ZA200605975B - Gaming machine - Google Patents

Gaming machine Download PDF

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Publication number
ZA200605975B
ZA200605975B ZA200605975A ZA200605975A ZA200605975B ZA 200605975 B ZA200605975 B ZA 200605975B ZA 200605975 A ZA200605975 A ZA 200605975A ZA 200605975 A ZA200605975 A ZA 200605975A ZA 200605975 B ZA200605975 B ZA 200605975B
Authority
ZA
South Africa
Prior art keywords
award
time
main cpu
game
player
Prior art date
Application number
ZA200605975A
Inventor
Kobayashi Masatsugu
Original Assignee
Aruze Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Aruze Corp filed Critical Aruze Corp
Publication of ZA200605975B publication Critical patent/ZA200605975B/en

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • G07F17/3213Details of moving display elements, e.g. spinning reels, tumbling members
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines

Description

§
BACKGROUND OF THE INVENTION Field of the Invention
[0001] The present invention relates to a gaming machine provided with a function of variably displaying a plurality of symbols.
Related Background of the Invention
[0002] Slot machines have been conventionally known as a gaming machine which pays out media such as medals and coins used in a game according to the detail of winning in the game.
[0003] A slot machine realizes a function of variably displaying a plurality of symbols by a plurality of mechanical reels each having a plurality of patterns on a outer surface or by image display which displays images showing a plurality of reels (reels displayed by images being also referred to as “pseudo reels”). When a player performs a predetermined operation, the slot machine causes the reels to start variably displaying symbols. According to the combination of ] symbols displayed on a predetermined activated pay line at the time when the reels are stopped, the player can recognize whether a game is won or not and the winning combination.
[0004] For example, Japanese Patent Application Laid-Open No. : 2004-329297 discloses a slot machine which includes a plurality of independent reels constituting a display area. The slot machine variably displays symbols of the reels simultaneously when a game is started upon an operation by the player, and stops the reels at a predetermined timing after the lapse of a predetermined time.
: FP06-0142-00 -.2006/05875
[0005] When a player starts a game, a gaming machine is occupied by the player until the player stops gaming regardless of the number of games, whereby other players cannot play games. It is desirable for arcades installed with slot machines that a large number of : games are played regardless of who plays games. This can be achieved by shortening the time between games.
SUMMARY OF THE INVENTION
[0006] However, since the operation for starting a game is an operation of pushing down a spin switch by a player, conventional slot machines have been hard to increase the number of playing games as long as the machines are occupied by players who are slow to proceed with games.
[0007] For aikessing the problem mentioned above, it is an ’ object of the present invention to provide a gaming machine which can urge a player to shorten the interval between start operations, thereby increasing the number of games played in a unit time.
[0008] According to the present invention, a gaming machine : comprises variable display means, operating means, determining means and award providing means. The variable display means includes a plurality of variable display portions for variably displaying symbols.
The operating means causes the variable display means to start variably displaying the symbols. The determining means determines whether a player performs an in-time start operation to cause the variable display means to start variably displaying the symbols with the operating means before an elapsed time measured after ending a game exceeds a time limit. The award providing means provides the player with an award if
: FP06-0142-00 the determining means determines that the player has performed the in- time start operation.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] Fig. 1 is a perspective view showing the overall structure of a slot machine which is the gaming machine in accordance with an embodiment of the present invention;
[0010] Fig. 2 is a block diagram of the slot machine focused on an inner structure;
[0011] Fig. 3 is a block diagram showing an example of the inner structure of the image control circuit;
[0012] Fig. 4 is a flowchart showing an operation procedure of a main process from the start to the end of a game in the slot machine;
[0013] Fig. 5 is a flowchart showing an operation procedure of a starting entry process;
[0014] Fig. 6 is a flowchart showing an operation procedure of a base game process;
[0015] Fig. 7 is a flowchart showing an operation procedure of a bonus game process,
[0016] Fig. 8 is a flowchart showing an operation procedure of a k starting entry process in a modified example; :
[0017] Fig. 9 is a flowchart showing an operation procedure of an award providing process in the modified example;
[0018] Fig. 10 is a flowchart showing an operation procedure of a starting entry process in the modified example;
[0019] Fig. 11 is a flowchart showing an operation procedure of a gaming value detection process in the modified example;
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[0020] Fig. 12 is a flowchart showing an operation procedure of an award changing control process in the modified example;
[0021] Fig. 13 is a view showing an example of game processing images displayed on a main display;
[0022] Fig. 14 is a view showing an example of images displaying a time notification image different from that of Fig. 13 on the main display;
[0023] Fig. 15 is a perspective view showing a rotary drum slot machine in accordance with a modified example;
[0024] Fig. 16 is a perspective view showing the structure of reels : in the rotary drum slot machine; and
[0025] Fig. 17 is a perspective view showing a schematic structure : of a liquid crystal display device in the rotary drum slot machine as seen from the back side of its cabinet.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0026] In the following, preferred embodiments of the present ; invention will be explained in detail with reference to the drawings. In : the drawings, portions identical or equivalent to each other will be : referred to with numerals identical to each other. (Overall Structure of Slot Machine)
[0027] Fig. 1 is a perspective view showing the overall structure : of a slot machine 1. The slot machine 1 is a gaming machine in accordance with an embodiment of the present invention, and is constructed such as to be able to execute a variable display game (also referred to as slot game) using variable display images of a plurality of symbols for variably displaying. The slot machine 1 has not only a
” FP06-0142-00 -.2006/705975 base game mode for executing a base game which is started irrespective of condition after starting a game, but also a special game mode for executing a bonus game which is started under a predetermined condition subsequent to the base game. In the special game mode, a double down game which will be explained later can be executed.
