US20110250947A1 - Gaming machine - Google Patents

Gaming machine Download PDF

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Publication number
US20110250947A1
US20110250947A1 US13080848 US201113080848A US2011250947A1 US 20110250947 A1 US20110250947 A1 US 20110250947A1 US 13080848 US13080848 US 13080848 US 201113080848 A US201113080848 A US 201113080848A US 2011250947 A1 US2011250947 A1 US 2011250947A1
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game
payout
displayed
selected
number
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Abandoned
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US13080848
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Daisyun OKAMOTO
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Universal Entertainment Corp
Aruze Gaming America Inc
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Universal Entertainment Corp
Aruze Gaming America Inc
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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports or amusements, e.g. casino games, online gambling or betting
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes

Abstract

One of values 0 to 9 is associated with each of ten turnips 240 a to 240 j displayed on a lower image display panel 141, and one of these turnips is selected. When the turnip 240 h is selected, for example, the value associated with the selected turnip 240 h is displayed in a one's place 241 displayed on the lower image display panel 141, as a payout-related value. This operation is repeated for a predetermined number of times for the tens place and the hundreds place When the three-digit number (“7”, “5”, and “1”) are determined, the numbers “8”, “2”, “4”, “0”, “3”, and “9” corresponding to the non-selected turnips 240 a , 240 b , 240 d , 240 e , 240 f , 240 g, and 240 j are displayed. Then a credit calculated by multiplying the determined three-digit numbers “751” by a line bet is paid out.

Description

    CROSS REFERENCE TO RELATED APPLICATION
  • The present application claims priority from Japanese Patent Application No. 2010-090654, which was filed on Apr. 9, 2010, the disclosure of which is herein incorporated by reference in its entirety.
  • BACKGROUND OF THE INVENTION
  • The present invention relates to a gaming machine.
  • Amongst the already-known gaming machines such as slot machines is a gaming machine that awards a bonus when a predetermined condition is met (e.g. when a bonus symbol is stop-displayed). For example, there has been a gaming machine which awards game media such as coins or the like, or a gaming machine which runs a special game such as a free game, when the predetermined condition is met.
  • Of these gaming machines that award a bonus is a gaming machine including a plurality of bonuses, from which one bonus is selected and awarded, when a player operates a button or the like on the input device (e.g. Patent Document 1).
  • PRIOR ART DOCUMENTS Patent Documents
    • [Patent Document 1] Specification of U.S. Patent Application No. 2009/0104973
    • [Patent Document 2] Specification of U.S. Pat. No. 7,578,736B2
    SUMMARY OF THE INVENTION
  • In the above mentioned gaming machine having a plurality of bonuses, a player while playing the game usually is very much interested in the types of bonuses and selection of the bonuses.
  • In view of this, an object of the present invention is to provide a gaming machine and a control method thereof providing a new entertainment characteristic, by adding a new characteristic in relation to selection of the plurality of bonuses.
  • The present invention to achieve the object is as follows.
  • Namely, a gaming machine of the present invention includes: a symbol display device capable of variably displaying a plurality of symbols; an input device that allows an input of an instruction related to a game; a controller programmed to execute the following processes of: (m1) running a base game which variably displays the symbols on the symbol display device and stop-displays the symbols thereafter; (m2) in the base game run in (m1), providing a mini game in which a payout is variable, when symbols instructing to award the mini game are stop-displayed; (m3) in the mini game awarded in (m2), displaying a plurality of images of options; (m4) associating the images of the options displayed in (m3) with values randomly sampled from a predetermined numerical range, respectively; (m5) receiving by the input device an input of selection of one of the options displayed in (m3); (m6) displaying the value associated with the image of the option selected in (m5), as a payout-related value used for determining the payout; (m7) repeating the steps (m5) and (m6) for a predetermined number of times; (m8) after (m7), displaying the values associated with the options which are not selected in (m7); (m9) awarding the payout based on the payout-related values determined in (m7).
  • According to the arrangement (1), in the mini game, the images of the options displayed in (m3) are associated with values randomly sampled from a predetermined numerical range, respectively. Then the value associated with the image of the option selected in (m5) is displayed as a payout-related value used for determining the payout, and this operation is repeated for a predetermined number of times. After the selection is repeated for the predetermined number of times, the values associated with the options which are not selected in (m7) are displayed. Then a payout is awarded based on the values related to the selected options. According to this arrangement, since a value randomly sampled from a predetermined numerical range is associated with each of the images of the options before the selection of one of the images of the options, it becomes possible to produce an effect in such a way that a payout is flexibly changed in accordance with the degree of involvement of the player, as compared to games in which a payout is awarded irrespective of the involvement by players, such as mini games in which a value related to the payout is unchanged no matter which one of images of options is selected. In other words, a player is able to play not a (deterministic) game in which a payout-related value is predetermined but a (flexible) game in which the player is allowed to freely select a payout-related value. Furthermore, after (m7), the numbers corresponding to the images of the options which were not selected in (m7) are displayed for the player. This clearly demonstrates for the player that a value randomly sampled from a predetermined numerical range is associated with each of the images of the options in advance before the selection of one of the images of the options. In other words, the arrangement above allows the player to be delighted or dismayed with his/her selection, each time one of the numbers corresponding to the images of the options not selected in (m7) is displayed.
  • Further, the present invention is as follows.
  • (2) Namely, the gaming machine described in the above (1) is adapted so that, a plurality of pay lines associated with the symbol display device are provided, the input device is able to receive betting corresponding to the number of pay lines, and the controller is programmed to execute the following steps of: in the base game run in (m1), awarding a payout based on a combination of the symbols stopped on the pay lines thus bet; and repeating the step (m7) for a predetermined number of times if the number of pay lines thus bet is equal to or larger than a predetermined number, or repeating the step (m7) for a number of times smaller than the number of times determined in advance in (m7) if the number of pay lines thus bet is smaller than the predetermined number.
  • According to this arrangement, the player is allowed to select the images of the options for a predetermined number of times if the number of pay lines thus bet is not smaller than a predetermined number, but the player is allowed to select the images of the options for only a number of times smaller than the predetermined number of times when the number of pay lines thus bet is smaller than the predetermined number. In other words, a player who bets a predetermined amount or more to increase the number of pay lines in the gaming machine increases an expectation value for a payout awarded in the mini game as compared to a player who bets an amount smaller than the predetermined amount.
  • Further, the present invention is as follows.
  • (3) Namely, a gaming machine of the present invention includes: a symbol display device capable of variably displaying a plurality of symbols; an input device that allows an input of an instruction related to a game; a controller programmed to execute the following processes of: (n1) running a base game which variably displays the symbols on the symbol display device and stop-displays the symbols thereafter; (n2) when the symbols stop-displayed in the base game run in (n1) includes a plurality of specific symbols, enabling the input device to accept an input related to selection of any of the specific symbols stop-displayed; (n3) determining whether or not the specific symbol selected in (n2) is a symbol that causes occurrence of a pick-up bonus game; (n4) when the symbol is determined as to be a symbol that causes occurrence of a pick-up bonus game in (n3), enabling the input device to accept an input of selection of any of a plurality of selectable objects displayed on the symbol display device; (n5) when the object selected in (n4) indicates awarding of a mini game, displaying images of a plurality of options displayed; (n6) associating a value randomly selected from a predetermined numerical range with each of the images of the options displayed in (n5); (n7) receiving, by the input device, an input of selection of one of the images of the options displayed in (n5); (n8) displaying the value associated with the image of the option selected in (n7), as a payout-related value used for determining the payout; (n9) repeating the steps (n7) and (n8) for a predetermined number of times; (n10) after (n9), displaying the values associated with the options which are not selected in (n9); (n11) awarding the payout based on the payout-related values determined in (n9).
  • According to the arrangement above, when the object selected in the pickup bonus game is an object that relates to awarding of a mini game, a value randomly selected from a predetermined numerical range is associated with each of the images of the options displayed in (n5). Then the value associated with the image of the option selected in (n7) is displayed as a payout-related value used for determining the payout, and this operation is repeated for a predetermined number of times. After the selection is repeated for the predetermined number of times, the values associated with the options which are not selected in (n9) are displayed. Then a payout is awarded based on the values related to the selected options. According to this arrangement, since a value randomly sampled from a predetermined numerical range is associated with each of the images of the options before the selection of one of the images of the options, it becomes possible to produce an effect in such a way that a payout is flexibly changed in accordance with the degree of involvement of the player, as compared to games in which a payout is awarded irrespective of the involvement by players, such as mini games in which a value related to the payout is unchanged no matter which one of images of options is selected. In other words, a player is able to play not a (deterministic) game in which a payout-related value is predetermined but a (flexible) game in which the player is allowed to freely select a payout-related value. Furthermore, after (n9), the numbers corresponding to the images of the options which were not selected in (n9) are displayed for the player. This clearly demonstrates for the player that a value randomly sampled from a predetermined numerical range is associated with each of the images of the options in advance before the selection of one of the images of the options. In other words, the arrangement above allows the player to be delighted or dismayed with his/her selection, each time one of the numbers corresponding to the images of the options not selected in (n9) is displayed.
  • Further, the present invention is as follows.
  • (4) Namely, the gaming machine described in the above (3) is adapted so that: a plurality of pay lines are associated with the symbol display device, the input device is able to receive bets corresponding to the number of the pay lines, and the controller is programmed to execute the following steps of: in the base game run in (n1), awarding a payout based on the symbols stopped on the pay lines thus bet; and (n12) repeating the step (n9) for a predetermined number of times if the number of pay lines thus bet is equal to or larger than a predetermined number in (n9), or repeating the step (n9) for a number of times smaller than the predetermined number of times if the number of pay lines thus bet is smaller than the predetermined number.
  • According to this arrangement, the player is allowed to select the images of the options for a predetermined number of times if the number of pay lines thus bet is not smaller than a predetermined number, but the player is allowed to select the images of the options for only a number of times smaller than the predetermined number of times when the number of pay lines thus bet is smaller than the predetermined number. In other words, a player who bets a predetermined amount or more to increase the number of pay lines in the gaming machine increases an expectation value for a payout awarded in the mini game as compared to a player who bets an amount smaller than the predetermined amount.
  • Further, the present invention is as follows.
  • (5) Namely, the gaming machine described in the above (4) is adapted so that: the controller is programmed to execute the following steps of: (n13) in (n12), displaying the values associated with the images of the options selected in (n9) in order in a one's place, a ten's place, and a hundred's place; (n14) when the number pay lines thus bet is smaller than the predetermined number, displaying “0” in advance in the largest place in (n13); and (n15) awarding a payout based on the values displayed in order in (n13).
  • According to the arrangement above, a player who bets a predetermined amount or more to increase the number of pay lines in the gaming machine increases an expectation value for a payout awarded in the mini game as compared to a player who bets an amount smaller than the predetermined amount, because the number of digits of the value related to the payout in the mini game is increased. For example, when the predetermined number of times is three, three digits are provided for a payout-related value used for determining the payout when the number of pay lines bet by the player is not smaller than a predetermined number. On the other hand, only two digits are provided for a payout-related value used for determining the payout when the number of pay lines bet by the player is smaller than a predetermined number. With the arrangement above, a payout based on a three-digit value is obtained in the former case, whereas a payout obtained in the latter case is based only on a two-digit value. As such, an advantageous mini game is awarded for a player who bets a predetermined amount or more on the gaming machine to increase the number of pay lines.
  • Further, the present invention is as follows.
  • (6) Namely, the gaming machine described in the above (3) is adapted so that: the controller is programmed to execute the following steps of: (n15) when the object selected in (n4) is an object that increases an expectation value for a payout awarded in the pick-up bonus game, raising the expectation value for the payout to be awarded in (n11).
  • According to the arrangement above, when the object selected is an object that increases an expectation value for a payout awarded in the pick-up bonus game, the expectation value for the payout in the mini game is increased. That is, when the expectation value of a payout is increased, the player is given more chances for a greater payout than a case of not selecting the object for increasing the expectation value of a payout to be awarded in the pick-up bonus game.
  • This enables provision of greater satisfaction to the player. Further, it is possible to cause the player to expect an occurrence of such a state where the expectation value of a payout is increased.
  • Further, the present invention is as follows.
  • (7) Namely, a gaming machine of the present invention includes: a symbol display device capable of variably displaying a plurality of symbols; an input device that allows an input of an instruction related to a game and a bet; and a controller programmed to execute the following processes of: (o1) running a base game which variably displays the symbols on the symbol display device and stop-displays the symbols thereafter; (o2) in the base game run in (o1), providing a mini game in which a payout is variable, when symbols instructing to award the mini game are stop-displayed; (o3) in the mini game awarded in (o2), displaying a plurality of images of options; (o4) associating a value randomly selected from a numerical range of 0 to 9 with each of the images of the options displayed in (o3); (o5) receiving, by the input device, an input of selection of one of the images of the options displayed in (o3); (o6) repeating the step (o5) for a predetermined number of times if a value bet by the input device is equal to or larger than a predetermined number, or repeating the step (o5) for a number of times smaller than the predetermined number of times if the bet value is smaller than the predetermined number; (o7) in (o6), displaying the values associated with the images of the options selected in (o5) in order in a one's place, a ten's place, and a hundred's place; (o8) after (o7), displaying the values associated with the options which are not selected in (o6); (o9) awarding a payout based on the values displayed in order in (o7).
  • According to the arrangement above, a player who bets a predetermined amount or more in the gaming machine increases an expectation value for a payout as compared to a player who bets an amount smaller than the predetermined amount, because the number of digits of the value related to the payout in the mini game is increased. For example, when the predetermined number of times is three, three digits are provided for a payout-related value used for determining the payout when the number of pay lines bet by the player is not smaller than a predetermined number. On the other hand, only two digits are provided for a payout-related value used for determining the payout when the number of pay lines bet by the player is smaller than a predetermined number. With the arrangement above, a payout based on a three-digit value is obtained in the former case, whereas a payout obtained in the latter case is based only on a two-digit value. As such, an advantageous mini game is awarded for a player who bets a predetermined amount or more on the gaming machine to increase the number of pay lines.
  • Further, the present invention is as follows.
  • (8) Namely, the gaming machine described in the above (7) is adapted so that: the controller is programmed to execute the following step of: when the bet value is smaller than the predetermined number in (o6), displaying “0” in advance in the largest place in (o7).
  • According to the arrangement above, when the player does not bet a predetermined amount or more, the value “0” is displayed in advance in the largest place, when the values associated with the selected turnips are displayed in order in the one's place, the ten's place, and the hundred's place. This clearly and visually shows that a player who bets a predetermined amount or more on the gaming machine is able to receive a more advantageous payout.
  • Further, the present invention is as follows.
