WO2015037717A1 - ゲーミングマシン - Google Patents
ゲーミングマシン Download PDFInfo
- Publication number
- WO2015037717A1 WO2015037717A1 PCT/JP2014/074286 JP2014074286W WO2015037717A1 WO 2015037717 A1 WO2015037717 A1 WO 2015037717A1 JP 2014074286 W JP2014074286 W JP 2014074286W WO 2015037717 A1 WO2015037717 A1 WO 2015037717A1
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- WIPO (PCT)
- Prior art keywords
- symbol
- reel
- rotation
- gaming machine
- game
- Prior art date
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
- G07F17/3213—Details of moving display elements, e.g. spinning reels, tumbling members
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/34—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines
Definitions
- the present invention relates to a gaming machine.
- Patent Document 1 describes a gaming machine that is intended to increase the player's expectation for the progress of the game by reel action. This gaming machine determines a symbol to be stopped and displayed on each reel, and in a state where two reels are spun in different directions, a wild symbol is stopped and displayed on one reel, and the other is used as a trigger. Spin the reel slowly.
- the gaming machine described in Patent Document 1 controls the movement of one reel according to the stop symbol of the other reel, and it is necessary that the predetermined symbol of the other reel is stopped first. .
- the reel action described in Patent Document 1 cannot be applied depending on the content of the game, and when the number of reels is increased, the effect by the reel action may be difficult to understand.
- a gaming machine includes a rotatable reel having a plurality of symbols and a control unit.
- a control part determines the symbol displayed when a reel stops, and determines the rotation mode of the reel which displays the said symbol at the time of a stop based on the said symbol.
- a control part rotates a reel in the determined rotation mode, and stops it so that the determined symbol may be displayed.
- the rotation mode of the reel is determined based on the symbol to be displayed when the reel is stopped.
- the rotation mode of the reel can be determined based only on the symbol displayed on the reel, a widely applicable reel action can be provided regardless of the content of the game.
- the stop symbol can be predicted in an easy-to-understand manner from the movement of the reel, it is possible to appropriately increase the expectation that the player has for the progress of the game.
- the rotation mode may be at least one of a rotation time, a rotation direction, and a rotation speed.
- a rotation time By using the rotation time, the rotation direction, the rotation speed, or a combination thereof, it is possible to realize an effective production using the reel action.
- the control unit determines any rotation mode from among a predetermined rotation mode and a rotation mode for effects different from the predetermined rotation mode based on the determined symbol and a predetermined probability. Also good. In one embodiment, the control unit may determine any one rotation mode from among a predetermined rotation mode and a plurality of effect rotation modes based on the determined symbol and a predetermined probability. . With this configuration, the strength of the relationship between the reel movement and the stop symbol can be controlled, so that the accuracy of the player's prediction of the stop symbol can be controlled. In this way, by making the player expect a stop symbol with a predetermined range of accuracy and not making a definitive prediction, it is possible to provide a game development that keeps the eye on the end while enhancing the player's expectation.
- a plurality of reels may be provided, and the control unit may determine a stop order of each reel and a symbol displayed at the time of stop based on a predetermined probability.
- the rotation mode of each reel is determined based on the symbol to be displayed at the time of stopping on each reel without being influenced by the symbols on other reels. For this reason, it is possible to provide an effect of movement of a plurality of reels in an easy-to-understand manner for the player.
- a gaming machine includes a display unit that displays a plurality of reels on which symbols are arranged, and the display unit that is connected to the display unit and that rotates and stops the reel.
- a control unit that pays a payout for the combination of symbols formed, and the control unit is configured to control at least one reel of the plurality of reels when the formed symbol combination satisfies a predetermined condition.
- a bonus game that repeats the process of paying a payout according to the symbol displayed on the display unit, and the control unit in the bonus game determines a symbol to be displayed on the display unit. Then, at least one of the plurality of reels is rotated in a rotation manner according to the determined symbol.
- a bonus game in which the rotation mode of the reel is determined based on the symbol to be displayed when the reel is stopped.