[0028] The slot machine 1 has a main display 3 equipped with a liquid crystal display device on the front face of a cabinet 2. The slot machine 1 also has a sub display 4 similarly provided with a liquid display device on the upper side of the main display 3.
[0029] The main display 3 is the variable display means in the present invention, whereas a variable display area 15 is arranged at i substantially the center of the screen. The variable display area 15 has : five variable display portions 15A, 15B, 15C, 15D, 15E arranged in a : horizontal row. In the base game mode, the main display 3 variably shows symbols by displaying scroll display images as if a plurality of symbols move down (reel images visible as if mechanical reels rotate) on the variable display sections 15A to 15E of the variable display area : 15. The main display 3 also has a time notification portion 16 for displaying a time notification image, which will be explained later, on : the lower side of the variable display area 15, thereby constituting the : time notifying means in the present invention.
[0030] The sub display 4 displays images related to games such as payout tables and explanations of games (e.g., explanations of game contents).
[0031] The slot machine 1 is provided with a substantially horizontal operation table 11 on the lower side of the main display 3.
) FP06-0142-00
The operation table 11 is equipped with a coin insertion slot 6, a bill insertion slot 7, a spin switch 8, a 1-BET switch 9, and a maximum BET switch 10.
[0032] The coin insertion slot 6 is provided in order for a player to insert coins for betting on games, and includes an inserted coin sensor 6a (see Fig. 2) for outputting a signal indicative of the coin insertion.
The bill insertion slot 7 is provided in order for the player to insert bills, and includes an inserted bill sensor 7a (see Fig. 2) for outputting a signal indicative of the bill insertion. The spin switch 8 is the operating means in the present invention, and feeds a main CPU 32, which will be explained later, with a start signal when a pushing operation (start operation) for beginning a slot game by starting variably displaying symbols on the variable display portions 15A to 15E. The 1-BET switch 9 is provided for performing a setting of betting one coin by one operation. The maximum BET switch 10 is provided for performing a setting for betting the maximum number of coins that can be bet on one game by one operation.
[0033] At the bottom portion of the cabinet 2, the slot machine 1 is provided with a coin payout chute 13 and a coin tray 14 for collecting the paid-out coins. Further, speakers 12L, 12R are disposed on the left and right sides of the coin payout chute 13, respectively.
[0034] Fig. 2 is a block diagram of the slot machine 1 focused on the internal configuration. The slot machine 1 comprises a plurality of constituents centered at a microcomputer 31, which constitute a processor of the slot machine 1 together with various circuits 36, 37, 59, 61, 63, 65, 71 and 72 to be explained later.
) FP06-0142-00
[0035] The microcomputer 31 comprises a main CPU (Central
Processing Unit) 32, a RAM (Random Access Memory) 33, and a ROM (Read Only Memory) 34. The main CPU 32 acts as various means characterizing the present invention according to programs stored in the
ROM 34, and inputs/outputs signals from/to other constituting elements by way of an I/O port 39, thereby controlling operations of the slot machine 1 as a whole. The RAM 33 stores data and programs used when the main CPU 32 operates. For example, the RAM 33 temporarily holds a random number value sampled by a sampling circuit 36, which will be explained later, after a game is started. The
ROM 34 stores permanent data and programs executed by the main
CPU 32.
[0036] The slot machine 1 also includes a random number generator 35, the sampling circuit 36, a clock pulse generating circuit 37, and a divider 38. The random number generator 35 operates as instructed by the main CPU 32, so as to generate random numbers ; within a fixed range. As instructed by the main CPU 32, the sampling 4 circuit 36 arbitrarily samples a random number from among the random numbers generated by the random number generator 35, and feeds thus sampled random number to the main CPU 32. The clock pulse : generating circuit 37 generates a reference clock for actuating the main
CPU 32, whereas the divider 38 feeds the main CPU 32 with a signal obtained when dividing the reference clock by a predetermined period.
[0037] The slot machine 1 further comprises a touch panel 3a, a lamp driving circuit 59, a lamp 60, an LED driving circuit 61, an LED 62, a hopper driving circuit 63, a hopper 64, a payout completion signal i FP06-0142-00 circuit 65, and a coin detecting unit 66. The slot machine 1 also comprises an image control circuit 71 and a sound control circuit 72.
[0038] The touch panel 3a is provided such as to cover the display screen of the main display 3, detects a position where a finger of a player touches, and feeds the main CPU 32 with a position signal corresponding to thus detected position. The lamp driving circuit 59 outputs to the lamp 60 a signal for lighting the lamp 60, and blinks the lamp 60 during playing a game. Special effects for games are executed by this blinking. The LED driving circuit 61 controls the blinking of the LED 62. The LED 62 displays the number of credited : coins, the number of acquired coins, and the like. The hopper driving circuit 63 drives the hopper 64 under the control of the main CPU 32, whereas the hopper 64 performs an operation for paying out coins, so as ; to pay out coins from the payout chute to the coin tray 14. The coin : detecting portion 66 counts the number of coins paid out by the hopper : 64, and notifies the counted number data to the payout completion signal circuit 65. The payout completion signal circuit 65 inputs the coin number data from the coin detecting portion 66, and feeds the main :
CPU 32 with a signal notifying the completion of payout of coins when the coin number reaches a set number.