  • (9) Namely, a gaming machine of the present invention includes: a symbol display device capable of variably displaying a plurality of symbols; an input device that allows an input of an instruction related to a game; a controller programmed to execute the following processes of: (f1) running a base game which variably displays the symbols on the symbol display device and stop-displays the symbols thereafter; (f2) when the symbols stop-displayed in the base game run in (f1) includes a plurality of specific symbols, enabling the input device to accept an input related to selection of any of the specific symbols stop-displayed; (f3) determining whether or not the specific symbol selected in (f2) is a symbol that causes occurrence of a pick-up bonus game; (f4) when the symbol is determined as to be a symbol that causes occurrence of a pick-up bonus game in (f3), enabling the input device to accept an input of selection of any of a plurality of selectable objects displayed on the symbol display device; (f5) when the object selected in (f4) is an object that relates to awarding of a mini game, enabling the input device to accept an input related to selection of any of a plurality of options displayed; (f6) when any of the options is selected in (f5), sampling a random number ranging from 0 to 9; (f7) repeating (f5) to (f6) a predetermined number of times; (f8) after repeating the processes a predetermined number of times in (f7), aligning random numbers sampled sequentially from the one's place; and (f9) awarding a payout corresponding to a value which is a series of numbers aligned in (f8).
  • In the above structure, when the object selected in the pick-up bonus game is an object related to awarding of a mini game, a selection of any one of the plurality of options displayed is received, and then a random number is sampled. The above selection is repeated a predetermined number of times, and the random numbers sampled are sequentially aligned from the one's place to form a series of numbers. Then, a payout corresponding to a value which is the series of numbers is awarded. Thus, the player is able to play the mini game while being excited for an increase in the payout every time he/she makes his/her selection. The above structure therefore significantly enhances the player's expectation for the payout in the mini game.
  • Further, the present invention is as follows.
  • (10) Namely, the gaming machine described in the above (9) is adapted so that: the controller is programmed to execute the following steps of: (f10) when the object selected in (f4) is an object that increases an expectation value for a payout awarded in the pick-up bonus game, raising the expectation value for the payout to be awarded in (f9).
  • In the above structure, when the object selected is an object that increases an expectation value for a payout awarded in the pick-up bonus game, the expectation value for the payout in the mini game is increased. That is, when the expectation value of a payout is increased, the player is given more chances for a greater payout than a case of not selecting the object for increasing the expectation value of a payout to be awarded in the pick-up bonus game.
  • This enables provision of greater satisfaction to the player. Further, it is possible to cause the player to expect an occurrence of such a state where the expectation value of a payout is increased.
  • According to the present invention, there is provided a gaming machine with a new type of entertainment characteristics.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is an explanatory diagram outlining a game in a slot machine of an embodiment of the present invention.
  • FIG. 2 is an explanatory diagram outlining the game in the slot machine of the embodiment of the present invention.
  • FIG. 3 is a view illustrating a function flow of the gaming machine according to the present invention.
  • FIG. 4 is a view illustrating a gaming system including the slot machine according to the present embodiment.
  • FIG. 5 is a view illustrating the overall configuration of the slot machine according to the present embodiment.
  • FIG. 6 shows a control panel of the slot machine according to the present embodiment.
  • FIG. 7 is a block diagram illustrating an internal configuration of the slot machine according to the present embodiment.
  • FIG. 8 shows a base game symbol table according to the present embodiment.
  • FIG. 9 shows pay lines displayed on a lower image display panel of the slot machine according to the present embodiment.
  • FIG. 10 shows paylines according to the present embodiment.
  • FIG. 11 is a view illustrating a flowchart of a main control process in the slot machine according to the present embodiment.
  • FIG. 12 shows an exemplary image displayed on the lower image display panel of the slot machine according to the present embodiment.
  • FIG. 13 is a view illustrating a flowchart of a coin-insertion/start-check process in the slot machine according to the present embodiment.
  • FIG. 14 is a view illustrating a flowchart of a progressive-related process in the slot machine according to the present embodiment.
  • FIG. 15 is a view illustrating a flowchart of a rescue-related process in the slot machine according to the present embodiment.
  • FIG. 16 is a view illustrating a flowchart of a symbol random-determination process in the slot machine according to the first embodiment of the present invention.
  • FIG. 17 is a view illustrating a flowchart of a symbol display control process in the slot machine according to the present embodiment.
  • FIG. 18 is a view illustrating a flowchart of a payout amount determination process in the slot machine according to the present embodiment.
  • FIG. 19 is a view illustrating a flowchart of a rescue check process in the slot machine according to the present embodiment.
  • FIG. 20 is a view illustrating a flowchart of a rescue selection process in the slot machine according to the present embodiment.
  • FIG. 21 is a view illustrating a flowchart of a free game process in the slot machine according to the present embodiment.
  • FIG. 22 shows an exemplary free game image displayed on the lower image display panel of a slot machine according to the present embodiment.
  • FIG. 23 shows a flowchart of the Three Little Pigs bonus game process in the slot machine according to the present embodiment.
  • FIG. 24 is a view illustrating a flowchart of the Piggy, Barrel and Wolf game process in the slot machine according to the present embodiment.
  • FIG. 25 shows an exemplary image of the Piggy, Barrel and Wolf game displayed on the lower image display panel of the slot machine according to the present embodiment.
  • FIG. 26 shows a flowchart of a pick-up bonus game process in the slot machine according to the present embodiment.
  • FIG. 27 shows a flowchart of a stick house stage process in the slot machine according to the present embodiment.
  • FIG. 28 shows a flowchart of a brick house stage process in the slot machine according to the present embodiment.
  • FIG. 29, A is a view showing a selection screen prompting selection of one little pig's nose displayed on the lower image display panel of the slot machine according to the present embodiment. B shows a benefit table containing benefits associated with the little pig's noses to be selected in the pick-up bonus game process and the stick house stage. C shows a benefit table containing benefits associated with the little pig's noses to be selected in the brick house stage.
  • FIG. 30 is a view illustrating a flowchart of a “Turnip Harvesting” game process (straw house version) in the slot machine according to the present embodiment.
  • FIG. 31 shows an exemplary image of the “Turnip Harvesting” game (straw house version) displayed on the lower image display panel of the slot machine of the first embodiment according to the present embodiment.
  • FIG. 32 is a view illustrating a flowchart of a “Turnip Harvesting” game process (stick house version) in the slot machine according to the present embodiment.
  • FIG. 33 shows an exemplary image of the “Turnip Harvesting” game (stick house version) displayed on the lower image display panel of the slot machine according to the present embodiment.
  • FIG. 34 is a view illustrating a flowchart of a “Turnip Harvesting” game process (brick house version) in the slot machine according to the present embodiment.
  • FIG. 35 shows an exemplary image of the “Turnip Harvesting” game (brick house version) displayed on the lower image display panel of the slot machine according to the present embodiment.
  • FIG. 36 is a view illustrating a flowchart of the “Three Little Pigs' Foot Race” game process in the slot machine according to the present embodiment.
  • FIG. 37 shows an exemplary image of “Three Little Pigs' Foot Race” game displayed on the lower image display panel of the slot machine according to the present embodiment.
  • DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • The following will describe an embodiment of the present invention.
  • Embodiment
  • [Explanation of Function Flow Diagram]
  • With reference to FIG. 3, basic functions of a gaming machine according to the present invention are described. FIG. 3 is a view illustrating a function flow of the gaming machine according to an embodiment of the present invention.
  • (Start Switch)
  • First, the gaming machine executes a start switch process (F101). In the process of F101, the gaming machine checks if the bet button is pressed by a player, and if the start button 46 is subsequently pressed by the player.
  • (Symbol Determination)
  • When the start button 46 is pressed by the player, the gaming machine extracts a random number for symbol determination (F102, F103) and, for each of a plurality of video reels displayed on the display, refers to the symbol table to determine symbols to be displayed to the player when scrolling of the symbol columns is stopped, while displaying the vide of rotating video reels (F104).
  • (Symbol Stop Control)
  • Next, the gaming machine executes a reel stop control to stop scrolling of the video reels in such a manner that the symbols determined in F104 are displayed to the player (F105).
  • (Winning Determination)
  • When scrolling of the symbol column of each video reel is stopped, the gaming machine determines whether or not a combination of symbols displayed for the player is a combination related to winning.
  • (Payout)
  • When the combination of symbols displayed for the player is a combination related to winning, the gaming machine awards a benefit according to the combination to the player.
  • For example, when the symbol combination relates to a “Small Winning” (F106), a payout based on the “Small Winning” is determined. Further, when the symbols stopped includes a Special Winning Symbol C and a progressive jackpot is won (F107), a payout is determined based on the progressive jackpot (F108). Further, when the symbols stopped includes a Special Winning Symbol B and a character feature is won (F109), a character appears and a game involving that character is provided (F110). Further, when the symbols stopped includes a Special Winning Symbol A and a branching bonus game is won (F111), a branching bonus game is provided to the player and the player is able to select one of selection buttons.
  • (Branching Bonus Game)
  • Next, the gaming machine determines whether or not the player has pressed a selection button of any one of the “fixed payout”, the “free game” and the “character selecting bonus game”. When the “fixed payout” is selected (F112), a payout based on the type of the “fixed payout” is determined. Further, when the “free game” is selected (F113), a free game is provided. For example, as the free game is run a game with an additional predetermined condition (F114), in which the random determination of the stop symbols is repeated a predetermined number of times. Further, when the “character selecting bonus game” is selected (F115), a plurality of options are displayed on the display, and the player is able to select one of the options (F116). If the player selects a “Loss” option (F117), the “character selecting bonus game” is terminated. Further, when the “Fixed Small Payout” is selected (F118), a payout is awarded according to the type of the “Fixed Small Payout” and the process returns to F116. When the “Encountering Character” is selected (F119), the process returns to F116. Further, when the “door lottery” is selected (F120), the lottery is carried out again. Then, when the “Encountering Character” is won (F121), the process returns to F116. When the “Character Payout Lottery” is won (F122), a payout is determined based on the type of the character.
  • (Payout Awarding)
  • A payout determine through F106, F108, F110, F112, F114, and F122 are awarded (F123).
  • (Rescue Bonus)
  • Next, the rescue counter process for executing a rescue bonus is executed (F124). The rescue bonus is a function provided for the purpose of salvaging a player when the bonus game is not run for a long period of time. When the rescue is active, the counting of the number of games starts. The gaming machine awards an amount for rescuing set as the rescue bonus (F125), when the number of games counts a previously determined number of times without a large amount of payout relating to a bonus game or the like.
  • Then, in response to awarding of the payout (F123) or the rescue bonus (F125), the credit is added and accumulated to the credit counter (F126). The function flow of the gaming machine of the present invention is described in the above.
  • [Outline of Embodiment]
  • Next, the following describes with reference to FIGS. 1 and 2 the overview of an embodiment in which a slot machine 10 is adopted as the gaming machine. FIGS. 1 and 2 outline a game in the slot machine according to the embodiment of the present invention.
  • The slot machine 10 (see FIG. 5) of the present embodiment runs a slot game. When three “BONUS” symbols 250 are stopped in the slot game, an entry of selection of one of the three “BONUS” symbols 250 is waited (FIG. 9). The game run when three “BONUS” symbols 250 are stopped is hereinafter referred to as Three Little Pigs bonus game. The three “BONUS” symbols 250 are associated with predetermined benefits (fixed payout, Piggy, Barrel and Wolf game or pick-up bonus game). A benefit (fixed payout, Piggy, Barrel and Wolf game, or pick-up bonus game) associated with the selected “BONUS” symbols 250 is awarded.
  • In the present embodiment, the slot machine 10 accepts an entry of selection of one of twenty little pig's noses 210 displayed, when the “BONUS” symbol 250 corresponding to the pick-up bonus game is selected (see FIG. 29(A)). Then, a benefit (fixed payout, mini game I, mini game II, step-up, progressive or the like) associated with the little pig's nose 210 is awarded. When the benefit awarded is “stick house” 218 which means a step-up (see FIG. 29(B)), a step-up to the stick house stage in which an expectation value for a payout is increased takes place. Further, when the benefit award here is a “brick house” 219 which means a step-up (see FIG. 1(D)), a step-up to the brick house stage in which an expectation value for a payout is increased takes place. After, for example, the step-up to the brick house stage, when one of the displayed twenty little pig's noses 210 is selected and the benefit of mini game I is awarded, as shown in FIG. 1(A), a “Turnip Harvesting” game (brick house version) is run. More specifically, each of ten turnips 240 a, 240 b, 240 c, 240 d, 240 e, 240 f, 240 g, 240 h, 240 i, and 240 j displayed on the lower image display panel 141 is associated with a random number of 0 to 9. When, for example the turnip 240 h is selected from the turnips 240 a to 240 j, the number “1” associated with the selected turnip 240 h is displayed at the ones place 241 displayed on the lower image display panel 141, as a payout-related number used for determining a payout. This operation is repeated for a predetermined number of times for the tens place and the hundreds place (see FIG. 1(B)). When the three-digit number (“7”, “5”, and “1”) are determined, the numbers “2”, “4”, “0”, “6”, and “9” corresponding to the non-selected turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, and 240 j are displayed (see FIG. 1(C)). Then a credit calculated by multiplying the determined three-digit numbers “751” by the line bet is paid out (see FIGS. 1(D) and 1(E)). When in the slot game the bet amount is smaller than a predetermined number (i.e. when the number of activated paylines is 5 or less), the number “0” is displayed on the hundreds place 243 displayed on the lower image display panel 141, in the “Turnip Harvesting” game (see FIG. 2(A)). While the number “0” is being displayed on the hundreds place 243, the remaining two digits are determined (“0”, “5”, and “1”) (see FIG. 2(B)). The “Turnip Harvesting” game is then continued in the same manner (see FIG. 2(C), FIG. 2(D), and FIG. 2(E)).
  • [Overall Gaming System]
  • Next, the following describes a gaming system 300 including the slot machine 10, with reference to FIG. 4. FIG. 4 is a view illustrating a gaming system 300 including the slot machine 10 according to the embodiment of the present invention.
  • The gaming system 300 includes plural slot machines 10, and an external controller 200 connected to the slot machines 10 via a communication line 301.
  • The external controller 200 is for controlling the slot machines 10. In the present embodiment, the external controller 200 is a so-called hall server provided in a gaming facility having the slot machines 10. Each slot machine 10 is given a unique identification number. The external controller 200 identifies the source of data from any of the slot machines 10, by referring to this identification number. The identification number is also used for designating the transmission destination, when transmitting data from the external controller 200 to any slot machine 10. Further, the external controller 200 performs accumulation of the progressive based on the number of game media placed as a bet in each slot machine 10.
  • It is to be noted that the gaming system 300 may be constructed within a single gaming facility where various games can be conducted, such as a casino, or may be constructed among a plurality of gaming facilities. Further, when the gaming system 300 is constructed in a single game facility, the gaming system 300 may be constructed in each floor or section of the gaming facility. The communication line 301 may be a wired or wireless line, and can adopt a dedicated line, an exchange line or the like.
  • [Overall Structure of Slot Machine]
  • Now, the overall configuration of the slot machine 10 will be described with reference to FIG. 5 and FIG. 6. FIG. 5 is a view illustrating the overall configuration of the slot machine 10 according to the embodiment of the present invention. FIG. 6 shows a control panel 30 of the slot machine 10 according to the embodiment of the present invention.
  • A coin, a bill, or electronic information equivalent to these is used as a game medium in the slot machine 10. It is to be noted that the game medium is not limited to these, and for example a medal, a token, electronic money or the like can be adopted.
  • The slot machine 10 includes: a cabinet 11, a top box 12 provided above the cabinet 11, and a main door 13 provided on the front surface of the cabinet 11.
