ZA200801926B - Gaming machine - Google Patents

Gaming machine Download PDF

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Publication number
ZA200801926B
ZA200801926B ZA200801926A ZA200801926A ZA200801926B ZA 200801926 B ZA200801926 B ZA 200801926B ZA 200801926 A ZA200801926 A ZA 200801926A ZA 200801926 A ZA200801926 A ZA 200801926A ZA 200801926 B ZA200801926 B ZA 200801926B
Authority
ZA
South Africa
Prior art keywords
symbol arrangement
game
symbol
symbols
bonus game
Prior art date
Application number
ZA200801926A
Inventor
Yoshizawa Kazumasa
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 ZA200801926B publication Critical patent/ZA200801926B/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

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)
  • Game Rules And Presentations Of Slot Machines (AREA)

Description

0
TT
BACKGROUND OF THE INVENTION
Field of the Invention : : [0001] oo
The present invention relates to a gaming machine.
Description of the Related Art :
[0002] :
Conventionally, gaming machines for executing a game while symbols arranged in a plurality of columns are variably displayed, for example, slot machines have been known. These slot machines include a video slot machine for executing a game while reels of simulative images (hereinafter, referred to as “reel images”) are oo displayed on a display device, such that mechanical reels can be seen as if they were rotating.
[0003]
In this video slot machine, a plurality of reel images are displayed in a rotating state by entering a gaming medium such as a medal or a coin (hereinafter, referred to as a “coin”), and then, performing a start operation such as a SPIN button depressing operation. After that, a plurality of ree] images are displayed in a stopped state after a predetermined period of time has elapsed. Further, in this video slot machine, in a case where symbols drawn in a plurality of reel images are stopped in a predetermined combination on an activated line, a winning combination is established, and then, a coin is paid out in response to the established winning combination. i
[0004]
Incidentally, in the conventional video slot machines, two types of game modes such as a base game and a bonus game are often prepared. The bonus game is a game mode in which a coin payout rate is higher than that of the base game for a player. The player performs the base game while expecting that the base game proceeds to this bonus game.
Our Ref: PP07-0004AZZA
[0005]
US Patent No. 6,722,979 discloses an example of the conventional video slot machine. US Patent No. 6,722,979 also discloses the conventional video slot machine provided with a video display for displaying reel images including a plurality of symbols, wherein reel images are displayed in a rotating state and are displayed in a stopped state in a plurality of display windows formed on the video display, and, in a case where symbols displayed in a stopped state along the activated line is a predetermined winning combination, a bonus game is provided to a player.
[0006]
In the conventional video slot machine, however, only one arrangement of symbols drawn in each reel image has been determined. Thus, the progress of a game becomes monotonous, and it has been impossible to offer new diversions to the player.
[0007]
The present invention has been made in view of the above-described problem and provides a gaming machine, which is capable of offering diversity to a game and which is capable of offering new diversions to a player.
SUMMARY OF THE INVENTION
[0008]
According to a first aspect of the present invention, there is provided a gaming machine, comprising: a memory for storing a first symbol arrangement in which a plurality of symbols are arranged, a second symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of giving a payout to a player, than that of . the first symbol arrangement, and a third symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of winning a bonus game for giving a predetermined profit to a player, than that of the first symbol arrangement; a display device for displaying reels including any of the first, second, and third symbol arrangements stored in the memory; and a controller, the controller being configured to:
Our Ref: PP07-0004AZZA i) display the reels to be displayed on the display device in rotating and stopped states; ii) give a predetermined payout to a player when a combination of symbols determined at a moment at which rotation of the reels is displayed in a stopped state configures a predetermined combination of winning prizes; and il) make a change to a symbol arrangement different from a symbol arrangement drawn on the reel from among the first, second, and third symbol arrangements stored in the memory on condition that a predetermined condition is met.
[0009]
According to the first aspect of the present invention, a symbol arrangement drawn on a reel is selectively changed from among the first, second, and third symbol arrangements for a player in accordance with a predetermined condition. Then, the symbol arrangements drawn on the reels are set at expectation values that are different from each other depending upon the first, second, and third symbol arrangements, so that the fact that the expectation value of giving a payout has been changed can be notified to the player. In addition, by changing a symbol arrangement, it is possible to offer diversity to a game and to offer new diversions to the player.