[0039] The image control circuit 71 controls respective image displays in the main display 3 and sub display 4, so as to cause the main display 3 and sub display 4 to show variable display images of a plurality of symbols for variably displaying and various images such as time notification images.
[0040] As shown in Fig. 3, the image control circuit 71 includes i FP06-0142-00 an image control CPU 71a, a work RAM 71b, a program ROM 71¢, an image ROM 71d, a video RAM 7le, and a VDP (Video Display
Processor) 71f. According to parameters set by the microcomputer 3 1, the image control CPU 71a determines images to be displayed on the main display 3 and sub display 4 in conformity to an image control program (concerning displays in the main display 3 and sub display 4) stored in the program ROM 71c beforehand. The work RAM 71b 1s constructed as temporary storage means used when the image control
CPU 71a executes the image control program. {0041} The program ROM 71c stores the image control program, various selection tables, etc. The image ROM 71d stores dot data for : forming images. In this embodiment, the dot data includes symbol image data showing respective symbols used in the base game and the : bonus game. The video RAM 71e is constructed as temporary storage means used when images are formed by the VDP 71f. The VDP 71f includes a control RAM 71g. This VDP 71f forms images in } conformity to respective contents to be displayed on the main display 3 and sub display 4 determined by the image control CPU 71a, and outputs thus formed images to the main display 3 and sub display 4.
[0042] The sound control circuit 72 feeds the speakers 12L, 12R with sound signals for causing the speakers 12L, 12R to output the sounds. The speakers 12L, 12R output sounds for making the game more enjoyable. (Details of Slot Machine Operations)
[0043] Details of operations of thus constructed slot machine 1 will now be explained with reference to flowcharts shown in Figs. 4 to 7.
) FP06-0142-00
As shown in Fig. 4, the slot machine 1 initially executes a base game process subsequent to a starting entry process, and then executes a bonus game process under a given condition.
[0044] Fig. 4 is a flowchart showing an operation procedure of a main process from the start to the end of a game in the slot machine 1, whereas Fig. 5 is a flowchart showing an operation procedure of the starting entry process. Fig. 6 is a flowchart showing an operation procedure of the base game process, whereas Fig. 7 is a flowchart showing an operation procedure of the bonus game process. In Figs. 4 to 7, steps are abbreviated as S.
[0045] In the slot machine 1, the main CPU 32 acts as game proceeding control means, thereby controlling the proceeding with game. When the main process is started as shown in Fig. 4, the slot : machine 1 executes the starting entry process at step 1, and then executes the base game process at step 2 while keeping the game mode in the base game mode, whereby the main CPU 32 proceeds to step 3.
At step 3, the main CPU 32 acts as transition determining means, so as to determine whether or not to shift the game mode to a special game : mode according to a transition condition for shifting the game mode to the special game mode. If the transition condition is satisfied here, so that the transition is permitted, the main CPU 32 acts as shifting means, thereby proceeding to step 4 in order to shift the game mode to the special game mode, and then to step 5. If the transition condition is : not satisfied, the main CPU 32 proceeds to step 5 without executing step 4. At step 5, the main process ends when a coin payout process corresponding to a winning combination is executed if a base game or
FP06-0142-00 bonus game is won (that is, the main CPU 32 instructs the hopper driving circuit 63 to pay out coins according to payout number information indicating the number of coins acquired by the player, so that the hopper 64 pays out coins and that a signal is inputted from the payout completion signal circuit 65 to the main CPU 32). The coin payout process may renew credit information according to the payout number information. In this case, the payout of coins is executed by an operation of an undepicted checkout button after ending the game.
In the following, details of the individual blocks will be explained.
[0046] First, the slot machine 1 executes the starting entry process at step 1 in conformity to the flowchart shown in Fig. 5. Upon beginning the starting entry process, the main CPU 32 proceeds to step 11, so as to execute display control regarding a game initial image, : thereby instructing the image control circuit 71 to show the game initial image on the main display 3. Then, as illustrated in Fig. 13, the main display 3 shows the game initial image 18 including the variable display : area 15, time notification portion 16, and meter portion 17.
[0047] As mentioned above, the variable display area 15 has five i variable display portions 15A to 15E arranged in a horizontal row.
The time notification portion 16 displays a time notification image.
The time notification image is an image displaying the lapse of time : after completing the previous game and a time limit in such contents as to be recognizable by a player. Further, the time notification image is constructed by a movable image 16a and a guide image 16b. The movable image 16a is an inverted triangular image which 1s seen such as to move rightward as time passes. The guide image 16b is a
) FP06-0142-00 horizontal rod-shaped image. The movable image 16b having arrived at the right end of the guide image 16b indicates that the elapsed time after ending the game reaches the time limit, and that the time thereafter is outside of the time limit. The movable image 16a positioned anywhere other than the right end indicates the inside of the time limit.