  • The main door 13 has a lower image display panel 141. The lower image display panel 141 is a touch panel formed of a transparent liquid crystal panel. A screen displayed on the lower image display panel 141 has a display window 150 at its center. The display window 150 includes twenty display blocks 28 which are arranged in five columns and three rows. The columns form video reels 151 to 155, each having three display blocks 28. The three display blocks 28 in each of the video reels 151 to 155 are displayed as if all the display blocks 28 are moving downward at various speed. This enables rearrangement which rotates symbols 501 respectively displayed in the display blocks 28 in a longitudinal direction and then stop the symbols 501 thereafter. In the present embodiment, a video reel depicts through videos the rotational and stop motions of a mechanical reel having a plurality of symbols drawn on the peripheral surface thereof. For each of the video reels 151 to 155, a symbol column having a plurality of symbols is assigned. The lower image display panel 141 corresponds to a symbol display device of the present invention.
  • In the display window 150, the symbol columns assigned to the respective video reels 151 to 155 are scrolled, and are stopped after a predetermined period. As a result, each symbol column displays a part of symbols thereof (three consecutive symbols in the present embodiment) to the player. For each of the video reels 151 to 155 the display window 150 displays one symbol in each of the three display blocks 28 that are the upper stage, the middle stage, and the lower stage. In short, the display window 150 displays fifteen symbols in total (five columns times three rows).
  • In the present embodiment, a line formed by selecting one of the aforementioned three regions for each of the video reels 151 to 155 and connecting the respective regions is referred to as a pay line. It is to be noted that any desired shape of the pay line can be adopted, and examples of the shape of the pay line may include a straight line formed by connecting the respective middle stages of the video reels 151 to 155, a V-shaped line, and a bent line. Further, the number of pay lines is thirty in the present embodiment; however, any given number of pay lines can be adopted.
  • Further, as illustrated in FIG. 9 the lower image display panel 141 displays a credit amount indicator 201, a bet amount display unit 202, a payout amount display unit 203, a Help display button 204, a pay table display button 205, a denomination display unit 206, and a payline occurrence part 65.
  • Further, the lower image display panel 141 has a touch panel 114. The player is able to input various instructions by touching the lower image display panel 141. Note that the touch panel 114 corresponds to the input device of the present invention.
  • As shown in FIG. 5 and FIG. 6, below the lower image display panel 141 are provided various buttons on the control panel 30, a coin entry 36 which guides coins into the cabinet 11, and a bill entry 115. It is noted that the control panel 30 is equivalent to an input device of the present invention.
  • A reserve button 31 is used when a player temporarily leaves the seat or when a player asks a staff person of the gaming facility to exchange money. A collect button 32 is used when coins stored inside the slot machine 10 are paid out to the coin tray 18. A game rule button 33 is pressed when the operating method of a game is unclear. When the game rule button 33 is pressed, various types of help information are displayed on the upper image display panel 131 and the lower image display panel 141.
  • A 1-bet button 34 is a button whereby a credit amount of “1” out of the credit currently owned by the player is bet on each active pay line, every time the 1-bet button 34 is pressed. A 2-bet button 35 is pressed to start a game on condition that a credit amount of “2” is bet on each activated pay line. A 3-bet button 37 is pressed to start a game on condition that a credit amount of “3” is bet on each activated pay line. A 5-bet button 38 is pressed to start a game on condition that a credit amount of “5” is bet on each activated pay line. A 10-bet button 39 is pressed to start a game on condition that a credit amount of “10” is bet on each activated pay line. As such, the bet amount (line bet) on each activated pay line is determined when one of the 1-bet button 34, the 2-bet button 35, the 3-bet button 37, the 5-bet button 38, or the 10-bet button 39 is pressed.
  • A play-2-line button 43 activates pay lines when pressed. As a result of pressing the play-2-line button 43, the pay lines 1 and 2 based on the payline occurrence parts 65Lh and 65Lc shown in FIG. 9 are activated and hence the number of activated pay lines becomes “2”. A play-5-line button 41 activates pay lines when pressed. As a result of pressing the play-5-line button 41, the pay lines 1 to 5 based on the payline occurrence parts 65Lh, 65Lc, 65Lm, 65La, and 65Lo shown in FIG. 9 are activated and hence the number of activated pay lines becomes “5”. A play-10-line button 42 activates pay lines when pressed.
  • As a result of pressing the play-10-line button 42, the pay lines 1 to 10 based on the payline occurrence parts 65Lh, 65Lc, 65Lm, 65La, 65Lo, 65Ra, 65Ro, 65Re, 65Rj, and 65Ri shown in FIG. 9 are activated and hence the number of activated pay lines becomes “10”. A play-20-line button 43 activates pay lines when pressed. As a result of pressing the play-20-line button 43, the pay lines 1 to 20 based on the payline occurrence parts 65Lh, 65Lc, 65Lm, 65La, 65Lo, 65Ra, 65Ro, 65Re, 65Rj, 65Ri, 65Rm, 65Lf, 65Lj, 65Le, 65Lk, 65Rd, 65Rk, 65Rf, 65Rh, and 65Lg shown in FIG. 9 are activated and hence the number of activated pay lines becomes “20”. A play-30-line button 44 activates pay lines when pressed. As a result of pressing the play-30-line button 44, the pay lines 1 to 30 based on the payline occurrence parts 65Lh, 65Lc, 65Lm, 65La, 65Lo, 65Ra, 65Ro, 65Re, 65Rj, 65Ri, 65Rm, 65Lf, 65Lj, 65Le, 65Lk, 65Rd, 65Rk, 65Rf, 65Rh, and 65Lg, 65Li, 65Lb, 65Ln, 65Rb, 65Rn, 65Ld, 65Ll, 65Rg, 65Rl, and 65Re shown in FIG. 9 are activated and hence the number of activated pay lines becomes “30”.
  • Note that, in the present embodiment, a game is subject to rescue when the play-30-line button 44 is pressed. In other words, a game is subject to rescue when the game is played with the maximum number of the activated pay lines (i.e., thirty).
  • A gamble button 45 is pressed to, for example, shift to a gamble game after a free game. This gamble game is played by using obtained credit.
  • A start button 46 is used to start the scroll of symbols. This start button 46 is also used to start a free game and to add a payout obtained in a free game to the credit.
  • The coin entry 36 guides coins into the cabinet 11. The bill entry 115 is for validating the legitimacy of a bill input, and takes into the cabinet 11 a bill recognized as legitimate. On a lower front surface of the main door 13, that is, below the control panel 30, a belly glass 132 on which a character of the slot machine 10 or the like is drawn and a coin tray 18 receiving coins paid out from the cabinet 11 are provided.
  • An upper image display panel 131 is provided at the front face of the top box 12. The upper image display panel 131 includes a liquid crystal panel, and forms the display. The upper image display panel 131 displays images related to effects and images showing introduction of the game contents and explanation of the game rules. Further, the top box 12 is provided with a speaker 112 and a lamp 111. The slot machine 10 produces effects by displaying images, outputting sounds, and outputting the light. Further, the upper image display panel 131 displays the current progressive amount.
  • [Symbol Column]
  • Next, with reference to FIG. 8, a configuration of the symbol columns included in the video reels 151 to 155 of the slot machine 10 is described. FIG. 8 shows a base game symbol table of the present embodiment.
  • The base game symbol table shows arrangements of symbols displayed on the video reels. A first video reel 151, a second video reel 152, a third video reel 153, a fourth video reel 154, and a fifth video reel 155 are associated with symbol columns, respectively. Each symbol column has 22 symbols corresponding to code numbers from “00” to “21” respectively.
  • There are various symbols related to a fairy-tale “Three Little Pigs”, and those symbols include: “Straw”, “Wood Plate”, “Brick”, “Turnip”, “Soup”, “Apple”, “Barrel”, “Grandma”, “Chimney”, “WILD”, “FREE GAME”, and “BONUS”.
  • [Circuit Structure of Gaming Machine]
  • Next, with reference to FIG. 7, a configuration of a circuit included in the slot machine 10 is described. FIG. 7 is a block diagram illustrating an internal structure of the slot machine 10 according to the embodiment of the present invention.
  • A gaming board 50 is provided with: a CPU 51, a ROM 52, and a boot ROM 53, which are mutually connected by an internal bus; a card slot 55 corresponding to a memory card 54; and an IC socket 57 corresponding to a GAL (Generic Array Logic) 56.
  • The memory card 54 includes a non-volatile memory, and stores a game program and a game system program. The game program includes a program related to game progression, a random determination program, and a program for producing effects by images and sounds. Further, the aforementioned game program includes data (see FIG. 8) specifying the configuration of the symbol column assigned to each video reel 151 to 155.
  • The random determination program is a program for randomly determining to-be-stopped symbol of each video reel 151 to 155. The to-be-stopped symbol is data for determining three symbols to be displayed to the display window 150 out of the 22 symbols forming each symbol column. The slot machine 10 of the present embodiment determines as the to-be-stopped symbol the symbol to be displayed in a predetermined area (e.g. the upper area) out of the three areas provided for each of the video reels 151 to 155 of the display window 150.
  • The aforementioned random determination program includes symbol determination data. The symbol determination data is data that regulates random numbers so that each of the 22 symbols (code numbers from “00” to “21”) forming the symbol column is determined at an equal probability for each video reel 151 to 155. The respective probabilities of the 22 symbols being determined are basically equal. However, the numbers of the respective types of symbols included in the 22 symbols vary, and thus the probabilities of the respective types of symbols being determined vary (i.e. different weights on the probabilities are generated).
  • It is to be noted that, although the data specifies that the equal numbers of symbols be provided to form the symbol columns of the respective video reels 151 to 155 in the present embodiment, different numbers of symbols may form the video reels 151 to 155, respectively. For example, the symbol column of the first video reel 151 may have 22 symbols whereas the symbol column of the second video reel 152 may have 30 symbols. Such a configuration increases the degree of freedom in setting the probabilities of the respective types of symbols being determined for each video reel 151 to 155.
  • Further, the card slot 55 is configured so that the memory card 54 can be inserted thereinto and removed therefrom, and is connected to a motherboard 70 by an IDE bus.
  • The GAL 56 is a type of PLD (Programmable Logic Device) having a fixed OR array structure. The GAL 56 is provided with a plurality of input ports and output ports, and predetermined input into the input port causes output of the corresponding data from the output port.
  • Further, the IC socket 57 is configured so that the GAL 56 can be inserted thereinto and removed therefrom, and is connected to the motherboard 70 by a PCI bus. The contents of the game to be played on the slot machine 10 can be changed by replacing the memory card 54 with another memory card 54 having another program written therein or by rewriting the program written into the memory card 54 as another program.
  • The CPU 51, the ROM 52 and the boot ROM 53 mutually connected by the internal bus are connected to the motherboard 70 by a PCI bus. The PCI bus enables a signal transmission between the motherboard 70 and the gaming board 50, and power supply from the motherboard 70 to the gaming board 50.
  • The ROM 52 stores an authentication program. The boot ROM 53 stores a pre-authentication program, a program (boot code) to be used by the CPU 51 for activating the pre-authentication program, and the like. The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The pre-authentication program is a program for authenticating the aforementioned authentication program. The authentication program and the pre-authentication program are written along a procedure (authentication procedure) for proving that the program to be the subject has not been falsified.
  • The motherboard 70 is provided with a main CPU 71, a ROM 72, a RAM 73, and a communication interface 82. The motherboard 70 corresponds to the controller of the present invention. In the present embodiment, a single CPU (the main CPU 71) structures a controller. However, the controller of the present invention may be structured by a plurality of CPUs.
  • The ROM 72 includes a memory device such as a flash memory, and stores a program such as BIOS to be performed by the main CPU 71, and permanent data. When the BIOS is performed by the main CPU 71, a process for initializing predetermined peripheral devices is performed. further, through the gaming board 50, processing of loading the game program and the game system program stored in the memory card 54 is started. The ROM 72 stores a table such as a later-mentioned benefit table which is referred to during a game.
  • The RAM 73 stores data and programs which are used in operation of the main CPU 71. For example, when the processing of loading the aforementioned game program, game system program or authentication program is conducted, the RAM 73 can store the program. The RAM 73 is provided with working areas used for operations in execution of these programs. Examples of the areas include: an area that stores the number of games, the an amount of bet, the amount of payout, the amount of credit and the like; and an area that stores symbols (code numbers) determined by lottery. In other words, the RAM 73 functions as a rescue game number counter which counts the number of games before a payout is triggered as a result of rescue. Further, the RAM 73 stores various sound effects to be used in the slot machine 10.
  • The communication interface 82 is for communicating with the external controller 200 such as a server, through the communication line 301. Further, the motherboard 70 is connected with a later-described door PCB (Printed Circuit Board) 90 and a body PCB 110 by respective USBs.
  • The motherboard 70 is also connected with a power supply unit 81. When the power is supplied from the power supply unit 81 to the motherboard 70, the main CPU 71 of the motherboard 70 is activated, and then the power is supplied to the gaming board 50 through the PCI bus so as to activate the CPU 51.
  • The door PCB 90 and the body PCB 110 are connected with input devices such as a switch and a sensor, and peripheral devices the operations of which are controlled by the main CPU 71. The door PCB 90 is connected with a control panel 30, a reverter 91, a coin counter 92C and a cold cathode tube 93.
  • The control panel 30 has the following switches corresponding to the aforesaid buttons, respectively: a reserve switch 31S, a collect switch 32S, a game rule switch 33S, a 1-bet switch 34S, a 2-bet switch 35S, a 3-bet switch 37S, a 5-bet switch 38S, a 10-bet switch 39S, a play-2-line switch 40S, a play-5-line switch 41S, a play-10-line switch 42S, a play-20-line switch 43S, a play-30-line switch 44S, a gamble switch 45S, and a start switch 46S. Each of the switches outputs a signal to the main CPU 71 upon detection of press of the button corresponding thereto by the player.
  • Inside the coin entry 36 is provided a reverter 91 and a coin counter 92C. The reverter 91 validates the legitimacy of coins inserted into the coin entry 36, and discharges those not determined as legitimate coins to the coin tray 18. The coin counter 92C detects the received legitimate coins and counts the number of these coins.
  • The cold cathode tube 93 functions as a backlight installed on the rear face sides of the upper image display panel 131 and the lower image display panel 141, and lights up based on a control signal outputted from the main CPU 71.
  • The body PCB 110 is connected with the lamp 111, the speaker 112, the hopper 113, a coin detecting portion 113S, the touch panel 114, the bill entry 115, a graphic board 130, the ticket printer 171, the card reader 172, a key switch 173S and the data display 174.
  • The lamp 111 flashes based on a control signal output from the main CPU 71. The speaker 112 outputs sounds such as BGM, based on a control signal outputted from the main CPU 71.
  • The hopper 113 pays out a specified number of coins to the coin tray 18, based on a control signal output from the main CPU 71. The coin detecting portion 113S outputs a signal to the main CPU 71 upon detection of coins paid out by the hopper 113.
  • The touch panel 114 detects a place on the lower image display panel 141 touched by the player's finger or the like, and outputs to the main CPU 71 a signal corresponding to the detected place. The bill entry 115 outputs, when receiving a legitimate bill, a signal corresponding to the value of the bill to the main CPU 71.