- the rotation mode of the reel can be determined based only on the symbol displayed on the reel, and the player can predict the stop symbol in an easy-to-understand manner from the movement of the reel. It is possible to provide a bonus game that can appropriately increase the expectation of the player.
- the rotation mode may include at least one of a rotation time, a rotation direction, and a rotation speed.
- the control unit in the bonus game is configured to select any one of a plurality of rotation modes based on the determined symbol and a predetermined probability. it can.
- a gaming machine that provides reel action effects regardless of game content and provides reel action effects in an easy-to-understand manner even when the number of reels is increased is provided.
- FIG. 3 is a perspective view of the gaming machine according to the embodiment.
- FIG. 2 is a block diagram of a control system in the gaming machine of FIG. 1. It is an example of a symbol area.
- 2 is a flowchart for explaining the operation of the gaming machine of FIG. 1.
- 12 is a flowchart for explaining the operation of the gaming machine during the bonus game.
- 12 is a flowchart for explaining the operation of the gaming machine when determining a spin effect. It is a table for demonstrating determination of a spin effect. It is a table
- the gaming machine 1 provides a game in exchange for the consumption of gaming value, such as a slot machine, a poker machine, a kino machine, a bingo machine, a pachinko machine, a pachislot machine, etc. that provide a game to a player at a casino. It can be adopted as a machine.
- the game value is a concept including tangible objects such as coins, banknotes, coins, medals, and tickets, or electronic data having a value equivalent to these. Such game value can be used in the form of being converted into the number of credits as a consumption unit when it is inserted into the gaming machine 1 and providing a game to the player by consuming the accumulated credit. .
- the gaming machine 1 is a slot machine that includes a reel having a plurality of symbols, stops after rotating the reel, and determines the presence or absence of winning according to the symbol displayed when the reel is stopped.
- the gaming machine 1 is a slot machine that includes a reel having a plurality of symbols, stops after rotating the reel, and determines
- FIG. 1 is a perspective view of the gaming machine 1 according to the embodiment.
- the gaming machine 1 has a vertical casing 19 that extends in the vertical direction (z direction).
- a display unit 18 is provided on the front surface 19 a of the housing 19.
- the display unit 18 has a function of displaying the contents of the game.
- the display unit 18 may include at least one of a window that allows a mechanical reel to be visually recognized and a liquid crystal display device that displays a virtual reel.
- the display unit 18 includes a window 17 where the operation of the mechanical reel 2 can be visually recognized, a lower display device 9 provided below the window 17, and an upper display device 15 provided above the window 17. Have.
- the housing 19 includes a reel box 12 that houses a plurality of rotatable reels 2 therein.
- the reel box 12 accommodates a mechanism for rotating the plurality of reels 2 independently.
- the window 17 described above is provided on the front surface 12 a of the reel box 12. Through the window 17, the player can visually recognize the operation of the plurality of reels 2 and the symbols drawn on the plurality of reels 2 from the outside of the reel box 12.
- the lower display device 9 described above is provided on the front surface 12 a of the reel box 12. The lower display device 9 can display an image or video related to the content of the game.
- an upper box 13 is provided above the reel box 12.
- the upper display device 15 described above is provided on the front surface of the upper box 13.
- the upper display device 15 may display an image or video related to the content of the game.
- the control panel 3 is provided below the display unit 18.
- the control panel 3 is provided in the bottom cabinet 10 provided below the reel box 12.
- An insertion port 4, an output port 5, and an operation unit 30 are provided on the surface 3 a of the control panel 3.
- a game value as a consideration for executing the game is input to the insertion slot 4 by the player.
- coins or bills are used here.
- the output port 5 may be configured to further read credit information printed on the medium and store it in the gaming machine 1.
- the operation unit 30 receives various instructions from the player to the gaming machine 1.
- the operation unit 30 includes, for example, a spin button 7 and a plurality of buttons 6.
- the spin button 7 receives an instruction to start a game (reel rotation start).
- the plurality of buttons 6 include, for example, a bet button group, a line designation button group, a max bet button, or a payout button.
- the bet button group receives an operation for instructing a game value to be betted by the player by a predetermined unit amount.
- the line designation button group accepts an operation for designating a line (hereinafter referred to as an effective line) to be a winning determination target.