[0048] The meter portion 17 displays the number of coins acquired by the player, the number of coins stored as credit, and the number of coins bet.
[0049] At step 12 subsequent to step 11, the slot machine 1 under the control of the main CPU 32 executes time notification control, so as to instruct the image control circuit 71 to make the main display 3 notify the elapsed time and time limit. Then, the movable image 16a begins to move from the left end of the guide image 16b, thereby showing an . image which is recognizable as if the movable image 16 moves from left to right along the guide image 16b as time passes. The time notification image has a function of urging the player to push down the spin switch 8 before the movable image 16a reaches the right end of the ; guide image 16b. Namely, the time notification image functions to urge the player to perform an in-time start operation within the time limit
[0050] After instructing the image control circuit 71, the main :
CPU 32 proceeds to step 13 so as to accept coins inserted from the : player. Since the slot machine 1 is a gaming machine of coin insertion type, the player initially inserts coins to be bet on one game from the coin insertion slot 6, and operates the 1-BET switch 9 or maximum BET switch 10 when credit is left.
) FP06-0142-00
[0051] When any of these operations (hereinafter referred to as “coin insertion operation”) is performed, the main CPU 32 proceeds to step 14 and waits until a start signal is inputted by the start operation caused by pushing down the spin switch 8. When the start operation is performed and the start signal is inputted, the main CPU 32 proceeds to step 15 and acts as determining means in the present invention. The main CPU 32 determines whether an in-time start operation is performed before the elapsed time, which is measured after ending the game (previous game), exceeds the time limit. That is, the main CPU 32 determines whether the start signal is inputted before the movable image 16a reaches the right end of the guide image 16b. If the in-time start operation is performed, i.e., if the start operation is performed within the time limit, the main CPU 32 proceeds to step 16; otherwise, it terminates the starting entry process without executing step 16 and the subsequent step 17. At step 16, the main CPU 32 acts as award providing means, so as to execute a process for providing the player with an advantageous award.
[0052] Here, examples of the award include an advantage of shifting to a bonus game and an advantage of increasing the number of coins to be paid out. In the case of the shifting to the bonus game, an award providing process sets a predetermined item of data to a bonus flag indicative of shifting to the bonus game. Otherwise, in the case of increasing the number of coins to be paid out, an award providing process adds a value corresponding to the number of increase to the payout number information. The player may also be provided with a certain award concerning slot games, and awards may be provided in
) FP06-0142-00 other modes as long as they are useful to the player. The following explanation assumes a case where the award providing process is executed by setting a predetermined item of data (“1” in this embodiment) to the bonus flag.
[0053] At step 17 subsequent thereto, the main CPU 32 acts as award providing notification control means, so as to control the notification with regard to an award provision, thereby causing the main display 3 to notify that an award is provided. For example, the main
CPU 32 instructs the image control circuit 71 to make the main display 3 show an image which indicates a message stating “Lucky!! Get The
Special Bonus!” This informs the player that the award is provided. :
[0054] When the starting entry process ends, the main CPU 32 proceeds to step 2 in Fig. 4, and executes the base game process in ; conformity to the flowchart shown in Fig. 6. When the base game : process begins, the main CPU 32 proceeds to step 21, thereby executing a base game lottery process. In the base game lottery process, the : main CPU 32 acts as symbol determining means, thereby executing a ! symbol determining process. In the symbol determining process, the main CPU 32 determines respective symbols (hereinafter referred to as ; “stop symbols”) fixedly displayed in a stopped state at vertical centers : of the variable display portions 15A to 15E by stopping the variable : display. Determining the respective stop symbols in the variable display portions 15A to 15E fixes the symbols arranged on the upper and lower sides of the stop symbols, so that three symbols are displayed in a stopped state in each of the variable display portions 15A to 15E.
During the base game lottery process in the slot machine 1, the main
} FP06-0142-00
CPU 32 instructs the image control circuit 71 to make the sub display 4 show images for directing the game. }
[0055] In the base game lottery process, when the main CPU 32 detects the start operation of the player by the start signal (i.e., when the game is started), the main CPU 32 instructs the random number generator 35 to generate random numbers within a fixed range. Also, the main CPU 32 instructs the sampling circuit 36 to arbitrarily sample a random number from among the random numbers generated by the random number generator 35. When the random number is sampled, the main CPU 32 refers to an undepicted symbol determining table (which is a table storing code numbers of symbols in association with . the random numbers) stored in the ROM 34 while using the sampled : random number as a search key, and acquires the code number of the : corresponding symbol. | ’
[0056] Next, while setting thus acquired code number as a search key, the main CPU 32 refers to an undepicted stop table (table storing ; code numbers of symbols in association with their corresponding symbols), and retrieves respective stop symbols displayed in a stopped ; state in the variable display portions 15A to 15E in the variable display areals. : 0057) When the respective stop symbols in the variable display portions 15A to 15E are fixed, the main CPU 32 determines whether winning is attained or not by referring to a winning determination table stored in the ROM 34. The winning determination table registers any of winning symbol combinations and losing (non-winning) symbol combinations in association with combinations of code numbers
FP06-0142-00 (hereinafter referred to as “code number patterns”) in a manner in which winning or not is discernible. Since the code number patterns corresponding to stop symbols have already been determined, the main
CPU 32 refers to the winning determination table while setting a code number pattern corresponding to a combination of symbols arranged on the effective line as a search key, and determines whether winning is attained or not from the result of the reference.