  • The graphic board 130 controls display of images performed by the respective upper image display panel 131 and lower image display panel 141, based on a control signal outputted from the main CPU 71. The display window 150 of the lower image display panel 141 displays the five video reels 151 to 155 by which the scrolling and stop motions of the symbol columns included in the respective video reels 151 to 155 are displayed. The graphic board 130 is provided with a VDP generating image data, a video RAM temporarily storing the image data generated by the VDP, and the like. The credit amount indicator 201 of the lower image display panel 141 displays the amount of credit stored in the RAM 73. The payout amount display unit 143 of the lower image display panel 141 displays the amount of coins paid out.
  • The graphic board 130 is provided with the VDP (Video Display Processor) generating image data based on a control signal outputted from the main CPU 71, the video RAM temporarily storing the image data generated by the VDP, and the like. It is to be noted that the image data used in generation of image data by the VDP is included in the game program that has been read from the memory card 54 and stored into the RAM 73.
  • [Pay Line]
  • Next, the following describes pay lines with reference to FIGS. 9 and 10. FIG. 9 shows pay lines displayed on the lower image display panel 141 of the slot machine 10 according to the first embodiment of the present invention. FIG. 10 shows paylines according to the embodiment of the present invention.
  • On the left of the lower image display panel 141 are payline occurrence parts 65L (65La to 65Lo), as illustrated in FIG. 9. Similarly, on the other hand, 15 payline occurrence parts 65R (65Ra to 65Ro) are arranged on the right of the lower image display panel 141. Furthermore, as shown in FIG. 10, 30 types of pay lines are arranged in the present embodiment to correspond to the payline occurrence parts 65L and 65R. These 30 types of pay lines 1 to 30 are activated by pressing the play-2-lines button 40, the play-5-lines button 41, the play-10-lines button 42, the play-20-lines button 43, or the play-30-lines button 44. Further, in the present embodiment, a winning is achieved when three or more of at least one of the following types of symbols are rearranged on a single pay line: “Straw”, “Wood Plate”, “Brick”, “Turnip”, “Soup”, “Apple”, “Barrel”, “Grandma”, and “Chimney”. The “WILD” symbol 182 is a symbol (wild symbol) substitutable for any type of symbol in a base game. That is, when two “Straw” symbols and one “WILD” symbol 182 are displayed along a single pay line, it is deemed that three “Straw” symbols are arranged on the pay line, and a winning is resulted.
  • Further, when three “FREE GAME” symbols each serving as a free game trigger symbol are rearranged on the display window 150, a “free game” is awarded. Further, three “BONUS” symbols serving as a Three Little Pigs bonus game trigger symbol are rearranged on the display window 150, the “Three Little Pigs bonus game” is awarded.
  • Note that FIG. 9 also shows the lower image display panel 141 displaying the credit amount indicator 201, the bet amount display unit 202, the payout amount display unit 203, the Help display button 204, the pay table display button 205, the denomination display unit 206, and the payline occurrence part 65.
  • [Contents of Program]
  • Next, with reference to FIGS. 11 to 37, the program to be executed by the slot machine 10 is described.
  • <Main Control Process>
  • First, with reference to FIG. 11 and FIG. 12, a main control process is described. FIG. 11 is a view illustrating a flowchart of the main control process in the slot machine 10 according to the embodiment of the present invention. FIG. 12 shows an exemplary image displayed on the lower image display panel of the slot machine 10 of the embodiment of the present invention.
  • First, when the power is supplied to the slot machine 10, the main CPU 71 reads the authenticated game program and game system program from the memory card 54 through the gaming board 50, and writes the programs into the RAM 73 (step S11).
  • Next, the main CPU 71 executes an at-one-game-end initialization process (step S12). For example, data that becomes unnecessary after each game in the working areas of the RAM 73, such as the amount of bet and the symbols randomly determined, is cleared.
  • Next, the main CPU 71 performs a coin-insertion/start-check process which is described later with reference to FIG. 13 (step S13). In the process, input from the bet switch and the spin switch is checked.
  • The main CPU 71 then executes symbol random-determination process which is described later with reference to FIG. 16 (step S14). In the process, to-be-stopped symbols are determined based on the random numbers for symbol determination.
  • Next, the main CPU 71 performs a mystery bonus lottery process (step S15). In the processing, whether to establish a mystery bonus trigger is randomly determined. For example, the main CPU 71 extracts a random number for mystery bonus from the numbers in a range of “0 to 99”, and establishes the mystery bonus trigger when the extracted random number is “0”.
  • The main CPU 71 performs an effect contents determination process (step S16). The main CPU 71 extracts a random number for effect, and determines any of the effect contents from the preset plurality of effect contents by lottery.
  • The main CPU 71 then executes symbol display control process which is described later with reference to FIG. 17 (step S17). In the processing, scrolling of the symbol column of each video reel 151 to 155 is started, and the to-be-stopped symbol determined in the symbol random-determination process of S14 is stopped at a predetermined position (e.g. the upper area in the display window 150). That is, three symbols including the to-be-stopped symbol are displayed in the display window 150. For example, when the to-be-stopped symbol is the symbol associated with the code number of “10” and it is to be displayed to the upper area, the symbols associated with the respective code numbers of “11” and “12” are to be displayed to the middle stage and the lower stage in the display window 150.
  • Next, the main CPU 71 executes a payout amount determination process which is described later with reference to FIG. 18 (step S18). In the processing, the amount of payout is determined based on the combination of symbols displayed along the pay line, and is stored into a payout amount storage area provided in the RAM 73.
  • The main CPU 71 then determines whether or not the free game trigger has been established (step S19). As show in FIG. 12, the trigger of the free game of the present embodiment is established when three “FREE GAME” symbols 230 (see FIG. 10(C)) are stopped in the display window 150. When the main CPU 71 determines that the free game trigger has been established, the main CPU 71 executes a free game process which is described later with reference to FIG. 21 (step S20).
  • The main CPU 71 then determines whether or not a Three Little Pigs bonus game trigger has been established (step S21). As shown in FIG. 12, the Three Little Pigs bonus game trigger of the present embodiment is established when three “BONUS” symbols 250 (see FIG. 12(D)) are stopped in the display window 150. When the main CPU 71 determines that the Three Little Pigs bonus game trigger has been established, the main CPU 71 executes a Three Little Pigs bonus game process which is described later with reference to FIG. 23 (step S22).
  • After S22 or when determining in step S21 that the Three Little Pigs bonus game bonus game trigger has not been established, the main CPU 71 determines whether or not the mystery bonus trigger is established (step S23). When determining that the mystery bonus trigger has been established, the main CPU 71 executes the mystery bonus process (step S24). In the process, the number of payouts (e.g. 300) being set for the mystery bonus is stored into the payout amount storage area provided in the RAM 73.
  • After the processing of S24 or when determining in S23 that the mystery bonus trigger has not been established, the main CPU 71 executes rescue check process which is described later with reference to FIG. 19 (S25). In the processing, whether or not to conduct payout by the rescue is checked.
  • The main CPU 71 performs a payout process (step S26). The main CPU 71 adds the value stored in the payout amount storage area to a value stored in a credit amount storage area provided in the RAM 73. It is to be noted that operations of the hopper 113 may be controlled based on input from the collect switch 32S, and coins of the number corresponding to the value of the payout amount stored in the payout amount storage area may be discharged to the coin tray 18. After the processing has been conducted, the processing is shifted to step S12.
  • The game run through the processes of S12 to S18 in the main control process corresponds to the base game of the present invention.
  • <Coin-Insertion/Start-Check Process>
  • Next, with reference to FIG. 13, a coin-insertion/start-check process is described. FIG. 13 is a view illustrating a flowchart of the coin-insertion/start-check process in the slot machine 10 according to the embodiment of the present invention.
  • First, the main CPU 71 determines whether or not insertion of a coin has been detected by the coin counter 92C (step S41). When determining that the insertion of a coin has been detected by the coin counter 92C, the main CPU 71 makes an addition to the value stored in the credit amount storage area (step S42). It is to be noted that, in addition to the insertion of a coin, the main CPU 71 may determine whether or not insertion of a bill has been detected by the bill entry 115, and when determining that the insertion of a bill has been detected, the main CPU 71 may add a value according to the bill to the value stored in the credit amount storage area.
  • After step S42 or when determining in step S41 that the insertion of a coin has not been detected, the main CPU 71 determines whether or not the value stored in the credit amount storage area is zero (step S43). When the main CPU 71 determines that the value stored in the credit amount storage area is not zero, the main CPU 71 permits operation acceptance of the bet buttons (step S44). In step S44, the main CPU 71 also performs operation acceptance of the play-2-lines button 40, the play-5-lines button 41, the play-10-lines button 42, the play-20-lines button 43, and the play-30-lines button 44.
  • Next, the main CPU 71 determines whether or not an operation of a bet button (1-bet button 34, 2-bet button 35, 3-bet button 37, 5-bet button 38, 10-bet button 39) has been detected (step S45). When a bet switch (1-bet switch 34S, 2-bet switch 35S, 3-bet switch 37S, 5-bet switch 38S, 10-bet switch 39S) has detected an operation of the bet button by the player, the main CPU 71 makes an addition to a value stored in a bet amount storage area provided in the RAM 73 and makes a subtraction from the value stored in the credit amount storage area, based on the type of the bet button (step S46).
  • The main CPU 71 then determines whether or not the value stored in the bet amount storage area is at its maximum (step S47). When the main CPU 71 determines that the value stored in the bet amount storage area is at its maximum, the main CPU 71 prohibits updating of the value stored in the bet amount storage area (step S48). After step S48 or when determining in step S47 that the value stored in the bet amount storage area is not at its maximum, the main CPU 71 permits operation acceptance of the start button 46 (step S49).
  • After step S49 or when determining in step S45 that the operation of any of the bet buttons has not been detected, or when determining in step S43 that the value stored in the credit amount storage area is zero, the main CPU 71 determines whether or not operation of the start button 46 has been detected (step S50). When the main CPU 71 determines that the operation of the start button 46 has not been detected, the process shifts to S41.
  • When the main CPU 71 determines that the operation of the start button 46 has been detected, the main CPU 71 executes progressive-related process which is described later with reference to FIG. 14 (step S51). In the processing, the amount to be accumulated to the amount of progressive prize is calculated, and the amount is transmitted to the external controller 200.
  • Next, the main CPU 71 executes rescue-related process which is described later with reference to FIG. 15 (S52). In the processing, counting of the number of games is conducted which triggers a payout by the rescue. After the processing has been conducted, the coin-insertion/start-check process is completed.
  • <Progressive-Related Process>
  • Next, the following describes with reference to FIG. 14 a progressive-related process. FIG. 14 is a view illustrating a flowchart of the progressive-related process in the slot machine 10 according to the embodiment of the present invention.
  • First, the main CPU 71 calculates the amount for accumulation (step S71). The main CPU 71 obtains the product of the value stored in the bet amount storage area and a preset accumulation ratio, so that the amount for accumulation to the amount of progressive prize is calculated.
  • Next, the main CPU 71 transmits the calculated amount for accumulation to the external controller 200 (step S72). Upon reception of the amount for accumulation, the external controller 200 updates the amount of progressive prize. After the processing has been conducted, the progressive-related process is completed.
  • <Rescue-Related Process>
  • Next, with reference to FIG. 15, the rescue-related process is described. FIG. 15 is a view illustrating a flowchart of the rescue-related process in the slot machine 10 according to the embodiment of the present invention.
  • First, the main CPU 71 determines whether or not a rescue-in-effect flag is turned on (step S91). The rescue-in-effect flag set to the on-state upon input of an instruction to activate rescue mode by the player in the rescue selection process described later with reference to FIG. 20. Specifically, a game is subject to rescue when the player presses a play-30-line button 44. That is, when a game is played with the maximum number of activated pay lines (i.e. “30” active pay lines), the rescue-in-effect flag is set to the on-state.
  • When the main CPU 71 determines that the rescue-in-effect flag is not in the on-state, the main CPU 71 completes the rescue-related process. On the other hand, when the main CPU 71 determines that the rescue-in-effect flag is in the on-state, the main CPU 71 updates the value of a rescue game number counter provided in the RAM 73 (S92). This rescue game number counter manages the number of games until a payout is carried out on account of the rescue. In S92, the main CPU 71 adds 1 to the value rescue game number counter. After the processing has been conducted, the rescue-related process is completed.
  • <Symbol Random-Determination Process>
  • Next, with reference to FIG. 16, the symbol random-determination process is described. FIG. 16 is a view illustrating a flowchart of the symbol random-determination process in the slot machine 10 according to the embodiment of the present invention.
  • First, the main CPU 71 extracts random numbers for symbol determination (step S111). The main CPU 71 then randomly determines to-be-stopped symbols for the respective video reels 151 to 155 (S112). As shown in FIG. 8, the video reels 151 to 155 (first video reel 151, second video reel 152, third video reel 153, fourth video reel 154 and fifth video reel 155) in the slot machine 10 of the present embodiment are respectively associated with symbol columns each structured by a plurality of symbols to each of which a code number is assigned. A data table storing the video reels 151 to 155 and the corresponding to the symbol columns is stored in the ROM 72. The main CPU 71 performs random determination for each video reel 151 to 155 to determine any of the symbols as a to-be-stopped symbol. At this time, the probability of each symbol being determined as a to-be-stopped symbol is the same as that of the others.
  • The main CPU 71 then stores the to-be-stopped symbols respectively determined for the video reels 151 to 155 into a symbol storage area provided in the RAM 73 (step S113). Next, the main CPU 71 refers to the symbol combination table and determines a winning combination based on the symbol storage area (step S114). /*70%*/The symbol combination table specifies combinations of symbols relating to winning, and the number of payouts. On the slot machine 10, the scrolling of symbol columns of the video reels 151 to 155 is stopped, and winning is established when the combination of symbols displayed along the pay line matches one of the combinations of symbols specified by the symbol combination table. It is to be noted that winning is not established (i.e. the game is lost) when the combination of symbols displayed along the pay line does not match any of the combinations of symbols specified by the symbol combination table. The main CPU 71 determines whether or not the combination of symbols on the video reels 151 to 155 to be displayed along the pay line matches any of the combinations of symbols specified by the symbol combination table and determines the winning combination. After the processing has been conducted, the symbol random-determination process is completed.
  • In the present embodiment, when it is determined in the symbol random-determination process that three “BONUS” symbols 250 serving as the trigger symbol of the Three Little Pigs bonus game are to be stop-displayed, there is determined which one of the benefits (fixed payout, Piggy, Barrel and Wolf game, or pick-up bonus game) will be associated with each of the “BONUS” symbols 250. This determination process is executed based on the data table stored in the ROM 72, which stores the respective stop positions of the “BONUS” symbols 250 and the associated benefit (fixed payout, Piggy, Barrel and Wolf game, or pick-up bonus game).
  • <Symbol Display Control Process>
  • Next, with reference to FIG. 17, the symbol display control process is described. FIG. 17 is a view illustrating a flowchart of the symbol display control process in the slot machine 10 according to the embodiment of the present invention.
