when the rearrangement number is not equal to or greater than a set threshold (S17, NO), whether a combination of the
symbols 180 stopped on the payline L is a winning combination or not is determined (S23). When it is not a winning combination (S23, NO), the combination is neither thescatter symbol 182 nor a winning combination. This means a blank, so that this routine is ended. - In the mean time, when the combination is a winning combination (S23, YES), the step of S20 is executed. After that, whether a bonus trigger is made as the winning combination, or not is determined. In other words, whether a combination of “APPLE” is arranged on the payline L or not is determined (S21). When it is determined that a bonus trigger is made (S21, YES), a bonus game process is executed (S22). Here, in the
slot machine 10 according to the first embodiment of the invention, themain door 13 is formed with the dimmer glass, and thelamp 202 is attached to the inside of the effect-producingpart 34 of themain door 13. Therefore, when a game process is executed, the lamp can be lightened from the inside of the main door using the transparency of the glass material. This provides an effect of making a player feel as if thewhole slot machine 10 emits light, so that the player enjoys a game more cheerfully. Meanwhile, when a bonus trigger is not made (S21, NO), this means a lose, so that this routine is ended. - In the executing scenes of a game by a player, when the player bets a coin, there is often the case where the player is totally absorbed in his/her game and thus inserts the coin toward the wrong position so that the coin comes into collision with another place. Further, there is also another case where a player may bring a metal article such as his/her mobile phone, key or the like into contact with the cabinet such as the main door or the like by mistake, thereby damaging the cabinet. Even if the player gives attention to such accidental contacting, the player sweats on his/her hands during playing his/her game, so that the metal article is sled out of his/her hands, possibly scratching the cabinet. At this time, in the case of the
conventional gaming machine 10 made of a resin or metal plate, a scratch by the metal article such as a coin, a key or the like is likely to occur, and if dusts enter the scratch, it is bad for appearance and sanitation. However, in theslot machine 10 according to the first embodiment of the invention, since themain door 13 is formed with the dimmer glass, there is an effect that such a scratch hardly occurs due to wear resistance of the glass material. - Further, during player's enthusiastic gaming, there is often the case where dusts from his/her cloth are severely scattered, and where drink is spilt over the gaming machine. Such a foreign matter may frequently enter, in particular, the gap of the
control part 20 contacted by a player. In the case of theconventional slot machine 10 made of a resin or metal plate, such a foreign matter enters a gap between members so that it is bad for the sanitation, and if the foreign matter intrudes into the inside, a failure is caused to the slot machine. On the other hand, in theslot machine 10 according to the first embodiment of the invention, themain door 13 is an integrally-formed glass material, and thecontrol panel 203 and thecontrol part 20 of themain door 13 overlap each other and are in contact with each other at their circumferential parts while maintaining a parallel state therebetween. Further, since the glass material has no deformation by heat and a scratch, there is no gap between thecontrol panel 203 and thecontrol part 20. Thus, since there is no space into which a foreign matter enters, the cleanness is improved and the deterioration does not occur well. - Further, when a player is a female player, there is often the case where when she wants to refresh her make-up, she cannot leave her seat because she meets a chance game such as a bonus game. In this case, by pushing the
mirror button 200, the main door, which has been in an opaque state, becomes transparent by the dimmer glass, so that the mirror appears on themirror part 204. Then, since she can refresh her make-up during playing game, there is no need to stand up from her seat to see the mirror. Furthermore, even if the cosmetics are spilt over the machine, discoloring can be prevented because of chemical resistance of the glass material. As a result, the gaming machine can be used in a cleaned state for a long time. - A gaming machine and a cabinet thereof according to a second embodiment will now be described. Similarly to in the first embodiment, the second embodiment describes a
slot machine 10 as an example, not limiting. The same numerals are attached to the same elements as in the first embodiment, and detailed description thereof will be omitted. Further, description on similar construction and operations as those in the first embodiment will also be omitted. - A difference of the second embodiment from the first embodiment is that the glass material of the
main door 13 is the phosphorescent glass. -
FIG. 12 is a view for explaining a state where theslot machine 10 of the second embodiment of the invention is lighting at night due to the phosphorescent glass. In the second embodiment,numbers 221 of therespective gaming machines 10, “NO. 10”, “NO. 11” . . . , which are formed with the phosphorescent glass, are provided at portions corresponding to themirror part 204 of the first embodiment. Here, the phosphorescent glass has a property that upon reception of light including ultraviolet ray, a part of energy of light is accumulated in the glass, so that it continuously emits light for a long time without receiving light. Using such a property, in the daytime, light from a lamp in a game arcade and sun light are accumulated, while in the nighttime, the light accumulated in the daytime is emitted, so that it can light brightly even at night. In the second embodiment of the invention, by forming thegaming machine number 221 with the phosphorescent glass, as shown inFIG. 12 , thegaming machine number 221 can keep lighting by itself even at night. Therefore, the gaming machine easily falls under a security guard's observation, so that it can be securely protected. Further, the gaming machine can light brightly even at night without consuming electric power. - Although, in the second embodiment of the
slot machine 10 of the invention, a part (the gaming machine number) of the main door is formed with the phosphorescent glass, the invention is not limited thereto. It may also be possible that the whole main door is formed with a phosphorescent glass. In this case, since the whole main door lights at night, it can light a game arcade more brightly. - In the detailed description provided in the first and second embodiments above, characteristic parts have mainly been described in order that the present invention can be understood more easily. However, the present invention is not limited to the first and second embodiments shown in the detailed description provided above, and may be applied to other embodiments. The scope of application of the present invention should be construed as broadly as possible. Terms and phraseologies adopted in the present specification are for correctly illustrating the present invention, not for limiting. It would be easy for those skilled in the art to derive, from the spirit of the invention described in the present specification, other structures, systems, methods and the like which are included in the spirit of the invention. Accordingly, it should be considered that claims cover equivalent structures, too, without departing from the technical idea of the present invention. An object of the abstract is to enable an intellectual property office, general public institutions, persons belonging to the art but not familiar with patent, legal terms, or technical terms to quickly understand technical contents and essences of the present invention through a simple research. Therefore, the abstract is not intended to limit the scope of the invention that should be evaluated by the claims. In addition, it is desirable to sufficiently refer to already-disclosed documents and the like, in order to fully understand the objects and effects of the present invention.