- the max bet button accepts an operation for instructing to bet the maximum gaming value that can be bet at one time.
- the payout button accepts an operation for instructing payout.
- a payout tray 24 for paying out game value is provided below the control panel 3.
- the payout tray 24 is provided in the bottom cabinet 10.
- the gaming machine 1 may output the accumulated credit information from the output port 5 or may pay out from the payout tray 24 as a gaming value.
- One is selected by.
- a configuration may be adopted in which either one is selected according to the player's designation.
- a lower box 11 is disposed between the reel box 12 and the bottom cabinet 10.
- a plurality of speakers 8 are provided on the front surface of the lower box 11.
- the plurality of speakers 8 may output sound according to the progress of the game, for example.
- the plurality of speakers 8 may output sound even when the gaming machine 1 does not provide a game.
- An extended upper box 14 is disposed above the upper box 13.
- the extended upper box 14 is provided with a plurality of light projecting units 16.
- FIG. 2 shows an outline of a control system in the gaming machine 1.
- the gaming machine 1 includes a control unit 20.
- the control unit 20 is configured as a computer unit including a central processing unit (hereinafter abbreviated as CPU) 21 and a memory 22 that can be referred to by the CPU 21.
- the memory 22 may include a non-volatile storage medium such as a magnetic or optical storage medium or an EEPROM.
- the memory 22 stores a game program necessary for executing the game and game data to be referred to in the game program.
- the CPU 21 reads and executes the game program to determine the content of the game and advance the slot game according to a predetermined procedure.
- the game content refers to content for controlling each part of the gaming machine 1 in the process and result of the game, and the content of the game will be described later.
- the CPU 21 is connected with an operation unit 30 and an identification unit 31 via an I / O port (input / output port) 23.
- the operation unit 30 receives a player instruction and outputs a signal corresponding to the player instruction to the CPU 21.
- the identification unit 31 identifies the gaming value (coin or bill) inserted from the insertion slot 4 and outputs a signal corresponding to the identified amount to the CPU 21.
- the CPU 21 determines the content of the game based on the player's instruction, the bet game value, and the like. Further, the lower display device 9, the upper display device 15, the reel 2 and the payout unit 36 are connected to the CPU 21 via the I / O port 23. The CPU 21 operates at least one of the lower display device 9, the upper display device 15, and the reel 2 in accordance with the determined game content, and displays the game content in the display area.
- the display region is a display panel portion of the display device when the display unit 18 is a display device. When the display unit 18 is a window, the reel 2 or the like is visible by the window. It is.
- the CPU 21 controls the rotation of the reel 2 in accordance with the determined game content. Further, the CPU 21 controls the rotation mode of the reel 2.
- the rotation mode of the reel 2 includes a rotation time, a rotation direction, a rotation speed, or a combination thereof.
- the rotation time is the time from the start of rotation of the reel 2 to the stop.
- the rotation direction is one of a forward direction and a reverse direction.
- the rotation speed is the number of rotations per unit time.
- the CPU 21 causes the payout unit 36 to manage the payout of the game value to the payout tray 24 and causes the output port 5 to manage printing and outputting the accumulated credit number information on the medium.
- devices necessary for executing the slot game are appropriately connected to the control unit 20, but illustration of them is omitted.
- FIG. 3 shows an example of a game screen displayed on the display unit 18 according to the control of the CPU 21.
- a game screen 40 is displayed in the window 17 (display area).
- the game screen 40 is provided with a symbol area 41 for displaying a symbol of the reel 2.
- the symbol area 41 is defined so that a plurality of cells 42 as symbol stop positions form a matrix of 3 rows in the vertical direction and 5 columns in the horizontal direction.
- the horizontal direction of the game screen 40 may be referred to as the row direction
- the vertical direction may be referred to as the column direction.
- the boundary line of the cell 42 may be displayed on the display unit 18 in such a manner that the player can grasp it visually, or the display may be omitted. That is, it is sufficient that the cell 42 is logically or conceptually defined inside the gaming machine 1 as the symbol stop position, and it is not always necessary that the boundary between them be visible.