  • First, the main CPU 71 starts scrolling of the symbol columns of the video reels 151 to 155 that are displayed to the display window 150 of the lower image display panel 141 (S131). The main CPU 71 then stops the scrolling of the symbol columns of the video reels 151 to 155, based on the aforementioned symbol storage area (step S132). After the processing has been conducted, the symbol display control process is completed.
  • Note that, although the present embodiment deals with a case where each symbol structures a symbol column and is scrolled longitudinally, the variably display of symbols of the present invention is not limited to such an example. The symbols may scroll in a horizontal direction. Alternatively, each symbol may be displayed so as to move separately from the other symbols within a display area.
  • <Payout Amount Determination Process>
  • Next, with reference to FIG. 18, the payout amount determination process is described. FIG. 18 is a view illustrating a flowchart of the payout amount determination process in the slot machine 10 according to the embodiment of the present invention.
  • First, the main CPU 71 determines the number of payouts corresponding to the winning combination (step S152). It is to be noted that the main CPU 71 determines “0” as the number of payouts in the case where the game is lost. Next, the main CPU 71 stores the determined number of payouts into the payout amount storage area (step S153). After the processing has been conducted, the payout amount determination process is completed.
  • <Rescue Check Process>
  • Next, with reference to FIG. 19, a rescue check process is described. FIG. 19 shows a flowchart of a rescue check process in the slot machine 10 according to the embodiment of the present invention.
  • First, the main CPU 71 determines whether or not the rescue-in-effect flag in the on-state (step S171). If it is determined that the rescue-in-effect flag is not in the on state, the main CPU 71 completes the rescue check process. When the main CPU 71 determines that the rescue-in-effect flag is in the on-state, the main CPU 71 determines whether or not a predetermined winning combination has been established (S172). In the present embodiment, the predetermined winning combination is the “Free Game trigger”, the “Three Little Pigs bonus game trigger”, a “Mystery Bonus”, or a “Progressive”.
  • When the main CPU 71 determines that the predetermined winning combination has not been established, the main CPU 71 determines whether or not the value of the rescue game number counter has reached a predetermined number of times (e.g. 300) (S173). The main CPU 71 completes the rescue check process if it is determined that the rescue game number counter has not reached the predetermined number. The main CPU 71 executes a payout process based on an amount of rescue, if it is determined that the rescue game number counter has reached the predetermined number (S174). The main CPU 71 adds an amount (e.g. 200) previously set as the amount of rescue to the value stored in the credit amount counter.
  • After S174 or when determining in S172 that the predetermined winning combination has been established, the main CPU 71 resets the rescue game number counter (S175). Next, the main CPU 71 switches the rescue-in-effect flag to the off-state (step S176). After the processing has been conducted, the rescue check process is completed.
  • <Rescue Selection Process>
  • Next, with reference to FIG. 20, the rescue selection process is described. FIG. 20 is a view illustrating a flowchart of the rescue selection process in the slot machine 10 according to the embodiment of the present invention.
  • First, the main CPU 71 determines whether or not the rescue-in-effect flag is in the on-state (step S221). When the main CPU 71 determines that the rescue-in-effect flag is not in the on-state, the main CPU 71 displays a rescue-ineffective image (step S222). The main CPU 71 transmits to the graphic board 130 a command to display the rescue-ineffective image. Based on the command, the graphic board 130 generates the rescue-ineffective image and displays the image on the lower image display panel 141. As the rescue-ineffective image, for example, an image showing “INSURANCE BET $1.00 TOUCH TO BET” is displayed. This image prompts the player to determine whether to activate the rescue mode, and at the same time, inform the player of the prize required for activating the rescue mode. The player can input a command to make the rescue effective by touching a predetermined place on the touch panel 114.
  • Subsequently, the main CPU 71 determines whether or not a rescue-effective command input has been entered (step S223). When the main CPU 71 determines that the insurance-effective command input has not been entered, the main CPU 71 shifts the processing to step S221 with the rescue-in-effect flag kept in the off-state. On the other hand, when the main CPU 71 determines that the rescue-effective command input has been entered, the main CPU 71 switches the rescue-in-effect flag to the on-state (step S224).
  • Next, the main CPU 71 reduces a rescue-signing value from the value of the credit amount counter (S225). In the present embodiment, an amount corresponding to, for example, one dollar is subtracted from the value of the credit amount counter. After step S225 or when determining in step S221 that the rescue-in-effect flag is in the on-state, the main CPU 71 displays the insurance-effective image (step S226). As the rescue-effective image, for example, an image showing “RESCUE IN EFFECT, WIN 200 CREDIT” is displayed. This is an image for letting the player know that the rescue mode is active, and that a value of “200” is added to the value of the credit amount counter when a rescue condition is satisfied. After the process has been performed, the process is shifted to step S221.
  • <Free Game Process>
  • Next, a free game process will be described with reference to FIGS. 21 and 22. FIG. 21 shows a flowchart of a free game process of the slot machine 10 according to the embodiment of the present invention. Next, FIG. 22 shows an exemplary image of the free game displayed on the lower image display panel of a slot machine 10, according to the embodiment of the present invention. The free game in the present embodiment is a game run when three “FREE GAME” symbols 230 (see FIG. 12(C)) are stop-displayed in the display window 150 of the lower image display panel 141 during the base game.
  • First, the main CPU 71 sets the number of free games to “5” (S191). Next, the main CPU 71 stores the set number of free games in a free game number counter provided in the RAM 73 (S192).
  • The main CPU 71 then executes at-one-game-end initialization process in the same way as S12 described with reference to FIG. 11 (step S193). The main CPU 71 then executes the symbol random-determination process described with reference to FIG. 16 (step S194). Next, the main CPU 71 executes a payout magnification factor random-determination process (S195). This is a process for randomly determining a magnification factor of payout, which is executed when it is determined that a winning is achieved and a payout is to be awarded symbol random-determination process. Then, the main CPU 71 executes the effect contents determination process in the same way as S16 described with reference to FIG. 11 (step S196). Next, the main CPU 71 executes a symbol and magnification factor display control process (S197).
  • As shown in FIG. 22(A), the following effect is provided when scrolling of the symbol columns of the video reels 151 to 155 is started in the free game. Namely, a wolf character 180 falls into the fireplace 181 at the top portion of the screen of the lower image display panel 141. Then, the wolf character 180 cracks the pot in the fireplace 181 and a “magnification factor” in the fireplace 181 rotates. Next, as illustrated in FIG. 22(B), the following effect is provided. Namely, the wolf character 180 runs down from the top portion of the screen to above the video reels 151 to 155 being scrolled, and set a fire on the video reels 151 to 155. Then as shown in FIG. 22(C), one of the video reels 151 to 155 set on fire becomes a “WILD” symbol 182. Further, as shown in FIG. 22(D), when another one of the video reels 151 to 155 is to be turned into a “WILD” symbol 182, the wolf character 180 runs down from the top part of the screen to another video reel, and set a fire on that reel. The effect is finished when the wolf character 180 having returned to the top part of the screen exit the screen. After this, the video reels 151 to 155 stop and the payout is determined. The rotation of the magnification factor in the fireplace 181 stops and an image display effect is provided and the magnification factor is determined.
  • The main CPU 71 then executes the payout amount determination process described with reference to FIG. 18 (step S198). The main CPU 71 performs a payout process (step S199). In this payout process, the main CPU 71 adds a value of a payout amount counter which is stored in the payout amount determination process of S198 to the value of the free game payout amount counter. The free game payout amount counter manages the total payout amount determined in the free game. The main CPU 71 adds the value stored in the free game payout amount counter to the credit amount counter provided in the RAM 73. That is, the total amount of payout determined during the free games is collectively paid out. A structure that delivers coins from the coin tray 18 is also possible.
  • Next, the main CPU 71 subtract 1 from the value of the free game number counter (S200). Next, the main CPU 71 determines whether or not the value of the free game number counter is 0 (S201). When the main CPU 71 determines that the value of the free game number counter is not 0, then the process shifts to S193. On the other hand, when it is determined that the value of the free game number counter is 0, the free game process is completed. When the free game process is completed, the processing is shifted to S21 described with reference to FIG. 11.
  • In the above structure, a player is entitled to play a free game when the symbol (“FREE GAME” symbol 230) that causes an occurrence of a free game is stop-displayed in the base game. If the player wins the free game and a predetermined amount of payout is to be awarded, the magnification factor for that predetermined amount of payout is randomly determined. Thus, the player is able to receive a payout resulting from multiplying that predetermined amount of payout by the randomly determined magnification factor. This enables provision of greater satisfaction to the player. This structure also causes the player for the situation where a payout is multiplied by a magnification factor.
  • <Three Little Pigs Bonus Game Process>
  • Next, with reference to FIG. 23, the Three Little Pigs bonus game process is described. FIG. 23 shows a flowchart of the Three Little Pigs bonus game process in the slot machine 10 according to the embodiment of the present invention. The Three Little Pigs bonus game of the present embodiment is a game which is run when three “BONUS” symbol 250 (see FIG. 12(D)) are stop-displayed in the display window 150 of the lower image display panel 141 during the base game.
  • First in step S210, the main CPU 71 causes the lower image display panel 141 to display a selection screen which prompts selection of any one of three “BONUS” symbols 250 stop-displayed (see FIG. 12(D)).
  • Next, in step S211, the main CPU 71 determines whether or not the selection of the “BONUS” symbol 250 is made through the selection screen. Specifically, the main CPU 71 determines whether or not any of portions of the touch panel 114 respectively corresponding to the “BONUS” symbols 250 is touched. When it is determined that selection of the “BONUS” symbol 250 is not made (S211: NO), the main CPU 71 shifts the process back to step S211.
  • On the other hand, when it is determined that the selection of the “BONUS” symbol 250 is made (S211: YES), the main CPU 71 in step S212 determines whether or not the selected “BONUS” symbol 250 corresponds to the “fixed payout”. If the selected “BONUS” symbol 250 is determined as to correspond to the “fixed payout” (S212: YES), the main CPU 71 executes the fixed payout process (S213). An amount of the fixed payout is then added to the value of the payout amount stored in the RAM 73, and the process is completed thereafter.
  • Note that in step S213, a process of determining whether to generate a “RESCUE PRESENT”. Specifically the main CPU 71 samples a random number, and when the sampled random number is within a predetermined range of numbers, the main CPU 71 determines to generate a “RESCUE PRESENT”. The “RESCUE PRESENT” is a game state where selecting one “BONUS” symbol 250 out of the non-selected “BONUS” symbol 250 is enabled. Further, generation of the “RESCUE PRESENT” in step S213 may be determined at a probability of 1/4.
  • When the selected “BONUS” symbol 250 is not determined as to correspond to the “fixed payout” (S212: NO), the main CPU 71 in step S214 determines whether or not the selected “BONUS” symbol 250 corresponds to the “Piggy, Barrel and Wolf game”. When the selected “BONUS” symbol 250 is determined as to correspond to the “Piggy, Barrel and Wolf game” (S214: YES), the main CPU 71 executes a later-described Piggy, Barrel and Wolf game process (S215). The process is completed thereafter.
  • On the other hand, when the selected “BONUS” symbol 250 is not determined as to correspond to the “Piggy, Barrel and Wolf game” (S214: NO), the main CPU 71 executes a later-described pick-up bonus game process (S216). The process is completed thereafter. When the Three Little Pigs bonus game process is completed, the process is shifted to step S23 described with reference to FIG. 11.
  • <Piggy, Barrel and Wolf Game Process>
  • Next, with reference to FIG. 24 and FIG. 25, the Piggy, Barrel and Wolf game process is described. FIG. 24 shows a flowchart of the Piggy, Barrel and Wolf game process in the slot machine according to the embodiment of the present invention. FIG. 25 is a diagram showing an exemplary image of the Piggy, Barrel and Wolf game displayed on the lower image display panel 141 of the slot machine 10 according to the embodiment of the present invention. The Piggy, Barrel and Wolf game process is a process executed in S215 of the Three Little Pigs bonus game process. As shown in FIG. 25(A), the Piggy, Barrel and Wolf game is a game that enables a player to select one of four Barrels 185, and awarding a payout according to the selected character (Straw Piggy 186, Stick Piggy 187, Brick Piggy 188, Wolf 189) (see FIG. 25(B)). Note that when a piggy character is selected (i.e. Straw Piggy 186, Stick Piggy 187, Brick Piggy 188), the Barrels 185 are shuffled and the Piggy, Barrel and Wolf game is repeated until the Wolf 189 is selected.
  • First, in step S230, the main CPU 71 displays a selection screen that prompts the player to select one of four Barrels 185 displayed on the lower image display panel 141 (see FIG. 25(A)).
  • Next, in step S231, the main CPU 71 determines whether any of the Barrels 185 is selected through the selection screen of the Barrels 185. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the Barrel 185 is touched. When it is determined that the selection of a Barrel 185 is not made (S231: NO), the main CPU 71 shifts the process back to S231.
  • When it is determined step S232 that the selection of a Barrel 185 is made (S231: YES), the main CPU 71 determines whether or not the selected Barrel 185 correspond to the “Straw Piggy 186”. When the selected Barrel 185 is determined as to correspond to the “Straw Piggy 186” (S232: YES), the main CPU 71 causes payout of “100” credit, as shown in FIG. 25(B) (S233). The payout amount of “100” credit is added to the value of payout amount stored in the RAM 73, and the process returns to S230.
  • On the other hand, when the selected Barrel 185 is not determined as to correspond to the “Straw Piggy 186” (S232: NO) the main CPU 71 in step S234 determines whether the selected Barrel 185 corresponds to the “Stick Piggy 187”. When the selected Barrel 185 is determined as to correspond to the “Stick Piggy 187” (S234: YES), the main CPU 71 causes payout of 150 credit, as shown in FIG. 25(B) (S235). The payout amount of 150 credit is added to the value of payout amount stored in the RAM 73, and the process then returns to S230.
  • On the other hand, when the selected Barrel 185 is not determined as to correspond to the “Stick Piggy 187” (S234: NO), the main CPU 71 in step S236 determines whether the selected Barrel 185 corresponds to the “Brick Piggy 188”. Then, when the selected Barrel 185 is determined as to correspond to the “Brick Piggy 188” (S236: YES), the main CPU 71 causes payout of 200 credit, as shown in FIG. 25(B) (S237). The payout amount of 200 credit is added to the value of payout amount stored in the RAM 73, and the process then returns to S230.
  • On the other hand, when the selected Barrel 185 is not determined as to correspond to the “Brick Piggy 188” (S236: NO), the main CPU 71 in step S238 determines whether the selected Barrel 185 corresponds to the “Wolf 189”. In this case, the main CPU 71 causes payout of “30” credit as shown in FIG. 25(B) (S239). The payout amount of “30” credit is added to the value of payout amount stored in the RAM 73. This process is completed thereafter.
  • In the above structure, a plurality of specific symbols (“BONUS” symbols 250) are stop-displayed in the base game, and in response to this, the player is able to select one of the plurality of specific symbols stop-displayed via the input device. When a specific symbol that causes an occurrence of the selection game (Piggy, Barrel and Wolf) is selected, the selection game is started, and the player is able to select any of a plurality of selectable object (four Barrels 185). Then, a payout according to the object selected is awarded. Further, the selection game is continued until the player selects an object (Wolf 189) that terminates the selection game. This causes greater expectation of the player for the payout in the selection game.