[0058] Subsequently, the main CPU 32 refers to a combination table, and executes a winning combination determining process for determining a winning combination (which will also be simply referred ; to as “combination”) in order to decide a payout. The combination : table is used for determining a mode of winning (winning combination), 4 and registers respective payouts corresponding to individual winning ’ combinations. When the winning combination determining process J ends, the base game lottery process ends. :
[0059] When a scroll process begins at step 22 subsequent thereto, ; the scroll process of variably displaying a plurality of symbols in the variable display portions 15A to 15E is executed on the main display 3. !
Next, at step 23, the main CPU 32 executes a stop control process, so as : to slow down the scroll speed, thereby causing each of the variable display portions 15A to 15E to show three symbols including the stop symbol corresponding to the result of the base game lottery process at step 21. When each of the variable display portions 15A to 15E shows three symbols including the stop symbol after terminating step 23, the base game process ends.
[0060] When the base game process ends, the main CPU 32
FP06-0142-00 proceeds to step 3 in Fig. 4, so as to determine whether the transition condition for shifting the game mode to the special game mode is satisfied or not. If the transition condition is satisfied, the main CPU 32 acts as shifting means, so as to shift the game mode to the special game mode. At step 3, since the slot machine 1 provides an award by setting a predetermined item of data (“1” in this embodiment) to the bonus flag, the main CPU 32 determines that the transition is permitted if the predetermined item of data is set to the bonus flag. Thus, the slot machine 1 in this embodiment shifts to the bonus game regardless of stop symbols. Of course, whether the transition is permitted or not may be determined in accordance with the fact that specific symbols on the variable display portions 15A to 15E are decided to be the stop 3 symbols for a transition condition in addition to the condition mentioned ; above, so that the transition depends on the stop symbols, or whether the i transition is permitted or not may be determined by other conditions. E
When the game mode shifts to the special game mode, the processing i : proceeds to step 4, where a bonus game process is executed. ; (Bonus Game Process) :
[0061] If the main CPU 32 determines that the game mode can ; shift from the base game mode to the special game mode, so that the ; bonus game process starts, a free game executable without operations by the player while having the same details as with a base game is repeated by a predetermined number (which is 10 in this embodiment but may be more).
[0062] When the bonus game process starts, the main CPU 32 proceeds to step 31 as shown in Fig. 7, so as to execute a bonus game
FP06-0142-00 »nQ5/ 05979 lottery process. The bonus game lottery process executes the predetermined number of lottery processes similar to the base game process at step 21, so as to determine stop symbols in the variable display portions 15A to 15E and whether the games are won or not by the predetermined number. In this bonus game lottery process, an initial value (“1”) is set to a bonus counter indicating the number of bonus games played. :
[0063] Next, the main CPU 32 proceeds to step 32, so as to execute a scroll process as with step 22. Subsequently, at step 33, a stop control process similar to that of step 23 is executed, so as to cause the variable display portions 15A to 15E to show stop symbols by the number corresponding to the bonus counter in the result of bonus lottery process at step 31. At step 33, the bonus counter is renewed by adding “1” thereto.
[0064] Subsequently, at step 34, the main CPU 32 determines ~ whether the bonus counter exceeds the predetermined number or not, ’ and terminates the bonus game process if the bonus counter exceeds the predetermined number; otherwise, the main CPU 32 returns to step 31 and repeats steps 31 to 34.
[0065] As in the foregoing, the slot machine 1 sets “1” to the : bonus flag when the start operation with the spin switch 8 is performed within the time limit in conformity to the time notification image, and determines at a later step that the bonus game transition condition is satisfied, whereby the player is provided with an award of the bonus game when the spin switch 8 is pushed down within the time limit along the time notification image. Therefore, the slot machine 1 can urge the
FP06-0142-00 player to perform a start operation within the time limit according to the elapsed time and time limit notified to the player, so as to shorten the interval between start operations, whereby the number of games played in a unit time can be increased. (Modified Example)
[0066] In the award providing step at step 16 shown in Fig. 5, “1” is set to the bonus flag once the in-time start operation conforming to the time notification image is performed. In this modified example, “1” is set to the bonus flag when a plurality of in-time start operations are performed in series. In this case, it will be sufficient if a starting entry process is executed in conformity to the flowchart shown in Fig. 8.
This starting entry process differs from that shown in Fig. 5 in that step 160 is executed instead of steps 16, 17 and in that another step 18 is executed.
[0067] Fig. 9 shows a flowchart illustrating an award providing control process at step 160. When starting the award providing control ; process, the main CPU 32 proceeds to step 171, so as to add “1” to a : number counter indicating the number of in-time start operations.
Subsequently, the main CPU 32 proceeds to step 172, so as to act as start operation number counting means, thereby determining whether the number counter reaches a predetermined number (e.g., “3”) or not.
The main CPU 32 terminates the award providing control process if the number counter does not reach the predetermined number; otherwise, the main CPU 32 resets the number counter, and proceeds to step 16.
Then, the main CPU 32 acts as the award providing means, so as to execute the above-mentioned award providing process and a process for
’ FP06-0142-00 controlling a notification regarding award provision as step 17 subsequent thereto, thereby terminating the award providing control process.