- a symbol 43 is displayed for each cell 42. These symbols 43 are arranged on each of the plurality of reels 2. By arranging the reels 2 in a predetermined arrangement, the symbols 43 are displayed in a matrix area vertically and horizontally in the symbol area 41. Various symbols such as numbers, letters or figures can be appropriately adopted for the symbol 43.
- the active line is a line for designating a plurality of cells 42 to be a target of winning determination in the slot game, and is set so as to straddle the plurality of reels 2.
- the effective line is appropriately set.
- the horizontal line A connecting all the cells 42 located in the center in the vertical direction of the symbol area 41 can be set as an effective line.
- a line extending in the diagonal direction of the symbol area 41, a line drawing a V shape or an inverted V shape in the symbol area 41, and the like can be set.
- the CPU 21 When the player operates the bet button group to designate the number of units to bet in one slot game and selects an effective line by the line designation button group, the CPU 21 recognizes the selection contents. Thereafter, when the player operates the spin button 7, the CPU 21 moves (scrolls) each symbol 43 in the column direction in the symbol area 41, and one symbol 43 appears in one cell 42 at a predetermined stop time. In this way, the scrolling of the symbol 43 is stopped. When the symbol 43 is stopped, a winning pattern is formed when the symbols 43 displayed in the cells 42 on the active line match or form a predetermined relationship.
- the symbols 43 are arranged on the surface of each reel 2, the symbols 43 are scrolled by rotating the reels 2, and the symbols 43 are stopped by stopping the reels 2.
- the symbol 43 is predetermined as a virtual reel strip that is a virtually arranged symbol array corresponding to each reel.
- the CPU 21 refers to the data recorded in the memory 22 and controls the display of the reel 2 on the game screen 40 by scrolling and stopping the virtual reel strip.
- FIG. 4 is a flowchart showing a routine executed by the CPU 21 at an appropriate cycle in order to control the display of the reel 2 when the slot game is executed.
- the CPU 21 determines the start of the game (S10).
- the identification unit 31 outputs a signal to the CPU 21.
- the CPU 21 determines the game start based on the signal from the identification unit 31. If the game start is not instructed, the determination is repeated, and if the game start is instructed, the process proceeds to S12.
- the CPU 21 determines game settings.
- the operation unit 30 (the plurality of buttons 6) receives an instruction from the player and outputs a signal corresponding to the instruction from the player to the CPU 21.
- the CPU 21 determines the game setting based on the signal from the operation unit 30. If the game setting is not instructed, the determination is repeated. When the game setting is instructed, the game setting is determined, and the process proceeds to S14.
- the CPU 21 receives the signal of the spin button 7. If the signal of the spin button 7 is not input, the determination is repeated, and when the signal of the spin button 7 is input, the process proceeds to S16.
- the CPU 21 rotates the plurality of reels 2.
- the Xth reel from the left is described as reel (X).
- the process proceeds to S18.
- the CPU 21 stops each reel (X) based on the stop position of each reel (X) determined in the process of S22. After each reel (X) is stopped, the process proceeds to S30. In the process of S30, the CPU 21 determines whether or not the combination of the symbols 43 appearing in the cells 42 of the symbol area 41 forms a predetermined bonus pattern. If no bonus pattern is formed, the process proceeds to S32.
- the CPU 21 determines whether or not the combination of the symbols 43 appearing in the cells 42 of the symbol area 41 forms a predetermined winning pattern. If no winning pattern is formed, the control process shown in FIG. 4 is terminated. On the other hand, if a winning pattern is formed, the process proceeds to S36. In the process of S36, a prize amount corresponding to the formed winning pattern is calculated, and a game value equivalent to the calculated prize amount is given to the player. The given game value can be used for betting in the slot game after the next time. When the player operates the payout button, a prize equivalent to the game value stored at that time is paid out from the payout unit 36 to the payout tray 24, or the information on the accumulated credit number is printed on the medium. Output from the output port 5. Above, the control process shown in FIG. 4 is complete
- the process proceeds to S34.
- the CPU 21 provides a bonus game.
- a bonus game to which a game value according to points acquired by a player is given will be described as an example.