  • <Pick-Up Bonus Game process>
  • Next, with reference to FIG. 26 and FIG. 29, the pick-up bonus game process is described. FIG. 26 shows a flowchart of the pick-up bonus game process in the slot machine 10 according to the embodiment of the present invention. The pick-up bonus game process is a process executed in S216 of the Three Little Pigs bonus game process shown in FIG. 23. FIG. 29, (A) is a view showing a selection screen prompting selection of one of little pig's noses 210 displayed on the lower image display panel 141 of the slot machine 10 according to the embodiment of the present invention. (B) shows a benefit table containing benefits associated with the little pig's noses 210 to be selected in the pick-up bonus game process and the stick house stage. (C) shows a benefit table containing benefits associated with the little pig's noses 210 to be selected in the brick house stage.
  • First, in step S240, the main CPU 71 displays a selection screen that prompts selection of one of twenty little pig's noses 210 displayed on the lower image display panel 141 (see FIG. 29(A)). Note that the House 211 in the background of the selection screen is the straw house.
  • Next, in step S241, main CPU 71 determines whether the selection of any of the little pig's noses 210 is made through the selection screen of the little pig's noses 210. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the little pig's nose 210 is touched. When it is determined that the selection of a little pig's nose 210 is not made (S241: NO), the main CPU 71 shifts the process back to S241.
  • On the other hand, when it is determined that the selection of a little pig's nose 210 is made (S241: YES), the main CPU 71 determines whether the selected little pig's nose 210 is a “progressive WIN!” 214 which means winning of a progressive prize (S242). When the main CPU 71 determines that the selected little pig's nose 210 is the “progressive WIN!”214 which means winning of a progressive prize (S242: YES), the main CPU 71 notifies the external controller 200 of the occurrence of the winning of the progressive prize (S243). Note that, upon reception of the notification, the external controller 200 transmits to the slot machine 10 the most updated amount of progressive prize. At this time, a part (e.g. 80%) of the amount of progressive prize may be paid out and the rest (e.g. 200) may be carried over for the upcoming winning of the progressive prize. Next, the main CPU 71 receives an amount of progressive prize from the external controller 200 (S244). Next, the main CPU 71 stores the amount of progressive prize received to the payout amount counter (S245). After the process, the process then returns to S240.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “progressive WIN!” 214 which means winning of a progressive prize (S242: NO), the main CPU 71 in step S246 determines whether the selected little pig's nose 210 corresponds to the “fixed payout” 215. Then, when the selected little pig's nose 210 is determined as to correspond to the “fixed payout” 215 (S246: YES), the main CPU 71 causes a payout of “30” credit, as shown in FIG. 29(B) (S247). The payout amount of “30” credit is added to the value of payout amount stored in the RAM 73, and the process then returns to S240.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “fixed payout” 215 (S246: NO), the main CPU 71 in step S248 determines whether the selected little pig's nose 210 corresponds to the “mini game I” 216. Then, when the selected little pig's nose 210 is determined as to correspond to the “mini game I” 216 (S248: YES), the main CPU 71 executes a later-described “Turnip Harvesting” game process (straw house version) illustrated in FIGS. 30 and 31, as shown in FIG. 29(B) (S249). Then, the process then returns to S240.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “mini game I” 216 (S248: NO), the main CPU 71 in step S250 determines whether the selected little pig's nose 210 corresponds to the “mini game II” 217. When the selected little pig's nose 210 is determined as to correspond to the “mini game II” 217 (S250: YES), the main CPU 71 executes a later-described “Three Little Pigs' Foot Race” game process, as shown in FIG. 29(B) (S251). Then, the process then returns to S240.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “mini game II” 217 (S250: NO), the main CPU 71 in step S252 determines whether the selected little pig's nose 210 corresponds to the “stick house” 218. When the selected little pig's nose 210 is determined as to correspond to the “stick house” 218 (S252: YES), the main CPU 71 causes a shift to a later-described stick house stage process as shown in FIG. 29(B) (S253). This is an effect provided at the time of step-up from the stage in the motif of the straw house to the stage in the motif of the stick house. When the step-up occurs, the expectation value for a payout is raised. Then, after S253, the pick-up bonus game process is completed.
  • When the selected little pig's nose 210 is not determined as to correspond to the “stick house” 218 (S252: NO), the main CPU 71 in step S254 determines whether or not the selected little pig's nose 210 corresponds to the Wolf 220. In this case, the main CPU 71 provides an effect indicating termination of the pick-up bonus game (S255). Specifically the straw house displayed in the upper portion of the screen is blown away by the breath of the wolf 220. After S255, the pick-up bonus game process is completed.
  • <Stick House Stage Process>
  • Next, with reference to FIG. 27 and FIG. 29, the stick house stage process is described. FIG. 27 shows a flowchart of the stick house stage process in the slot machine 10 according to the first embodiment of the present invention. The stick house stage process is a process executed in S253 in the pick-up bonus game process shown in FIG. 26.
  • First, in step S260, the main CPU 71 displays a selection screen that prompts selection of one of the twenty little pig's noses 210 displayed on the lower image display panel 141 (see FIG. 29(A)). Note that in stick house stage process, the House 211 in the background of the selection screen is the stick house.
  • Next in step S261, main CPU 71 determines whether the selection of any of the little pig's noses 210 is made through the selection screen of the little pig's noses 210. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the little pig's nose 210 is touched. When it is determined that the selection of a little pig's nose 210 is not made (S261: NO), the main CPU 71 shifts the process back to S261.
  • On the other hand, when it is determined that the selection of a little pig's nose 210 is made (S261: YES), the main CPU 71 determines whether the selected little pig's nose 210 corresponds to the “progressive WIN!” 214 which means winning of a progressive prize (S262). When the main CPU 71 determines that the selected little pig's nose 210 corresponds to the “progressive WIN!” 214 which means winning of a progressive prize (S262: YES), the main CPU 71 notifies the external controller 200 of the winning of a progressive prize (S263). Next, the main CPU 71 receives an amount of progressive prize from the external controller 200 (S264). Next, the main CPU 71 stores the amount of progressive prize received in the payout amount counter (S265). After the process, the process then returns to S260.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “progressive WIN!” 214 which means winning of a progressive prize (S262: NO), the main CPU 71 in step S266 determines whether the selected little pig's nose 210 corresponds to the “fixed payout” 225. Then, when the selected little pig's nose 210 is determined as to correspond to the “fixed payout” 225 (S266: YES), the main CPU 71 causes a payout of “60” credit as shown in FIG. 29(B) (S267). The payout amount of “60” credit is added to the value of payout amount stored in the RAM 73, and the process then returns to S260.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “fixed payout” 225 (S266: NO), the main CPU 71 in step S268 determines whether the selected little pig's nose 210 corresponds to the “mini game I” 216. Then, when the selected little pig's nose 210 is determined as to correspond to the “mini game I” 216 (S268: YES), the main CPU 71 executes a later-described “Turnip Harvesting” game (stick house version) process illustrated in FIGS. 32 and 33, as shown in FIG. 29(B) (S269). The process then returns to S260.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “mini game I” 216 (S268: NO), the main CPU 71 in step S270 determines whether the selected little pig's nose 210 corresponds to the “mini game II” 217. Then, when the selected little pig's nose 210 is determined as to correspond to the “mini game II” 217 (S270: YES), the main CPU 71 executes a later-described Three Little Pigs foot race game process as shown in FIG. 29(B) (S271). The process then returns to S260.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “mini game II” 217 (S270: NO), the main CPU 71 in step S272 determines whether the selected little pig's nose 210 corresponds to the “brick house” 219. Then, when the selected little pig's nose 210 is determined as to correspond to the “brick house” 219 (S272: YES), the main CPU 71 causes a shift to a later-described brick house stage process as shown in FIG. 29(B) (S273). This is an effect provided at the time of step-up from the stage in the motif of the stick house to the stage in the motif of the brick house. When the step-up occurs, the expectation value for a payout is raised. Then, after S273, the stick house stage process is completed.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “brick house” 219 (S272: NO), the main CPU 71 in step S274 determines whether the selected little pig's nose 210 corresponds to Wolf 220. In this case, the main CPU 71 provides an effect indicating termination of the pick-up bonus game (S275). Specifically, the stick house displayed in the upper portion of the screen is blown away by the breath of the wolf 220. After S275, the stick house stage process is completed.
  • <Brick House Stage Process>
  • Next, with reference to FIG. 28 and FIG. 29, the brick house stage process is described. FIG. 28 shows a flowchart of the brick house stage process in the slot machine 10 according to the embodiment of the present invention. The brick house stage process is a process executed in S273 of the stick house stage process shown in FIG. 27.
  • First, in step S280 the main CPU 71 displays a selection screen that prompts selection of one of the twenty little pig's noses 210 displayed on the lower image display panel 141 (see FIG. 29(A))
  • Note that in the brick house stage process, the House 211 in the background of the selection screen is the brick house.
  • Next, in step S281, the main CPU 71 determines whether the selection of any of the little pig's noses 210 is made through the selection screen of the little pig's noses 210. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the little pig's nose 210 is touched. When it is determined that the selection of a little pig's nose 210 is not made (S281: NO), the main CPU 71 shifts the process back to S281.
  • On the other hand, when it is determined that the selection of a little pig's nose 210 is made (S281: YES), the main CPU 71 determines whether the selected little pig's nose 210 corresponds to “progressive WIN!” 214 which means winning of a progressive prize (S282). When the main CPU 71 determines that the selected little pig's nose 210 correspond to the “progressive WIN!” 214 which means winning of a progressive prize (S282: YES), the main CPU 71 notifies the external controller 200 of the winning of the progressive prize (S283). Next, the main CPU 71 receives an amount of progressive prize from the external controller 200 (S284). Next, the main CPU 71 stores the amount of progressive prize received in the payout amount counter (S285). After the process, the process returns to S280.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “progressive WIN!” 214 which means winning of a progressive prize (S282: NO), the main CPU 71 in step S286 determines whether the selected little pig's nose 210 corresponds to the “fixed payout” 226. When the selected little pig's nose 210 is determined as to correspond to the “fixed payout” 226 (S286: YES), the main CPU 71 causes a payout of “90” credit as shown in FIG. 29(C) (S287). The payout amount of “90” credit is added to the value of payout amount stored in the RAM 73, and the process then returns to S280.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “fixed payout” 226 (S286: NO), the main CPU 71 in step S288 determines whether the selected little pig's nose 210 corresponds to the “mini game I” 216. When the selected little pig's nose 210 is determined as to correspond to the “mini game I” 216 (S288: YES), the main CPU 71 executes a later-described “Turnip Harvesting” game process (brick house version) illustrated in FIGS. 34 and 35, as shown in FIG. 29(C) (S289). The process then returns to S280.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “mini game I” 216 (S288: NO), the main CPU 71 in step S290 determines whether the selected little pig's nose 210 corresponds to the “mini game II” 217. When the selected little pig's nose 210 is determined as to correspond to the “mini game II” 217 (S290: YES), the main CPU 71 executes a later-described Three Little Pigs foot race game process as shown in FIG. 29(C) (S291). The process then returns to S280.
  • On the other hand, when the selected little pig's nose 210 is not determined as to correspond to the “mini game II” 217 (S290: NO), the main CPU 71 in step S292 determines whether the selected little pig's nose 210 corresponds to the piggy character (Straw Piggy 221, Stick Piggy 222, Brick Piggy 223). When the selected little pig's nose 210 is determined as to correspond to the piggy character (Straw Piggy 221, Stick Piggy 222, Brick Piggy 223) (S292: YES), the main CPU 71 in step S293 stores the selected piggy character (Straw Piggy 221, Stick Piggy 222, Brick Piggy 223) in the RAM 73 (S293).
  • The main CPU 71 in step S294 refers to RAM 73 to determine whether three (three kinds of) piggy characters (Straw Piggy 221, Stick Piggy 222, Brick Piggy 223) in total are stored. When three (three kinds of) piggy characters are not stored (S294: NO), the process then returns to S280.
  • On the other hand, when three (three kinds of) piggy characters are store (S294: YES), the “winner-takes-all object” process is executed (S295). The “winner-takes-all object” is a type of benefit which awards the player all the gains associated with the little pig's nose 210 (“fixed payout”, “mini game I”, “mini game II”, and the like). After S295, a final effect is provided (S296). Specifically, the amount of credit won throughout the entire pick-up bonus game is displayed on the upper image display panel 131. After S296, the brick house stage process is completed.
  • When the selected little pig's nose 210 does not correspond to the piggy character (Straw Piggy 221, Stick Piggy 222, Brick Piggy 223) (S292: NO), the main CPU 71 in step S297 determines whether the selected little pig's nose 210 corresponds to the Wolf 220. In this case, the main CPU 71 provides an effect indicating termination of the pick-up bonus game (S298). Specifically, the wolf 220 enters the brick house displayed in the upper portion of the screen. After S298, the brick house stage process is completed.
  • <“Turnip Harvesting” Game Process: Straw House Version>
  • Now, referring to FIG. 30 and FIG. 31, the “Turnip Harvesting” game process (straw house version) will be described. FIG. 30 shows a flowchart of the “Turnip Harvesting” game process (straw house version) in the slot machine 10 according to the embodiment of the present invention. FIG. 31 is a diagram showing an exemplary image of the “Turnip Harvesting” game image (straw house version) displayed on the lower image display panel 141 of the slot machine 10 according to the embodiment of the present invention. The “Turnip Harvesting” game process (straw house version) is a process executed in S249 in the pick-up bonus game process shown in FIG. 26.
  • First, in step S341 the main CPU 71 displays four turnips 240 a, 240 b, 240 c, and 240 d on the lower image display panel 141 (FIG. 31( a)). Then in step S342, a value selected from 0 to 3 is randomly and internally associated with each of the four turnips 240 a, 240 b, 240 c, and 240 d. The user is then requested to select one of the displayed four turnips 240 a, 240 b, 240 c, and 240 d, for the one's place 241. In step S343, the main CPU 71 determines whether one of the displayed turnips 240 a, 240 b, 240 c, and 240 d has been selected for the one's place 241. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the turnips 240 a, 240 b, 240 c, and 240 d is touched. When it is determined that the selection of one of the turnips 240 a, 240 b, 240 c, and 240 d has not been done (S343: NO), the main CPU 71 waits for the selection.
  • On the other hand, when it is determined that the selection of one of the turnips 240 a, 240 b, 240 c, and 240 d has been done (S343: YES), the “one's place” determination effect is executed (S344). The “one's place” determination effect is arranged such that, for example, when the turnip 240 d is selected in S343, as shown in FIG. 31( b), the value “1” is displayed on the associated turnip 240 d which has been selected, and then the value “1” associated with the selected turnip 240 d is displayed in the one's place 241 displayed on the lower image display panel 141.
  • Thereafter, in step S345 the main CPU 71 displays the remaining three turnips 240 a, 240 b, and 240 c on the lower image display panel 141 (FIG. 31( c)). Then the user is requested to select one of the displayed turnips 240 a, 240 b, and 240 c for the ten's place 242. In step S346, the main CPU 71 determines whether the selection of one of the displayed turnips 240 a, 240 b, and 240 c for the ten's place 242 has been done. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the turnips 240 a, 240 b, and 240 c is touched. When it is determined that the selection of one of the turnips 240 a, 240 b, and 240 c has not been done (S346: NO), the main CPU 71 waits for the selection.