[0010]
According to a second aspect of the present invention, there is provided a gaming machine, comprising: a memory for storing a first symbol arrangement in which a plurality of symbols are arranged, a second symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of giving a payout to a player, than that of the first symbol arrangement, and a third symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of winning a bonus game for giving a predetermined profit to a player, than that of the first symbol arrangement; a display device for displaying reels including any of the first, second, and third symbol arrangements stored in the memory; and a controller, the controller being configured to: 1) in a base game, display the reels including the first symbol arrangement to be displayed on the display in rotating and stopped states; ii) give a predetermined payout to a player when a combination of symbols at a moment at which rotation of the reels is displayed in a stopped state
Our Ref: PP07-0004AZZA configures a predetermined combination of winning prizes; ili) change the symbol arrangement included in the reels from the first symbol arrangement to the second symbol arrangement, and then, execute a bonus - game by a first game number, on condition that the bonus game is won; and iv) change the second symbol arrangement to the third symbol arrangement, and then, execute a special game by a second game number, on condition that the bonus game terminates.
[0011] :
According to the second aspect of the present invention, it is possible to perform gaming by using a first symbol arrangement in a base game; to perform gaming by using a second symbol arrangement in which a plurality of symbols are arranged, each of which has an expectation value of giving a high payout in a bonus game; and to perform gaming by using a third symbol arrangement in which an expectation value winning the bonus game is high in a special game to be performed after the end of a bonus game. Thus, gaming can be performed using a symbol arrangement in which expectation values for a player are different from each other for a player by game mode, thus making it possible to offer diversity to the game.
[0012]
According to a third aspect of the present invention, there is provided a gaming machine, comprising a memory for storing a first symbol arrangement in which a plurality of symbols are arranged, a second symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of giving a payout 26 to a player, higher than that of the first symbol arrangement, and a third symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of winning a bonus game for giving a predetermined profit to a player, than that of the first symbol arrangement; a display for displaying reels including any of the first, second, and third symbol arrangements stored in the memory; and a controller, the controller being configured to: : i) in a base game, display the reels including the first symbol arrangement displayed on the display in rotating and stopped states, ii) give a predetermined payout to a player when a combination of symbols at a moment at which rotation of the reels is displayed in a stopped state configures a predetermined combination of winning prizes;
Our Ref: PP07-0004AZZA ili) change the symbol arrangement included in the reels from the first symbol arrangement to the second symbol arrangement, and then, execute a bonus game by a first game number on condition that the bonus game is won; iv) determine a second game number based upon a payout number acquired in the bonus game on condition that the bonus game terminates; and
Vv) make a change from the second symbol arrangement to the third symbol arrangement, and then, execute a special game, by the determined second game number.
[0013]
According to the third aspect of the present invention, gaming can be performed by a second game number, using a third symbol arrangement in which a plurality of symbols are arranged, each of which has a high expectation value winning a bonus game in a special game. The second game number of the special game can be determined based upon the payout result acquired in the bonus game. In the bonus game, therefore, gaming can be performed by a first game number, using a second symbol arrangement in which a plurality of symbols are arranged, each of which has a high expectation value of giving a payout. - Accordingly, in the bonus game, it is possible to allow a player to expect that the second game number of a special game is . 20 increased.
[0014]
A fourth aspect of the present invention includes a game machine controller of a second or third aspect, the controller being configured to change the third symbol arrangement included in the reels to the second symbol arrangement, and then, execute the bonus game on condition that the bonus game is won in the second game number of the special game.
[0015]
According to the fourth aspect of the present invention, a special game can be caused to migrate to a bonus game, thus making it possible to offer new diversions to a player after the end of the bonus game.
[0016]
A fifth aspect of the present invention includes a gaming machine controller of
Our Ref: PP07-0004AZZA any of the first to third aspects, the controller being configured to change the third symbol arrangement included in the reels to the first symbol arrangement, and then, execute the base game on condition that the second game number of the special game is consumed.
[0017]
According to the fifth aspect of the present invention, a special game migrates to a base game, so that the player’s expectation can be induced even after the end of a bonus game.
[0018]
A sixth aspect of the present invention includes a third symbol arrangement of any of the first to third aspects, wherein, in the third symbol arrangement, trigger symbols winning the bonus game are arranged to be larger in number than those in the first symbol arrangement.
[0019]
According to the sixth aspect of the present invention, in a special game in which gaming is performed using a third symbol arrangement, trigger symbols winning a bonus game are drawn to be larger in number on reels, thus making it possible to offer new diversions to a player even after the end of the bonus game.
[0020]
A seventh aspect of the present invention includes a second symbol arrangement of any of the first to third aspects, wherein, in the second symbol arrangement, trigger symbols winning the bonus game are not arranged.