- the points are given according to the symbols displayed on the horizontal line A of the symbol area 41 shown in FIG. 3, for example.
- the displayed symbols include a prize symbol to which points are awarded (prize money symbols A and B), and an end symbol (end symbol C) for stopping the subsequent operation of the reel 2 without giving points.
- All the reels 2 are rotated and any one reel 2 is stopped. If the symbol displayed at the stop is a prize symbol, points are awarded. Thereafter, the stopped reel 2 is rotated again.
- the stopped reel 2 is not rotated again. That is, the reel 2 is repeatedly rotated and stopped until the end symbol is displayed. Assuming that the total points (cumulative points) obtained by the player before all the reels 2 display the end symbol and stop, the game value given according to the total points is determined.
- FIG. 5 is a flowchart showing a subroutine executed by the CPU 21 to control the display of the reel 2.
- the CPU 21 determines a combination of winning combination and stop symbol (S40). In this embodiment, there are 1st to 6th prize winning combinations.
- numbers 0 to 20 are assigned to first to sixth and stored in the memory 22. For example, 0 to 5 is sixth, 6 to 10 is fifth, 11 to 14 is fourth, 15 to 17 is third, 18, 19 are second, and 20 is first.
- the CPU 21 acquires a random number and selects any one of first to sixth based on the acquired random number and the winning range. As a result, the winning combination of this bonus game is determined.
- Each winning combination is stored in the memory 22 in association with a predetermined number of points.
- the first prize is associated with 10,000 points. That is, when the player wins first place, 10,000 points or more are obtained during the bonus game.
- the second class is associated with 5000 points, the third class with 2500 points, the fourth class with 1200 points, the fifth class with 600 points, and the sixth class with 300 points.
- the CPU 21 refers to the memory 22 to acquire points for the current winning combination. For example, if it is 5th, it is 600 points or more and less than 1200 points.
- CPU21 acquires a random number, for example, and determines one point number in the range of 600 points or more and less than 1200 points based on a random number.
- the CPU21 determines the combination of stop symbols so that it may become the determined number of points.
- the CPU 21 determines the combination of the prize symbols A and B so as to be within the determined number of points.
- the prize symbol A is 1 point when stopped and the prize symbol B is 3 points when the determined symbol is 800 points.
- the CPU 21 determines the combination of the prize symbols A and B, such as whether the prize symbol A is stopped 200 times, the prize symbol B is stopped 200 times, whether the prize symbol A is stopped 500 times, and the prize symbol B is stopped 100 times. To do.
- the process proceeds to S42.
- the CPU 21 determines in what order the combination of the prize symbols A and B determined in the process of S40 is displayed.
- CPU21 acquires a random number and determines the display order of prize symbols A and B based on the random number. After the determination, the process proceeds to S44.
- the CPU 21 determines the reel 2 that stops and displays each prize symbol based on the display order of the prize symbols A and B determined in the process of S42. For example, the CPU 21 acquires a random number, and determines which reel 2 is to display the prize symbol A to be displayed first based on the random number. Similarly, the CPU 21 obtains a random number and determines which reel 2 is to display the prize symbol B to be displayed second based on the random number. As described above, the CPU 21 determines which reel 2 displays the winning symbol to be displayed in a predetermined display order. Then, the end symbols are displayed for the reels 2 that do not need to display the prize symbols A and B during the bonus game. With the above processing, the CPU 21 determines all the stop orders of the reels 2 and the symbols displayed when the reels 2 are stopped. After confirmation, the process proceeds to S46.
- the CPU 21 determines the movement of the reel 2 to stop the stop symbol. That is, the CPU 21 determines the effect of the rotation mode of the reel 2 (spin action effect). CPU21 determines the rotation mode of the reel 2 which displays the said symbol at the time of a stop based on the said symbol.
- the combination of a rotation direction and a rotational speed is used as an example of the rotation aspect of the reel 2 is demonstrated.
- FIG. 6 is a flowchart showing a subroutine executed by the CPU 21 to determine the spin effect.
- the variable i is a natural number used for expressing the stop order. That is, the variable i is 1 or more and is equal to or less than the number of stops of the reel 2 determined in the process of S44.