  • On the other hand, when it is determined that the selection of one of the turnips 240 a, 240 b, and 240 c has been done (S346: YES), the “ten's place” determination effect is executed (S347). The “ten's place” determination effect is arranged such that, for example, when the turnip 240 b is selected in S346, as shown in FIG. 31( d), the value “3” is displayed on the associated turnip 240 b which has been selected, and then the value “3” associated with the selected turnip 240 b is displayed in the ten's place 242 displayed on the lower image display panel 141.
  • Thereafter, in step S348 whether the number of activated pay lines exceeds five is determined. More specifically, it is determined if the number of pay lines activated by pressing the play-10-lines button 42, the play-20-lines button 43, or the play-30-lines button 44 is not smaller than six. If the number of activated pay lines does not exceed five (S348: NO), the process proceeds to later-described step 352. When the number of activated pay lines does not exceed five (S348: NO), the value “0” is displayed in the hundred's place 243 displayed on the lower image display panel 141.
  • On the other hand, if the number of activated pay lines exceeds five (S348: YES), in step S349 the main CPU 71 displays the remaining two turnips 240 a and 240 c on the lower image display panel 141 (FIG. 31( e)). The user is then requested to select one of the displayed two turnips 240 a and 240 c corresponding to the hundred's place 243. In step S350, the main CPU 71 determines whether one of the displayed turnips 240 a and 240 c corresponding to the hundred's place 243 has been selected. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the turnips 240 a and 240 c is touched. If it is determined that none of the turnips 240 a and 240 c has been selected (S350: NO), the main CPU 71 waits for the selection.
  • On the other hand, when it is determined that one of the turnips 240 a and 240 c has been selected (S350: YES), the “hundred's place” determination effect is provided (S308). The “hundred's place” determination effect is arranged such that, for example, when the turnip 240 a is selected in S350, as shown in FIG. 31( f), the value “2” associated with the selected turnip 240 a is displayed on the selected turnip 240 a, and then the value associated with the selected turnip 240 a is displayed in the hundred's place 243 displayed on the lower image display panel 141. As such, a three digit value is determined.
  • Subsequently, in step S352, as shown in FIG. 31( g), the value “0” associated with the turnip 240 c which was not selected in step S343, step S346 and step S350 is displayed on the turnip 240 c which was not selected. As a result, in step S342, all of the values internally associated with the four turnips 240 a, 240 b, 240 c, and 240 d are displayed. It is noted that, when the result of step S348 is NO, the values “2” and “0” associated with the turnips 240 a and 240 c which were not selected in step S5343 and step S346 are displayed on those non-selected turnips 240 a and 240 c.
  • Lastly, in step S353, as shown in FIG. 31( h), a payout process is executed such that a payout amount equivalent to a value calculated by multiplying the determined three digit value “231” (If NO in step S348, the determined two digit value “31”) by the bet amount (line bet) bet on each active pay line is added to the payout amount stored in the RAM 73. The “Turnip Harvesting” game process (straw house version) is then completed.
  • <“Turnip Harvesting” Game Process: Stick House Version>
  • Now, referring to FIG. 32 and FIG. 33, the “Turnip Harvesting” game process (stick house version) will be described. FIG. 32 shows a flowchart of the “Turnip Harvesting” game process (stick house version) in the slot machine 10 according to the embodiment of the present invention. FIG. 33 is a diagram showing an exemplary image of the “Turnip Harvesting” game (stick house version) displayed on the lower image display panel 141 of the slot machine 10 according to the embodiment of the present invention. The “Turnip Harvesting” game process (stick house version) is a process executed in S269 of a stick house stage process shown in FIG. 27.
  • First, in step S361 the main CPU 71 displays six turnips 240 a, 240 b, 240 c, 240 d, 240 e, and 240 f on the lower image display panel 141 (FIG. 33( a)). Then in step S362, each of the six turnips 240 a, 240 b, 240 c, 240 d, 240 e, and 240 f is internally and randomly associated with one of the values 0 to 5. The player is then requested to select one of the displayed six turnips 240 a, 240 b, 240 c, 240 d, 240 e, and 240 f, for the one's place 241. In step S363, the main CPU 71 determines whether one of the displayed turnips 240 a, 240 b, 240 c, 240 d, 240 e, and 240 f has been selected for the one's place 241. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the turnips 240 a, 240 b, 240 c, 240 d, 240 e, and 240 f is touched. If it is determined that the selection has not been done (S363: NO), the main CPU 71 waits for the selection.
  • On the other hand, when it is determined that the selection has been done (S363: YES), the “one's place” determination effect is executed (S364). The “one's place” determination effect is arranged such that, for example, when the turnip 240 f is selected in S363, as shown in FIG. 33( b), the value “1” associated with the selected turnip 240 f is displayed on the selected turnip 240 f, the value “1” associated with the selected turnip 240 f is displayed in the one's place 241 displayed on the lower image display panel 141.
  • Subsequently, in step S365 the main CPU 71 displays the remaining five turnips 240 a, 240 b, 240 c, 240 d, and 240 e on the lower image display panel 141 (FIG. 33( c)). The player is then requested to select one of the five turnips 240 a, 240 b, 240 c, 240 d, and 240 e for the ten's place 242. In step S366, the main CPU 71 determines whether one of the displayed turnips 240 a, 240 b, 240 c, 240 d, and 240 e has been selected. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the turnips 240 a, 240 b, 240 c, 240 d, and 240 e is touched. If it is determined that the selection has not been done (S366: NO), the main CPU 71 waits for the selection.
  • On the other hand, when it is determined that the selection has been done (S366: YES), the “ten's place” determination effect is executed (S367). The “ten's place” determination effect is arranged such that, for example, when the turnip 240 b is selected in S366, as shown in FIG. 33( d), the value “0” associated with the selected turnip 240 b is displayed on the turnip 240 b, and then the value “0” associated with the selected turnip 240 b is displayed in the ten's place 242 displayed on the lower image display panel 141.
  • Subsequently, in step S368, whether the number of activated pay lines exceeds five is determined. More specifically, it is determined if the number of pay lines activated by pressing the play-10-lines button 42, the play-20-lines button 43, or the play-30-lines button 44 is not smaller than six. If the number of activated pay lines does not exceed five (S368: NO), the process proceeds to later-described step 372. When the number of activated pay lines does not exceed five (S368: NO), the value “0” is displayed in the hundred's place 243 displayed on the lower image display panel 141.
  • On the other hand, if the number of activated pay lines exceeds five (S348: YES), in step S349 the main CPU 71 displays the remaining two turnips 240 a and 240 c on the lower image display panel 141 (FIG. 31( e)). The player is then requested to select one of the displayed four turnips 240 a, 240 c, 240 d, and 240 e for the hundred's place 243. In step S370, the main CPU 71 determines whether one of the displayed turnips 240 a, 240 c, 240 d, and 240 e has been selected for the hundred's place 243. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the turnips 240 a, 240 c, 240 d, and 240 e is touched. If it is determined that the selection has not been done (S370: NO), the main CPU 71 waits for the selection.
  • On the other hand, when it is determined that the selection has been done (S307: YES), the “hundred's place” determination effect is executed (S371). The “hundred's place” determination effect is arranged such that, for example, when the turnip 240 c is selected in S370, as shown in FIG. 33( f), the value “4” associated with the selected turnip 240 c is displayed on the selected turnip 240 c, and then the value “4” associated with the selected turnip 240 c is displayed in the hundred's place 243 displayed on the lower image display panel 141. As such, a three digit value is determined.
  • Subsequently, in step S372, as shown in FIG. 33( g), the values “5”, “2”, and “3” associated with the turnips 240 a, 240 d, and 240 e which were not selected in step S363, step S366, and step S370 are displayed on those non-selected turnips 240 a, 240 d, and 240 e. As a result, in step S372, all of the values internally associated with the six turnips 240 a, 240 b, 240 c, 240 d, 240 e, and 240 f, respectively, are displayed. If the result of determination in step S368 is NO, the values “5”, “4”, “2”, and “3” associated with the turnips 240 a, 240 c, 240 d, and 240 e which were not selected in step S363, step S366 are displayed on those non-selected turnips 240 a, 240 c, 240 d, and 240 e.
  • Lastly, in step S373, as shown in FIG. 33( h), a payout process is executed such that a payout amount equivalent to a value calculated by multiplying the determined three digit value “401” (If NO in step S368, the determined two digit value “01”) by the bet amount (line bet) bet on each active pay line is added to the payout amount stored in the RAM 73. The “Turnip Harvesting” game process (stick house version) is then completed.
  • <“Turnip Harvesting” Game Process: Brick House Version>
  • Now, referring to FIG. 34 and FIG. 35, the “Turnip Harvesting” game process (brick house version) will be described. FIG. 34 shows a flowchart of the “Turnip Harvesting” game process (brick house version) in the slot machine 10 according to the embodiment of the present invention. FIG. 35 is a diagrams showing an exemplary image of the “Turnip Harvesting” game (brick house version) displayed on the lower image display panel 141 of the slot machine 10 according to the embodiment of the present invention. The “Turnip Harvesting” game process (brick house version) is executed in S289 of a brick house stage process shown in FIG. 28.
  • First, in step S381 the main CPU 71 displays ten turnips 240 a, 240 b, 240 c, 240 d, 240 e, 240 f, 240 g, 240 h, 240 i and 240 j on the lower image display panel 141 (FIG. 35( a)). Then in step S382, each of the ten turnips 240 a to 240 j is internally associated with one of the values 0 to 9. The user is requested to select one of the displayed ten turnips 240 a to 240 j for the one's place 241. In step S383, the main CPU 71 determines whether one of the displayed turnips 240 a to 240 j has been selected for the one's place 241. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the Turnips 240 a to 240 j is touched. If it is determined that the selection has not been done (S383: NO), the main CPU 71 waits for the selection.
  • On the other hand, when it is determined that the selection has been done (S383: YES), the “one's place” determination effect is executed (S384). The “one's place” determination effect is arranged such that, for example, when the turnip 240 h is selected in S383, as shown in FIG. 35( b), the value “1” is displayed on the associated turnip 240 h which has been selected, and then the value “1” associated with the selected turnip 240 h is displayed in the one's place 241 displayed on the lower image display panel 141.
  • Then in step S385 the main CPU 71 displays the remaining nine turnips 240 a, 240 b, 240 c, 240 d, 240 e, 240 f, 240 g, 240 i, and 240 j on the lower image display panel 141 (FIG. 35( c)). The user is requested to select one of the displayed nine turnips 240 a, 240 b, 240 c, 240 d, 240 e, 240 f, 240 g, 240 i, and 240 j for the ten's place 242. In step S386, the main CPU 71 determines whether one of the displayed turnips ten's place 242 has been selected for the ten's place 242. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the turnips 240 a, 240 b, 240 c, 240 d, 240 e, 240 f, 240 g, 240 i, and 240 j is touched. If it is determined that the selection has not been done (S386: NO), the main CPU 71 waits for the selection.
  • On the other hand, if it is determined that the selection has been done (S386: YES), the “ten's place” determination effect is executed (S387). The “ten's place” determination effect is arranged such that, for example, when the turnip 240 c is selected in S386, as shown in FIG. 35( d), the value “5” associated with the selected turnip 240 c is displayed on the turnip 240 c, and then the value “5” associated with the selected turnip 240 c is displayed in the ten's place 242 displayed on the lower image display panel 141.
  • Subsequently, in step S388, whether the number of activated pay lines exceeds five is determined. More specifically, it is determined if the number of pay lines activated by pressing the play-10-lines button 42, the play-20-lines button 43, or the play-30-lines button 44 is not smaller than six. If the number of activated pay lines does not exceed five (S388: NO), the process proceeds to later-described step 392. When the number of activated pay lines does not exceed five (S388: NO), the value “0” is displayed in the hundred's place 243 displayed on the lower image display panel 141.
  • On the other hand, if the number of activated pay lines exceeds five (S388: YES), in step S389 the main CPU 71 displays the remaining eight turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, 240 i, and 240 j on the lower image display panel 141 (FIG. 35( e)). The player is then requested to select one of the displayed eight turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, 240 i, and 240 j for the hundred's place 243. In step S390, the main CPU 71 determines whether one of the displayed eight turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, 240 i, and 240 j has been selected for the hundred's place 243. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, 240 i, and 240 j is touched. If it is determined that the selection has not been done (S390: NO), the main CPU 71 waits for the selection.
  • On the other hand, if it is determined that the selection has been done (S390: YES), the “hundred's place” determination effect is executed (S391). The “hundred's place” determination effect is arranged such that, for example, when the turnip 240 i is selected in S390, as shown in FIG. 35( f), the value “7” associated with the selected turnip 240 i is displayed on the selected turnip 240 i, and then the value “7” associated with the selected turnip 240 i is displayed in the hundred's place 243 displayed on the lower image display panel 141. Thus, a three digit value is determined.
  • Thereafter, in step S392, as shown in FIG. 35( g), the numbers “8”, “2”, “4”, “0”, “6”, “3”, and “9” associated with the turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, and 240 j which were not selected in step S383, step S386, and step S390 are displayed on the non-selected turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, and 240 j. As a result, in step S392, all of the values internally associated with the ten turnips 240 a to 240 j respectively, are displayed. If the result of step S388 is NO, the numbers “8”, “4” “0”, “6”, “3”, “7” and “9” associated with the turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, 240 i, and 240 j which were not selected in step S383 and step S386 are displayed on those non-selected turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, 240 i, and 240 j.
  • In step S393, as shown in FIG. 35( h), a payout process is executed such that a payout amount equivalent to a value calculated by multiplying the determined three digit value “751” (If NO in step S388, the determined two digit value “51”) by the bet amount (line bet) bet on each active pay line is added to the payout amount stored in the RAM 73. The “Turnip Harvesting” game process (brick house version) is then completed.
  • As described above, according to the aforesaid arrangement, in a “Turnip Harvesting” game (brick house version), for example, one of the numbers 0 to 9 is randomly associated with each of the ten turnips 240 a, 240 b, 240 c, 240 d, 240 e, 240 f, 240 g, 240 h, 240 i and 240 j displayed on the lower image display panel 141. Then one of the turnips 240 a to 240 j is selected. For example, when the turnip 240 h is selected, the value “1” associated with the selected turnip 240 h is displayed in the one's place 241 displayed on the lower image display panel 141, as a payout-related value used for determining the payout. This operation is repeated for a predetermined number of times for the tens place and the hundreds place. When the three-digit number (“7”, and “1”) are determined, the numbers “8”, “2”, “4”, “0”, “6”, and “9” corresponding to the non-selected turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, and 240 j are displayed. Then a credit calculated by multiplying the determined three-digit numbers “751” by the line bet is paid out. According to the arrangement above, since one of the numbers 0 to 9 is associated with each of the turnips 240 a to 240 j before the selection of one of the turnips 240 a to 240 j, it becomes possible to produce an effect in such a way that a payout is flexibly changed in accordance with the degree of involvement of the player, as compared to games in which a payout is awarded irrespective of the involvement by players, such as selection games in which a value related to the payout is unchanged no matter which one of the turnips 240 a to 240 j is selected. In other words, a player is able to play not a (deterministic) game in which a payout-related value is predetermined but a (flexible) game in which the player is allowed to freely select a payout-related value.