[0021]
According to the seventh aspect of the present invention, in a bonus game in which gaming is performed using a second symbol arrangement, a plenty of symbols to which a predetermined payout is given are arranged instead of the fact that trigger symbols winning the bonus game are not arranged on reels, thus making it possible to offer new diversions to a player in the bonus game.
[0022]
Our Ref: PP07-0004AZZA
A gaming machine according to the present invention can be provided which is capable of offering diversity to a game and which is capable of offering new diversions to a player.
BRIIEF DESCRIPTION OF THE DRAWINGS
[0023]
Fig. 1 is a view showing a plurality of symbol arrangement tables;
Fig. 2 is an external perspective view of a gaming machine;
Fig. 3 is a block diagram depicting an internal configuration of the gaming machine; :
Fig. 4 is a block diagram depicting a configuration of an image control circuit;
Fig. 5 is a view illustrating symbols arranged in a symbol arrangement table;
Fig. 6A, Fig. 6B, and Fig. 6C are views showing a plurality of symbol lottery tables;
Fig. 7 is a view showing a winning combination determination table;
Fig. 8 is a view showing an effect determination table;
Fig. 9 is a view showing a free game number lottery table;
Fig. 10 is a view showing a display screen of a main display;
Fig. 11A and Fig. 11B are views each illustrating an activated line,
Fig. 12 is a main flowchart showing operating procedures for main control processing;
Fig. 13 is a flowchart showing operating procedures for coin entry processing;
Fig. 14 is a flowchart showing operating procedures for internal lottery processing;
Fig. 15 is a flowchart showing operating procedures for reel control processing;
Fig. 16 is a flowchart showing operating procedures for payout count : determination processing;
Fig. 17 is a flowchart showing operating procedures for bonus game processing; and
Fig. 18 is a flowchart showing operating procedures for special game processing. : DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0024]
Our Ref: PP07-0004AZZA
Hereinafter, best mode for carrying out a gaming machine of the present invention will be described in detail.
[0025] (Overall Explanation of the Slot Machine)
Fig. 1 is a view showing a plurality of symbol arrangement tables stored in a
ROM incorporated in a slot machine according to an embodiment of the present invention. A slot machine 1 according to the embodiment of the present invention, as shown in Fig. 1, is provided with a ROM34 storing: a first symbol arrangement table 34A in which plural types of symbols are arranged; a second symbol arrangement table 34B in which an expectation value in a case where a payout is given to a player is higher than that of the first symbol arrangement table 34A; and a third symbol arrangement table 34C in which an expectation value in a case where a player wins a - bonus game is higher than that of the first symbol arrangement table 34A. In addition, the slot machine 1 has a function of executing a base game; a bonus game of giving a great profit to a player in comparison with the base game when a predetermined condition is met; and a special game in which the bonus game is easily won again at a high probability after the end of the bonus game.
[0026]
This slot machine 1 performs: gaming by using symbols T1 to T7 arranged in the first symbol arrangement table 34A in a base game; gaming by using symbols T2 to
T2 arranged in the second symbol arrangement table 34B in a bonus game; and gaming by using symbols T1 to T7 arranged in the third symbol arrangement table 34C in a special game. In addition, the slot machine 1 determines the number of games to be executed in the special game in response to payout count acquired in the bonus game.
Thus, in the bonus game, an expectation value relative to payout can be set for a player, and, in the special game, a state in which triggers for the bonus game are continuously depressed can be highly set for a player. As a result, the slot machine 1 can execute a game by using the symbol arrangement with different expectation values relative to the player on a game mode basis, thus making it possible to offer diversity to a game and to offer new diversions to the player.
[0027] (Configuration of the Slot Machine)
Co Our Ref: PP07-0004AZZA
Fig. 2 is a perspective view showing an entire configuration of a slot machine 1. :
Fig. 3 is a block diagram depicting an internal configuration of a slot machine 1. As shown in Fig. 2, this slot machine is provided with a cabinet 2, and a main display 3 and a sub display 4 are provided at this cabinet 2. The main display 3 and the sub display 4 are constituted of a liquid crystal display or the like, for example. 10028] Co
The main display 3 is disposed on a front face of the cabinet 2, and displays the contents pertinent to a slot game. The sub display 4 is disposed upwardly of the main : display 3, and displays images which are not directly pertinent to the slot game (for example, a gaming method, types of winning combinations, payout tables indicating payout by types of winning combinations, game log information, and various attraction information pertinent to games).