[0068] If the start operation is not performed within the time limit in conformity to the time notification image at step 15 shown in Fig. 8, the main CPU 32 proceeds to step 18, so as to reset the number counter.
Thus, the number is counted only when in-time start operations are performed in series; otherwise, the value of the number counter 1S cleared.
[0069] In this way, the slot machine 1 in accordance with this modified example provides an award when in-time start operations, ; each of which are performed within the time limit in conformity to the : time notification image, are performed in series, and thus can urge the 3 player to further shorten the interval between start operations, thereby ; speeding up the gaming. Hence, the number of games played in a unit : time can be increased.
[0070] In the starting entry process, this modified example changes at least one of the permission of notifying the elapsed time and : time limit, the content of the award, and a notification timing in ; accordance with the usage rate per unit time of the gaming value used ; for starting the game, e.g., the number of coins inserted per unit time.
In this case, it will be sufficient if the starting entry process is executed : in conformity to the flowchart shown in Fig. 10. This starting entry process differs from that shown in Fig. 5 in that step 120 is executed instead of step 12 and in that step 19 is executed between steps 11 and 120. There are also differences in that step 20 is executed between
] FP06-0142-00 steps 13 and 14 and in that a variable award providing process of step 161 is executed instead of steps 16 and 17.
[0071] When initiating the starting entry process, the main CPU 32 proceeds to step 19 subsequent to step 11 mentioned above, so as to act as the changing means in the present invention, thereby executing an award changing control process. Subsequently, the main CPU 32 executes a time notification control process at step 120. Further, the main CPU 32 executes step 13 as mentioned above, then proceeds to step 20, so as to act as the detecting means in the present invention, thereby executing a gaming value detection process. Thereafter, the : main CPU 32 executes steps 14 and 15 as mentioned above. :
Subsequently, the main CPU 32 proceeds to step 161, so as to execute a variable award providing process, thereby ending the starting entry 1 process.
[0072] When starting the gaming value detection process by proceeding to step 20, the main CPU 32 advances to step 191 as shown J in Fig. 11, so as to act as the detecting means in the present invention. :
Then, the main CPU 32 adds to a gaming value counter the number of i inserted coins or credit usage rate in coin inserting operations during a ; predetermined time (e.g., 10 minutes). Then, the main CPU 32 calculates the usage rate per unit time from the value of the gaming value counter. Subsequently, the main CPU 32 proceeds to step 192, so as to act as gaming value determining means, thereby determining whether the usage rate is at least a predetermined value (e.g., 100) or not.
If the usage rate is less than the predetermined value, the main CPU 32 terminates the gaming value detection process. If the gaming value
FP06-0142-00 number counter is at least the predetermined value, the main CPU 32 proceeds to step 193, so as to set a predetermined item of data (e.g, “17) to an award flag for changing a content concerning the award, and then terminates the gaming value detection process.
[0073] When initiating the award changing control process by proceeding to step 19 shown in Fig. 10, the main CPU 32 advances to step 181 as shown in Fig. 12, so as to act as the changing means in the present invention. Then, the main CPU 32 determines whether “17 1s set to the award flag by the gaming value detecting means. The main
CPU 32 terminates the award changing control process if “1” is not set to the award flag, whereas the main CPU 32 proceeds to step 182 if “1” is set to the award flag. At step 182, the main CPU 32 instructs the : sampling circuit 36 to arbitrarily sample a random number among random numbers generated by the random number generator 35. :
According to the arbitrary random number, the main CPU 32 sets predetermined items of data to award changing flags A, B, and C. For J example, “1” is set to the award changing flag A, whereas any of a ; plurality of values “17”, “2”, ... are set to the award changing flags B and y
C. After setting the above-mentioned data to the award changing flags 3
A to C, the main CPU 32 terminates the award changing control process. :
[0074] At step 120 shown in Fig. 10, the main CPU 32 decides whether or not to notify the elapsed time and time limit according to the award changing flag A. Namely, the main CPU 32 determines whether “1” is set to the award changing flag A or not. The main CPU 39 terminates the time notification control process if “1” is not set to the award changing flag A, and executes the above-mentioned time
) FP06-0142-00 notification process if “1” is set to the award changing flag A.
[0075] Subsequently, at step 120, the main CPU 32 changes the notification timing according to the value of the award changing flag B.
Namely, the main CPU 32 determines whether any value is set to the award changing flag B or not. If no value is set to the award changing flag B, the main CPU 32 terminates the time notification control process.
If any value is set to the award changing flag B, the main CPU 32 changes the above-mentioned notification timing of the elapsed time and time limit according to the value of the award changing flag B.
For example, the main CPU 32 immediately executes the above- mentioned time notification process if “1” is set to the award changing : flag B, and the main CPU 32 executes the above-mentioned time notification process after 2 seconds if “2” is set to the award changing ; flag B. The main CPU 32 may execute the time notification process as with step 12 mentioned above if “1” is set to the award changing flag B.