- The detailed description provided above includes a processing which is executed on a computer or a computer network. The descriptions and expressions provided above are given for the purpose of allowing those skilled in the art to understand the invention most effectively. In the specification, respective steps used to induce one result, or blocks having a predetermined processing function should be understood as a processing having no self-contradiction. In addition, in each step or block, an electrical or magnetic signal is transmitted/received, recorded, and the like. In a processing in each step or block, such a signal is embodied in the form of a bit, a value, a symbol, a character, a term, a number, and the like. However, it should be noted that they have been used simply because they are convenient for explanations. A processing in each step or block has sometimes been described using an expression which is common to a human behavior. However, in principle, the processing described in the specification is executed by a variety of devices. In addition, other structures necessary for each step or block are apparent from the above description.
Claims (5)
1. A gaming machine comprising:
a device that executes a game;
a display that displays thereon an effect image of the game executed by the device;
a control panel having a button disposed thereon which outputs to the device a command on the game by a player's control;
a main door that is provided with the display and the control panel; and
a box that receives the device and supports the main door,
wherein at least the main door is made of a glass material.
2. The gaming machine according to claim 1 , wherein:
the main door has an attaching hole to which the button is attached; and
the control panel and the attaching hole overlap each other and are in contact with each other at their circumferential parts while maintaining a parallel state therebetween, in such a manner that the control panel locates on an upper side and the attaching hole locates on a lower side.
3. The gaming machine according to claim 1 , wherein a lighting lamp is provided inside the main door.
4. The gaming machine according to any one of claims 1 to 3, wherein the glass material is a dimmer glass, and a mirror is provided on a lower face of the dimmer glass.
5. The gaming machine according to any one of claims 1 to 3, wherein the glass material is a phosphorescent glass.
Priority Applications (1)
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US12/174,862 US20090181750A1 (en) | 2008-01-11 | 2008-07-17 | Gaming Machine Having Glass Cabinet |
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US2048308P | 2008-01-11 | 2008-01-11 | |
US12/174,862 US20090181750A1 (en) | 2008-01-11 | 2008-07-17 | Gaming Machine Having Glass Cabinet |
Publications (1)
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US20090181750A1 true US20090181750A1 (en) | 2009-07-16 |
Family
ID=40851135
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US12/174,862 Abandoned US20090181750A1 (en) | 2008-01-11 | 2008-07-17 | Gaming Machine Having Glass Cabinet |
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JP (1) | JP2009165804A (en) |
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CN108139663A (en) * | 2016-03-03 | 2018-06-08 | 萨利赫·伯克·伊尔汉 | Smile mirror |
EP3738654A4 (en) * | 2018-01-11 | 2021-11-03 | Sekisui Chemical Co., Ltd. | Game machine and effect producing method for game machine |
US20220139175A1 (en) * | 2020-11-03 | 2022-05-05 | Bank Of America Corporation | Detecting unauthorized activity related to a computer peripheral device by monitoring voltage of the peripheral device |
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JP2011104015A (en) | 2009-11-13 | 2011-06-02 | Universal Entertainment Corp | Gaming machine |
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US7578444B2 (en) * | 2004-10-29 | 2009-08-25 | Symbol Technologies Inc | Methods and apparatus for dynamic signal processing |
US7296744B2 (en) * | 2004-12-08 | 2007-11-20 | Symbol Technologies, Inc. | Swipe imager scan engine |
US20080009339A1 (en) * | 2006-07-10 | 2008-01-10 | Butrico Pat | Gaming Table And Method For Use Thereof With Gaming Chips Incorporating An Electronic Microchip |
US20090075717A1 (en) * | 2007-09-18 | 2009-03-19 | Wms Gaming Inc. | Wagering game with modified award expected value |
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US10423060B2 (en) * | 2016-03-03 | 2019-09-24 | Salih Berk Ilhan | Smile mirror |
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US20220139175A1 (en) * | 2020-11-03 | 2022-05-05 | Bank Of America Corporation | Detecting unauthorized activity related to a computer peripheral device by monitoring voltage of the peripheral device |
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