- the CPU 21 acquires a random number (S54). Then, the CPU 21 determines the rotation speed of the reel 2 displaying the i-th symbol to be stopped based on the symbol (S56).
- the reel 2 is set so as to operate at a rotational speed selected from the speeds according to the symbol that the reel 2 is to display.
- the CPU 21 may adopt a rotation speed set in advance for each symbol.
- the prize symbol A is associated with a predetermined rotational speed
- the prize symbol B is associated with a rotational speed higher than the predetermined rotational speed
- the end symbol C is associated with a rotational speed lower than the predetermined rotational speed.
- CPU21 determines the rotational speed of the reel 2 which displays the symbol made to stop i-th using said relationship. Note that the process of S54 may be skipped when determining the rotation speed of the reel 2 in this way.
- the CPU 21 may change the relationship between each symbol and the rotation speed associated with the symbol using the probability.
- the prize symbol A may have a predetermined rotation speed with a probability of 60% and a rotation speed (high rotation speed or low rotation speed) different from the predetermined rotation speed with a probability of 40%.
- the prize symbol B is set to a high rotation speed with a probability of 60%, and a rotation speed (predetermined rotation speed or low rotation speed) different from the high rotation speed with a probability of 40%. Also good.
- the end symbol C has a low rotation speed with a probability of 50%, and a rotation speed (predetermined rotation speed or high rotation speed) different from the low rotation speed with a probability of 50%.
- FIG. 7A is a table showing an example of the probability distribution ratio described above. CPU21 determines the rotational speed of the reel 2 which displays the i-th stop symbol using the table and random number shown to (A) of FIG.
- the CPU 21 acquires a random number (S58). Then, the CPU 21 determines the rotation direction of the reel 2 displaying the i-th symbol to be stopped based on the symbol (S60).
- the CPU 21 operates so that the reel 2 operates in either the normal rotation direction (forward rotation) or the rotation direction of the production rotation direction (reverse rotation) opposite to the normal rotation speed. It is set according to the symbol that the reel 2 is to display.
- the CPU 21 may adopt a rotation direction set in advance for each symbol. For example, in the present embodiment, forward rotation is associated with the prize symbol A, forward rotation with the prize symbol B, and reverse rotation with the end symbol C.
- CPU21 determines the rotation direction of the reel 2 which displays the symbol made to stop i-th using said relationship. Note that the process of S58 may be skipped when determining the rotation speed of the reel 2 in this way.
- the CPU 21 may change the rotation direction associated with the symbol using the probability.
- the prize symbol A may be rotated forward with a probability of 90% and reversely rotated with a probability of 10%.
- the winning symbol B and the end symbol C may be rotated forward with a probability of 70% and reversely rotated with a probability of 30%.
- FIG. 7B is a table showing an example of the probability distribution ratio described above.
- CPU21 determines the rotation direction of the reel 2 which displays the symbol made to stop i-th using the table and random number which are shown to (B) of FIG.
- FIG. 8 is a table for explaining an example of the spin effect.
- FIG. 8 shows an example of a spin effect when the earned points are 800 points (when the fifth prize is won).
- FIG. 8 shows the display mode and cumulative points of the reels 1 to 5 in the stop order i. As shown in FIG.
- the rotation mode of the reel 2 is determined based on the symbol to be displayed on the reel 2 when stopped.
- the stop symbol of the other reel is determined first. It is not necessary to do this, and it is possible to provide effects by reel action that can be widely applied regardless of the contents of the game.
- the stop symbol can be predicted by the player from the movement of the reel 2, it is possible to appropriately increase the expectation that the player has for the progress of the game.
- the reel movement can be changed by using the rotation time, the rotation direction, the rotation speed, or a combination thereof, so that an effective production using the reel action can be performed. It can be realized.
- the strength of the relationship between the movement of the reel 2 and the stop symbol can be controlled using the tables of FIGS. 7A and 7B. It becomes possible to control the accuracy of the prediction of the stop symbol of the player. In this way, by making the player expect a stop symbol with a predetermined range of accuracy and not making a definitive prediction, it is possible to provide a game development that keeps the eye on the end while enhancing the player's expectation.