Also, the main CPU 32 may execute the time notification process in which the time limit may become one half of that at step 12 if “2” is set ! to the award changing flag B. | :
[0076] At step 161, according to the value of the award changing flag C, the main CPU 32 changes the content of the award to be : provided. Namely, the main CPU 32 determines whether any value is set to the award changing flag C or not. If no value is set to the award changing flag C, the main CPU 32 terminates the award providing control process. If any value is set to the award changing flag C, the main CPU 32 changes the content of the award for the above-mentioned award providing process according to the value of the award changing
FP06-0142-00 flag C. For example, according to the value of the award changing flag C, the main CPU 32 chooses one award among advantages such as the above-mentioned transition to the bonus game and the increase in the number of coins to be paid out, and executes the above-mentioned award providing process.
[0077] Since at least one of (a) the permission of notifying the elapsed time and time limit, (b) the content of the award, and (c) the notification timing is changed according to the usage rate per unit time of the gaming value used for starting the game, this modified example can urge the player to play the game while taking account of the usage rate per unit time of the gaming value used for starting the game, whereby the number of games to be executed in a unit time can be increased. :
[0078] The time notification image may be a smiley image 21 indicating a smiling face shown in Fig. 14. When notifying the elapsed time and time limit with the smiley image 21, the smiley image 21 is lit or blinked (repeatedly displayed bright and dark) in the state : where the elapsed time is within the time limit, but is not displayed in the state where the elapsed time has reached the time limit. This time notification image functions to urge the player to push down the spin switch 8 while the smiley image 21 is lit or blinked. In this case, it will be sufficient if the bonus flag is set when the player pushes down the spin switch 8 while the smiley image 21 is lit or blinked.
[0079] Though the elapsed time and time limit are notified by the display of the time notification image on the main display 3 in the above-mentioned embodiment, they may be notified by flashing which
) FP06-0142-00 periodically brightens the whole screen for a moment or by sound outputs from the speakers 12L, 12R.
[0080] Though the slot machine 1 constructing the variable display means by the main display 3 showing images indicating reels is explained by way of example, the present invention may also be employed in a rotary drum slot machine having a plurality of mechanical reels each painted with a plurality of symbols and constituting the variable display means.
[0081] This rotary drum slot machine has a reel unit in which three mechanical reels 103L, 103C, 103R shown in Figs. 16 and 17 are rotatably arranged in a horizontal row, and a liquid crystal display device 141 disposed on the front side of the reels 103L, 103C, 103R while covering them within the cabinet 2, for example. The reels 103L, 103C, 103R have respective reel sheets each painted with a plurality of symbols on their side face portions and are rotated by an undepicted stepping motor arranged on the inside.
[0082] The liquid crystal display device 141 comprises a | : translucent glass sheet 142 and display plate 143; a liquid crystal panel ; 144; a lightguide plate 145; a reflecting film 146; fluorescent lamps 147a, 147b, 148a, 148b which are white light sources; lamp holders 149a to 149h; and a flexible substrate (not depicted) which is connected to a terminal portion of the liquid crystal panel 144 and constructed by a table carrier package (TCP) mounted with an IC for driving the liquid crystal panel 144.
[0083] The liquid crystal panel 144 is configured normally white in order to display white (light is transmitted to the display surface side
FP06-0142-00 and visible from the outside) in a state where no voltage is applied to the liquid crystal (the liquid crystal is not driven), whereby the reels 103L, 103C, 103R are visible from the front side. The lightguide plate 145 is provided in order to guide the light from the fluorescent lamps 147a, 147b to the liquid crystal panel 144. The reflecting film 146 is provided in order to reflect the light introduced to the lightguide plate 145 toward the front face of the lightguide plate 145, and has a reflecting area 146A and nonreflecting areas 146BL, 146BC, 146BR as a light-transmitting portion which transmits incident light therethrough without reflecting it. The nonreflecting areas 146BL, 146BC, 146BR are arranged in front of three symbols arranged in a vertical row y appearing when their corresponding reels 103L, 103C, 103R are stopped. :
[0084] As the reels 103L, 103C, 103R rotate, a plurality of ; symbols painted on their side faces are variably displayed in thus 3 constructed rotary drum slot machine. Accordingly, the reels 103L, : 103C, 103R constitute the variable display portions in the present invention, whereas the reel unit 103 constitutes the variable display means. The liquid crystal display device 141 constitutes time : notification means for notifying the elapsed time and time limit by displaying the time notification image. Therefore, as shown in Fig. 15, the time notification portion 16 is arranged on the lower side of the variable display area 15 where the reels 103L, 103C, 103R of the liquid crystal display device 141 are seen.
[0085] In the foregoing, embodiments of the present invention are explained on the basis of the slot machine 1. However, the present
FP06-0142-00 invention is not limited to the foregoing embodiments. For example, the number of variable display portions is not limited to 3 and 5.
Though each variable display portion displays three symbols arranged in a vertical row, one symbol may be displayed.
[0086] Moreover, though some examples are explained as the award to be provided by the main CPU (award providing means), the present invention is not limited to the foregoing examples.
[0087] For example, the above-mentioned symbol determining table, which stores code numbers of symbols in association with the random numbers, may be changed into one for a so-called “special payout table” which enables the player to be easily awarded with better winning combinations. That is, the allocation of random numbers in the special payout table is modified in favor of the player. Instead of the symbol determining table, the above-mentioned winning 3 determination table may be changed in favor of the player.