[0029] : :
In the slot machine 1, a substantially horizontal base portion 11 is provided . downwardly of the main display 3. At this base portion 11, a coin insertion slot 6 and a bill insertion slot 7 disposed at the right side are provided, and a SPIN button 8, a 1-BET button 9, and a maximum BET button 10 disposed at the left side of the base portion 11 is provided. A game rule button or the like for executing a help function ‘may be further provided. :
[0030]
The coin insertion slot 6 is provided for a player to insert a coin to be betted on : 25 a game. When the coin is inserted through the coin insertion slot 6, an entered-coin sensor 6a outputs a coin entry signal. The bill insertion slot 7 is provided for the player to insert a bill that is one of gaming media. When the bill is inserted through : the bill insertion slot 7, an inserted-bill sensor 7a outputs a bill insertion signal.
[0031] | | : _ A SPIN button 8 has a function of instructing start of a unit game, based upon a start operation of the player. Operation of the SPIN button 8 is detected by a SPIN button 8 provided inside the slot machine. Reel images Rl to RS described later are displayed in a rotating state, based upon a detection result of the SPIN switch 8a.
Our Ref: PP07-0004AZZA
[0032]
A 1-BET button 9 is provided to implement setting for betting one coin stored in the slot machine 1 by one operation. A MAX-BET button 10 is provided to implement setting for betting a maximum number of coins that can be bet in one game stored in the slot machine 1 by one operation. Operation of the 1-BET button 9 and the MAX-BET button 10 is detected by a 1-BET switch 9a and a MAX-BET switch 10a (see Fig. 3) that are provided inside the slot machine. The number of activated lines described later is determined, based upon a detection result of the 1-BET switch 9a and the MAX-BET switch 10a.
[0033]
A coin payout opening 13 and a coin receptacle portion 14 for accommodating the coins paid out from the coin payout opening 13 are provided at the lower part of the cabinet 2. In addition, in the slot machine 1, speakers 12L and 12R are provided at the right and left sides thereof, respectively, while the coin payout opening 13 is sandwiched between the speakers.
[0034]
Next, an internal configuration of the slot machine 1 will be described with referring to Figs. 3 and 4. Fig. 4 is a block diagram depicting an internal configuration of an image control circuit.
[0035]
As shown in Fig. 3, the slot machine 1 is provided with a plurality of constituent elements including a microcomputer 31.
[0036]
The microcomputer 31 has: a main CPU (Central Processing Unit) 32 serving as a controller; a RAM (Random Access Memory) 33; and a ROM (Read Only
Memory) 34 serving as a memory.
[0037]
The main CPU32 is actuated in accordance with a game program or the like stored in the ROM34, inputs/outputs a signal from/to another constituent element via an
I/O port 39 described later, and performs operational control of the entire slot machine
Our Ref: PP07-0004AZZA
[0038]
The RAM33 has a function of temporarily storing data and game programs or the like to be processed by the main CPU32. For example, a random number value sampled by a sampling circuit 36 described later is temporarily stored after a game has started.
[0039]
The ROM34 stores: various programs pertinent to a slot game executed by the main CPU32; a first symbol arrangement table 34A, a second symbol arrangement table 34B, and a third symbol arrangement table 34C shown in Fig. 1; a symbol lottery table shown in Fig. 5; a winning combination determination table shown in Fig. 6; an effect determination table shown in Fig. 7; and a free game number lottery table or the like shown in Fig. 8.
[0040]
In addition, as shown in Fig. 3, a random number generator 35 for generating a random number for lottery, a sampling circuit 36, a clock pulse generation circuit 37 for generating a predetermined reference clock pulse, and a frequency divider 38 are connected to the main CPU32.
[0041]
The random number generator 35 generates a predetermined range of random numbers in accordance with an instruction of the main CPU32. The sampling circuit 36 samples any random number value from among the random number values generated by the random number generator 35, in accordance with an instruction of the main ~ CPU32, and then, inputs the sampled random number value to the main CPU32. The random number value sampled via the sampling circuit 36 is used for lottery of symbols.
[0042]
A clock pulse generation circuit 37 generates a reference clock for actuating the main CPU32. The frequency divider 38 inputs to the main CPU32 a signal obtained by frequency-dividing, in a predetermined cycle, a reference clock generated by the
Our Ref: PP07-0004AZZA clock pulse generation circuit 37.
[0043]
In addition, the main CPU32 receives signals from an entered-coin sensor 6a, an inserted-bill sensor 7a, a SPIN switch 8a, a 1-BET switch 9a, and a MAX-BET switch 10 via the I/O port 39 in accordance with the programs stored in the ROM34.