- a game is provided.
- a predetermined symbol is repeatedly stopped to express a continuous winning, and a dividend is provided to the player. Therefore, in comparison with a bonus game that provides a bonus game with only one game result.
- the result of the bonus game can be presented to the player step by step, and a sense of expectation for a higher dividend can be fostered.
- the reel 2 rotates in a manner corresponding to the symbol to be stopped next, so that the player can predict the symbol to be stopped next, and a bonus game that can further increase the player's expectation.
- the present invention is not limited to the above-described embodiment, and can be implemented in an appropriate form.
- the number of reels arranged in the symbol area is not limited to the above example.
- all the reels have been described as physical reels in the above embodiment, some or all of the reels may be virtual reels (video reels) displayed as images on the screen of the display device.
- the rotation speed and rotation direction of the reel 2 have been described.
- the rotation time of the reel 2 can be set similarly to the rotation speed and rotation direction of the reel 2. For example, a normal rotation time and an effect rotation time may be prepared for each symbol and set to be changed with a predetermined probability.
- the normal rotation time and the rotation direction are described as the normal rotation mode (predetermined rotation mode).
- the normal rotation time, the rotation direction, and the rotation time are set as the normal rotation mode (predetermined rotation mode). Aspect) may be adopted. Further, in the above-described embodiment, the case where the reel spin effect is performed at the time of the bonus game has been described, but it may be used at the time of a normal game.
- the present invention is not limited to this, and random numbers necessary at the start of each game are acquired in advance. Then, the data may be stored in the memory 22 and read from the memory 22 and used as necessary.
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Abstract
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Claims (8)
- 複数のシンボルを有する回転可能なリールと、
前記リールが停止した際に表示されるシンボルを決定するとともに、停止時に当該シンボルを表示するリールの回転態様を当該シンボルに基づいて決定し、前記決定された回転態様にて前記リールを回転させ、前記決定されたシンボルが表示されるように停止させる制御部と、
を備えるゲーミングマシン。 - 前記回転態様は、回転時間、回転方向及び回転速度のうちの少なくとも1つである請求項1に記載のゲーミングマシン。
- 前記制御部は、前記決定されたシンボル及び所定の確率に基づいて、所定の回転態様及び前記所定の回転態様とは異なる演出用の回転態様の中から何れかの回転態様を決定する請求項1又は2に記載のゲーミングマシン。
- 前記制御部は、決定されたシンボル及び所定の確率に基づいて、前記所定の回転態様及び複数の前記演出用の回転態様の中から何れか1つの回転態様を決定する請求項3に記載のゲーミングマシン。
- 前記リールを複数備え、
前記制御部は、所定の確率に基づいて各リールの停止順序及び停止時に表示されるシンボルを決定する請求項1~4の何れか一項に記載のゲーミングマシン。 - シンボルが配された複数のリールを表示する表示部と、
前記表示部と接続され、前記リールを回転及び停止させることにより前記表示部に形成されたシンボルの組み合わせに対して配当を支払う制御部とを有し、
前記制御部は、前記形成されたシンボルの組み合わせが所定の条件を満たした場合に、前記複数のリールのうち少なくとも一つのリールを回転及び停止させることにより前記表示部に表示されたシンボルに応じた配当を支払う処理を繰り返すボーナスゲームを提供し、
前記ボーナスゲーム中の前記制御部は、前記表示部に表示するシンボルを決定し、前記決定されたシンボルに応じた回転態様で前記複数のリールのうち少なくとも一つのリールを回転させるゲーミングマシン。 - 前記回転態様は、回転時間、回転方向および回転速度の少なくとも1つを含む請求項6に記載のゲーミングマシン。
- 前記ボーナスゲーム中の前記制御部は、前記決定されたシンボルおよび所定の確率に基づいて、複数の回転態様の中から何れかの回転態様を選択する請求項6又は7に記載のゲーミングマシン。
Priority Applications (3)