  • Furthermore, after the three-digit number (“7”, “5”, and “1”) are determined, the numbers “8”, “2”, “6”, “3”, and “9” corresponding to the non-selected turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, and 240 j are displayed for the player. This clearly demonstrates for the player that one of the values 0 to 9 is associated with each of the turnips 240 a to 240 j in advance before the selection of one of the turnips 240 a to 240 j. In other words, the arrangement above allows the player to be delighted or dismayed with his/her selection, each time one of the numbers “8”, “2”, “4”, “0”, “6”, “3”, and “9” corresponding to the non-selected turnips 240 a, 240 b, 240 d, 240 e, 240 f, 240 g, and 240 j is displayed.
  • According to the arrangement above, furthermore, a turnip is selectable for the hundred's place 243 when the number of active pay lines is more than more, whereas no turnip is selectable for the hundred's place 243 when the number of active pay lines is five or less. That is to say, the expectation value for a payout in the “Turnip Harvesting” game is raised for a player who bets a predetermined amount or more in order to increase the number of pay lines 1 to 30, in comparison to players who bet an amount less than the predetermined amount.
  • According to the arrangement above, because the number of digits concerning a payout in the “Turnip Harvesting” game is increased, the expectation value for the payout in the “Turnip Harvesting” game is raised for a player who bets a predetermined amount or more on the slot machine 10 in order to increase the number of pay lines 1 to 30, in comparison to players who bet an amount less than the predetermined amount. More specifically, when the number of pay lines bet by the player exceeds five, the process proceeds from step S388 to step S389 and hence the hundred's place becomes selectable. On the other hand, when the number pay lines bet by the player is five or less, the process proceeds from step S388 to step S392, and hence only a two-digit number is provided. Therefore, while the former player obtains a payout based on a three-digit number, the latter player only obtains a payout based on a two-digit number. As such, as an advantageous mini game, the “Turnip Harvesting” game is provided for a player who bets a predetermined amount or more on the slot machine 10 in order to increase the number of pay lines 1 to 30.
  • According to the arrangement above, furthermore, in each “Turnip Harvesting” game process, the expectation value for a payout is raised every time a step-up occurs from the pick-up bonus game to the stick house stage and the brick house stage. More specifically, the number of Turnips 240 displayed on the lower image display panel 141 is set to four in S249 (straw house version) of the pick-up bonus game process, six in S269 (stick house version) of the stick house stage process, and ten in S289 (brick house version) of the brick house stage process. As should be understood from this, the number of selectable Turnips 240 is increased when step-up of the stage occurs. As the step-up of the stage of the game occurs, a probability of obtaining a larger amount of payout is increased for the player. This enables provision of greater satisfaction to the player. Further, it is possible to cause the player to expect an occurrence of such a state where the expectation value of a payout is increased.
  • According to the arrangement above, furthermore, when the player does not bet a predetermined amount or more to increase the number of pay lines 1 to 30, the value “0” is displayed in advance in the largest place, i.e. the hundred's place 243, when the values associated with the selected turnips are displayed in order in the one's place 241, the ten's place 242, and the hundred's place 243. This clearly and visually shows that a player who bets a predetermined amount or more on the slot machine 10 is able to receive a more advantageous payout.
  • <Three Little Pigs Foot Race Game Process>
  • Next, with reference to FIGS. 36 and 37, the Three Little Pigs foot race game process is described below. FIG. 36 shows a flowchart of the Three Little Pigs Foot Race bonus game process in the slot machine 10 according to the embodiment of the present invention. FIG. 37 shows an exemplary image of the Three Little Pigs foot race game displayed on the lower image display panel 141 of the slot machine 10 according to the embodiment of the present invention. The Three Little Pigs foot race game process is a process executed in S251 of the pick-up bonus game process shown in FIG. 27, in S271 of the stick house stage process shown in FIG. 27, and in S291 of the brick house stage process shown in FIG. 28. In the Three Little Pigs foot race game, a player guesses which one of Three Little Pigs in a foot race goals first.
  • First, in step S310, the main CPU 71 displays a selection screen that prompts selection of one of the Three Little Pigs displayed on the lower image display panel 141, i.e., one piggy out of the Three Little Pigs (Straw Piggy 245, Stick Piggy 246, and Brick Piggy 247), as shown in FIG. 37(A).
  • Next, in step S311, the main CPU 71 determines whether the selection of any of the Three Little Pigs is made through the selection screen of the Three Little Pigs. Specifically, the main CPU 71 determines whether any of the portions of the touch panel 114 respectively corresponding to the Three Little Pigs is touched. When it is determined that the selection of a Three Little Pigs is not made (S311: NO), the main CPU 71 shifts the process back to S311.
  • On the other hand, when it is determined that the selection of a Three Little Pigs is made (S311: YES), a random determination process is executed (S312). In this random determination process, there is determined whether to let the piggy selected in S311 goal first in the foot race. Specifically, the main CPU 71 samples a random number for a foot race, from the numbers ranging from 1 to 3. When the sampled random number is “1”, the main CPU 71 determines to let the piggy selected in S311 goal first in the foot race.
  • Next, in S313, the main CPU 71 executes an effect providing process. Specifically, first, the lower image display panel 141 displays a video of the Three Little Pigs foot racing (see FIG. 37(A)). When it is determined in the random determination process of S312 that the piggy selected in S311 is the piggy to goal first in the foot race, a video showing the piggy selected in S311 goaling first in the foot race is displayed (see FIG. 37(B)). On the other hand, when it is determined in the random determination process of S312 that the piggy selected in S311 is not the piggy to goal first in the foot race, a video showing the piggy selected in S311 losing the foot race is displayed.
  • Next, when it is determined that the piggy selected in S311 goals first in the foot race, a payout process is executed (S314). Specifically, the main CPU 71 causes a payout of “400” credit as shown in FIG. 37(B). The payout amount of “400” credit is added to the value of payout amount stored in the RAM 73. Thus, the Three Little Pigs foot race game process is completed.
  • The above embodiment thus described solely serves as a specific example of the present invention, and the present invention is not limited to such an example. Specific structures and various means may be suitably designed or modified. Further, the effects of the present invention described in the above embodiment are not more than examples of most preferable effects achievable by the present invention. The effects of the present invention are not limited to those described in the embodiments described above.
  • Further, the detailed description above is mainly focused on characteristics of the present invention to fore the sake of easier understanding. The present invention is not limited to the above embodiments, and is applicable to diversity of other embodiments. Further, the terms and phraseology used in the present specification are adopted solely to provide specific illustration of the present invention, and in no case should the scope of the present invention be limited by such terms and phraseology. Further, it will be obvious for those skilled in the art that the other structures, systems, methods or the like are possible, within the spirit of the invention described in the present specification. The description of claims therefore shall encompass structures equivalent to the present invention, unless otherwise such structures are regarded as to depart from the spirit and scope of the present invention. Further, the abstract is provided to allow, through a simple investigation, quick analysis of the technical features and essences of the present invention by an intellectual property office, a general public institution, or one skilled in the art who is not fully familiarized with patent and legal or professional terminology. It is therefore not an intention of the abstract to limit the scope of the present invention which shall be construed on the basis of the description of the claims. To fully understand the object and effects of the present invention, it is strongly encouraged to sufficiently refer to disclosures of documents already made available.
  • The detailed description of the present invention provided hereinabove includes a process executed on a computer. The above descriptions and expressions are provided to allow the one skilled in the art to most efficiently understand the present invention. A process performed in or by respective steps yielding one result or blocks with a predetermined processing function described in the present specification shall be understood as a process with no self-contradiction. Further, the electrical or magnetic signal is transmitted/received and written in the respective steps or blocks. It should be noted that such a signal is expressed in the form of bit, value, symbol, text, terms, number, or the like solely for the sake of convenience. Although the present specification occasionally personifies the processes carried out in the steps or blocks, these processes are essentially executed by various devices. Further, the other structures necessary for the steps or blocks are obvious from the above descriptions.
  • The embodiment of the present invention has been described in the detailed description of the invention above. The structures of the embodiment however may be combined as needed. A combination of the structures the embodiment realizes a gaming machine and a control method therefor, which provides further improved entertainment characteristics.
  • For example, in the aforesaid base game run in the main control process, when three “BONUS” symbols 250 are stop-displayed in the display window 150 (i.e. when the symbols instructing to award a mini game are stop-displayed), the process may proceed not to the Three Little Pigs bonus game process but directly to the “Turnip Harvesting” game process (mini game with variable payouts).
  • In addition to the above, for example, in the “Turnip Harvesting” game (brick house version), when one of the turnips 240 a to 240 j is selected and for example the turnip 240 h is selected, a random number (e.g. “1”) is sampled from the numerical range of 0 to 9. This operation is repeated for a predetermined number of times for the tens place and the hundreds place (e.g. “5” and “7”). Thereafter, the sampled random numbers are placed in order from the one's place (three-digit number “751”). A credit amount calculated by multiplying the determined three-digit number “751” by the line bet is awarded as a payout.

Claims (8)

  1. 1. A gaming machine, comprising:
    a symbol display device capable of variably displaying a plurality of symbols;
    an input device that allows an input of an instruction related to a game;
    a controller programmed to execute the following processes of:
    (m1) running a base game which variably displays the symbols on the symbol display device and stop-displays the symbols thereafter;
    (m2) in the base game run in (m1), providing a mini game in which a payout is variable, when symbols instructing to award the mini game are stop-displayed;
    (m3) in the mini game awarded in (m2), displaying a plurality of images of options;
    (m4) associating the images of the options displayed in (m3) with values randomly sampled from a predetermined numerical range, respectively;
    (m5) receiving by the input device an input of selection of one of the options displayed in (m3);
    (m6) displaying the value associated with the image of the option selected in (m5), as a payout-related value used for determining the payout;
    (m7) repeating the steps (m5) and (m6) for a predetermined number of times;
    (m8) after (m7), displaying the values associated with the options which are not selected in (m7);
    (m9) awarding the payout based on the payout-related values determined in (m7).
  2. 2. A gaming machine according to claim 1, wherein
    a plurality of pay lines associated with the symbol display device are provided,
    the input device is able to receive betting corresponding to the number of pay lines, and
    the controller is programmed to execute the following steps of:
    in the base game run in (m1), awarding a payout based on a combination of the symbols stopped on the pay lines thus bet; and
    repeating the step (m7) for a predetermined number of times if the number of pay lines thus bet is equal to or larger than a predetermined number, or repeating the step (m7) for a number of times smaller than the number of times determined in advance in (m7) if the number of pay lines thus bet is smaller than the predetermined number.
  3. 3. A gaming machine, comprising:
    a symbol display device capable of variably displaying a plurality of symbols;
    an input device that allows an input of an instruction related to a game;
    a controller programmed to execute the following processes of:
    (n1) running a base game which variably displays the symbols on the symbol display device and stop-displays the symbols thereafter;
    (n2) when the symbols stop-displayed in the base game run in (n1) includes a plurality of specific symbols, enabling the input device to accept an input related to selection of any of the specific symbols stop-displayed;
    (n3) determining whether or not the specific symbol selected in (n2) is a symbol that causes occurrence of a pick-up bonus game;
    (n4) when the symbol is determined as to be a symbol that causes occurrence of a pick-up bonus game in (n3), enabling the input device to accept an input of selection of any of a plurality of selectable objects displayed on the symbol display device;
    (n5) when the object selected in (n4) indicates awarding of a mini game, displaying images of a plurality of options displayed;
    (n6) associating a value randomly selected from a predetermined numerical range with each of the images of the options displayed in (n5);
    (n7) receiving, by the input device, an input of selection of one of the images of the options displayed in (n5);
    (n8) displaying the value associated with the image of the option selected in (n7), as a payout-related value used for determining the payout;
    (n9) repeating the steps (n7) and (n8) for a predetermined number of times;
    (n10) after (n9), displaying the values associated with the options which are not selected in (n9);
    (nil) awarding the payout based on the payout-related values determined in (n9).
  4. 4. The gaming machine according to claim 3, wherein
    a plurality of pay lines are associated with the symbol display device,
    the input device is able to receive betting corresponding to the number of the pay lines, and
    the controller is programmed to execute the following steps of:
    in the base game run in (n1), awarding a payout based on the symbols stopped on the pay lines thus bet; and
    (n12) repeating the step (n9) for a predetermined number of times if the number of pay lines thus bet is equal to or larger than a predetermined number in (n9), or repeating the step (n9) for a number of times smaller than the predetermined number of times if the number of pay lines thus bet is smaller than the predetermined number.
  5. 5. The gaming machine according to claim 4, wherein
    the controller is programmed to execute the following steps of:
    (n13) in (n12), displaying the values associated with the images of the options selected in (n9) in order in a one's place, a ten's place, and a hundred's place;
    (n14) when the number pay lines thus bet is smaller than the predetermined number, displaying “0” in advance in the largest place in (n13); and
    (n15) awarding a payout based on the values displayed in order in (n13).
  6. 6. The gaming machine according to claim 3, wherein
    the controller is programmed to execute the following step of:
    (n15) when the object selected in (n4) is an object that increases an expectation value for a payout awarded in the pick-up bonus game, raising the expectation value for the payout to be awarded in (n11).
  7. 7. A gaming machine, comprising:
    a symbol display device capable of variably displaying a plurality of symbols;
    an input device that allows an input of an instruction related to a game and a bet; and
    a controller programmed to execute the following processes of:
    (o1) running a base game which variably displays the symbols on the symbol display device and stop-displays the symbols thereafter;
    (o2) in the base game run in (o1), providing a mini game in which a payout is variable, when symbols instructing to award the mini game are stop-displayed;
    (o3) in the mini game awarded in (o2), displaying a plurality of images of options;
    (o4) associating a value randomly selected from a numerical range of 0 to 9 with each of the images of the options displayed in (o3);
    (o5) receiving, by the input device, an input of selection of one of the images of the options displayed in (o3);
    (o6) repeating the step (o5) for a predetermined number of times if a value bet by the input device is equal to or larger than a predetermined number, or repeating the step (o5) for a number of times smaller than the predetermined number of times if the bet value is smaller than the predetermined number;
    (o7) in (o6), displaying the values associated with the images of the options selected in (o5) in order in a one's place, a ten's place, and a hundred's place;
    (o8) after (o7), displaying the values associated with the options which are not selected in (o6);
    (o9) awarding a payout based on the values displayed in order in (o7).
  8. 8. The gaming machine according to claim 7, wherein
    the controller is programmed to execute the following step of:
    when the bet value is smaller than the predetermined number in (o6), displaying “0” in advance in the largest place in (o7).
US13080848 2010-04-09 2011-04-06 Gaming machine Abandoned US20110250947A1 (en)

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Owner name: UNIVERSAL ENTERTAINMENT CORPORATION, JAPAN

Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:OKAMOTO, DAISYUN;REEL/FRAME:026339/0015

Effective date: 20110308

Owner name: ARUZE GAMING AMERICA, INC., NEVADA

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