[0088] As another example, a so-called “mystery bonus” may be employed as the award to be provided by the award providing means. :
Specifically, when the mystery bonus is awarded, the base game will be : shifted into the bonus game irrespective of the player’s operation or symbols on the main display. Entry into such mystery bonus may be determined by a lottery in the slot machine itself or a controlling machine governing a plurality of slot machines. In addition, entry into such mystery bonus may be determined by a special winning combination, which is hidden from the player, or a special player’s operation such as a mode or timing of pressing switches.
[0089] Though the embodiments of the present invention describe
) FP06-0142-00 a slot machine which cannot stop each reel during variable displaying by way of example, the present invention is also employable in slot machines (pachislo machines) of a type which can stop each reel during variable displaying.
[0090] As described above, the present invention provides a gaming machine which can urge the player to shorten the interval between start operations, so as to increase the number of games played in a unit time.
[0091] The gaming machine of the present invention comprises variable display means provided with a plurality of variable display portions for variably displaying symbols and operating means for causing the variable display means to start variably displaying the symbols. The gaming machine of the present invention further comprises determining means for determining whether an in-time start 1 operation is performed with the operating means before an elapsed time measured after ending a game exceeds a time limit, and award providing : means for providing a player with an award useful therefor when the determining means determines that the in-time start operation is 3 performed. ;
[0092] This gaming machine provides a player with a useful i award when an in-time start operation, which is performed before an ; elapsed time measured after ending a game exceeds a time limit, is : executed. Therefore, the gaming machine can urge the player to perform a start operation within the time limit, so as to shorten the interval between start operations.
[0093] The gaming machine of the present invention may further
) FP06-0142-00 -.2206/0597% comprise time notifying means for notifying the elapsed time and time limit. This gaming machine notifies the elapsed time and time limit, ‘ and thus can urge the player to perform a start operation according to the elapsed time and time limit notified thereto.
[0094] The award providing means may provide the award when the determining means determines that the in-time start operations are performed in series. In this structure, the award is provided when the in-time start operations are performed in series, whereby the gaming machine can urge the player to further shorten the interval between start operations and speed up.
[0095] The gaming machine of the present invention may further comprise detecting means for detecting a usage rate per unit time of a gaming value used for starting a variable display game by the variable : display means; and changing means for changing at least one of a permission of notifying the elapsed time and time limit, a content of the award provided by the award providing means, and a notification timing : by the time notifying means according to a result of detection by the ; detecting means.
[0096] According to the usage rate per unit time of a gaming value used for starting a game, this gaming machine changes at least one of (a) the permission of notifying the elapsed time and time limit, (b) the content of the award provided, and (c) the notification timing, and thus can urge the player to play a game while taking account of the usage rate per unit time of the gaming value.
[0097] The gaming machine of the present invention may further comprise award notifying means for notifying that the award 1s provided
’ FP06-0142-00 by the award providing means when the in-time start operation Is performed. This structure allows the gaming machine to inform the player that the award is given thereto.
A

Claims (6)

FP06-0142-00 aaps:
1. A gaming machine comprising: variable display means including a plurality of variable display portions for variably displaying symbols; operating means for causing the variable display means to start variably displaying the symbols; determining means for determining whether a player performs an in-time start operation to cause the variable display means to start variably displaying the symbols with the operating means before an elapsed time measured after ending a game exceeds a time limit; and award providing means for providing the player with an award if : the determining means determines that the player has performed the in- : time start operation. :
2. The gaming machine according to claim 1, further comprising time notifying means for notifying the elapsed time and the time limit.
3. The gaming machine according to claim 1 or 2, wherein the award providing means provides the award if the determining means determines that the in-time start operations are ; performed in series.
4. The gaming machine according to claim 1 or 2, further comprising: detecting means for detecting a usage rate per unit time of a gaming value used for starting a game; and changing means for changing, according to a result of detection by the detecting means, at least one of permission of notifying the player of the elapsed time and the time limit, a content of the award
: FP06-0142-00 provided by the award providing means, and a notification timing of the elapsed time and the time limit.
5. The gaming machine according to one of claims 1 to 4, further comprising award notifying means for notifying that the award is provided by the award providing means if the in-time start operation 1s performed.
6. A gaming machine substantially as herein described with reference to the accompanying drawings. DATED THIS 20TH DAY OF JULY 2006 ; SPOOR & FISHER 3 APPLICANTS PATENT ATTORNEYS i : : o
ZA200605975A 2005-07-21 2006-07-20 Gaming machine ZA200605975B (en)

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JP2010017430A (en) * 2008-07-14 2010-01-28 Olympia:Kk Slot machine
US8777722B2 (en) 2008-11-11 2014-07-15 Igt Gaming system, gaming device and method providing a group of timed games
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US6159098A (en) * 1998-09-02 2000-12-12 Wms Gaming Inc. Dual-award bonus game for a gaming machine
US20040077395A1 (en) * 2001-05-29 2004-04-22 Roger Tuhy Gaming system for extended player retention
JP2003230723A (en) * 2002-02-12 2003-08-19 Aruze Corp Pachinko game machine, control method for pachinko game machine, server and storage medium
US7871323B2 (en) * 2003-03-03 2011-01-18 Igt Method and apparatus for providing regular entrance into a bonus game
JP2004344560A (en) * 2003-05-26 2004-12-09 Maruhon Ind Co Ltd Game machine
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