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US15/021,227 US9978204B2 (en) | 2013-09-13 | 2014-09-12 | Gaming machine |
CN201480002316.2A CN104822428A (zh) | 2013-09-13 | 2014-09-12 | 游戏机 |
JP2015511140A JPWO2015037717A1 (ja) | 2013-09-13 | 2014-09-12 | ゲーミングマシン |
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PCT/JP2014/074286 WO2015037717A1 (ja) | 2013-09-13 | 2014-09-12 | ゲーミングマシン |
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US (1) | US9978204B2 (ja) |
JP (1) | JPWO2015037717A1 (ja) |
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JP2000271266A (ja) * | 1999-03-23 | 2000-10-03 | Aruze Corp | 遊技機 |
JP2004255135A (ja) * | 2003-02-25 | 2004-09-16 | Oizumi Corp | 遊技機 |
US20050070354A1 (en) * | 2002-09-11 | 2005-03-31 | Baerlocher Anthony J. | Gaming device having a free spin game |
JP2005237898A (ja) * | 2004-02-27 | 2005-09-08 | Aruze Corp | 遊技機 |
JP2013153875A (ja) * | 2012-01-27 | 2013-08-15 | Universal Entertainment Corp | 予兆演出を行うゲーミングマシン |
Family Cites Families (10)
Publication number | Priority date | Publication date | Assignee | Title |
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US5251898A (en) * | 1991-08-26 | 1993-10-12 | Bally Gaming International, Inc. | Gaming apparatus with bi-directional reels |
US6413162B1 (en) * | 2000-10-16 | 2002-07-02 | Igt | Gaming device having independent reel columns |
US6942571B1 (en) * | 2000-10-16 | 2005-09-13 | Bally Gaming, Inc. | Gaming device with directional and speed control of mechanical reels using touch screen |
JP2005211341A (ja) * | 2004-01-29 | 2005-08-11 | Aruze Corp | 遊技機 |
JP2005230130A (ja) * | 2004-02-17 | 2005-09-02 | Aruze Corp | 遊技機 |
US8047910B2 (en) * | 2005-08-31 | 2011-11-01 | Bally Gaming, Inc. | Gaming machines having rhythmic reels |
WO2010055726A1 (ja) * | 2008-11-14 | 2010-05-20 | アルゼゲーミング・アメリカ・インク | イベントゲームにより付与される賞の配当量を音声によるメッセージで案内するゲーミングシステムとその制御方法 |
JP2011087707A (ja) * | 2009-10-21 | 2011-05-06 | Universal Entertainment Corp | 共通ゲームにおいて単位ゲームと異なるシンボル列を用いるゲーミングマシン及びそのゲーム制御方法 |
JP2012100707A (ja) | 2010-11-05 | 2012-05-31 | Universal Entertainment Corp | ゲーミングマシン |
AU2011224067A1 (en) * | 2010-11-08 | 2012-05-24 | Aruze Gaming America, Inc. | Gaming machine and control method thereof |
-
2014
- 2014-09-12 US US15/021,227 patent/US9978204B2/en active Active
- 2014-09-12 CN CN201480002316.2A patent/CN104822428A/zh active Pending
- 2014-09-12 WO PCT/JP2014/074286 patent/WO2015037717A1/ja active Application Filing
- 2014-09-12 JP JP2015511140A patent/JPWO2015037717A1/ja active Pending
Patent Citations (5)
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JP2000271266A (ja) * | 1999-03-23 | 2000-10-03 | Aruze Corp | 遊技機 |
US20050070354A1 (en) * | 2002-09-11 | 2005-03-31 | Baerlocher Anthony J. | Gaming device having a free spin game |
JP2004255135A (ja) * | 2003-02-25 | 2004-09-16 | Oizumi Corp | 遊技機 |
JP2005237898A (ja) * | 2004-02-27 | 2005-09-08 | Aruze Corp | 遊技機 |
JP2013153875A (ja) * | 2012-01-27 | 2013-08-15 | Universal Entertainment Corp | 予兆演出を行うゲーミングマシン |
Also Published As
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US9978204B2 (en) | 2018-05-22 |
CN104822428A (zh) | 2015-08-05 |
JPWO2015037717A1 (ja) | 2017-03-02 |
US20160225222A1 (en) | 2016-08-04 |
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