Then, the main CPU32 performs overall operation control associated with the progress of a game, based upon the signals received from the switches.
[0044]
In addition, a touch panel 3a, a lamp driving circuit 59, a LED driving circuit 61, a hopper driving circuit 63, and a payout complete signal circuit 65 are connected to the main CPU32 via the I/O port 39. Further, an image control circuit 71 for displaying and controlling images displayed on the main display 3 and the sub display 4 and a sound control circuit 72 for controlling a sound generated from the speakers 12L and 12R are connected to the main CPU32 via the I/O port 39.
[0045]
A touch panel 3a is provided so as to cover a screen of the main display 3.
This touch panel 3a detects a position of a site which a player’s finger or the like touched, and then, inputs to the main CPU32 a position signal corresponding to the detected position. By means of this touch panel 3a, a player can perform an input operation caused by a touch operation with the player’s finger or the like. The touch panel 3a can be constituted to determine the number of activated lines by the player touching the panel.
[0046]
A lamp driving circuit 59 outputs a signal for illuminating a lamp 60 to the lamp 60, and causes the lamp 60 to blink while a game is executed. This lamp 60 blinks, whereby game attraction or the like is performed.
[0047]
An LED driving circuit 61 controls blinking/displaying of credit amount, coin acquisition count, and an LED62 for displaying information or the like required for executing a game. The lamp 60 and the LED62 are provided at sites such that they are
Our Ref: PP07-0004AZZA readily visible from a player of the slot machine 1, although not shown in Fig. 1.
[0048]
A hopper driving circuit 63 drives a hopper 64 under the control of the main
CPU32. The hopper 64 performs an operation for paying out a coin, and then, pays out the coin to the coin payout opening 13.
[0049]
A coin detection unit 66 counts the number of coins paid out by the hopper 64, and then, notifies data concerning the counted number of coins to the payout complete signal circuit 65.
[0050]
The payout complete signal circuit 65 inputs data concerning a value indicative of the number of coins from the coin detection unit 66, and then, outputs to the main
CPU32 a signal notifying the completion of coin payout when the inputted value has reached data indicative of the set number of coins.
[0051]
An image control circuit 71 controls image display of the main display 3 and the sub display 4, and then, causes the main display 3 and the sub display 4 to display various images. This image control circuit 71, as shown in Fig, 4, is provided with: an image control CPU71a; a work RAM71b; a program ROM71c¢; an image ROM71d; a video RAM71e; and a VDP (Video Display Processor) 71f or the like.
[0052]
The image control CPU7la determines various images (such as symbol images) displayed on the main display 3 and the sub display 4, in accordance with an image control program stored in advance in the program ROM71c. This determination is based upon parameters set by a microcomputer 31.
[0053]
The work RAM71b is temporary storing means employed when the image control CPU71a executes an image control program and various selection tables or the like. The program ROM 7l1c stores image control programs and various selection
Our Ref: PP07-0004AZZA tables or the like. The image ROM71d stores dot data for forming an image. This dot data includes various symbol images used in a slot game.
[0054]
The video RAM71e is temporary storing means employed when a VDP71f forms an image. The VDP71f has a control RAM71g, forms images in accordance with the display contents of the main display 3 and the sub display 4 determined by the image control CPU71a, and then, outputs the formed images to the main display 3 and the sub display 4.
[0055]
The sound control circuit 72 outputs to the speakers 12L and 12R a sound signal for outputting a voice from the speakers 12L and 12R. A voice for augmenting a game at an appropriate time after starting a game is outputted from the speakers 12L and 12R, for example.
[0056]
Next, with referring to Figs. 1 and 5 to 9, a description will be furnished as to the symbol arrangement tables 34A to 34C stored in the above-mentioned ROM 34 (see
Fig. 1); a winning combination determination table; an effect determination table; a free game number lottery table. Fig. 5 is a view illustrating symbols arranged in a symbol arrangement table; Fig. 6 is a view showing a plurality of symbol lottery tables; Fig. 7 is a view showing a winning combination determination table; Fig. 8 is a view showing an effect determination table; and Fig. 9 is a view showing a free game number lottery table.
[0057]
As shown in Fig. 1, the first symbol arrangement table 34A (first symbol arrangement) is a symbol arrangement table used in the play of a base game. In addition, the second symbol arrangement table 34B (second symbol arrangement) is a symbol arrangement table used in the play of a bonus game. In addition, the third symbol arrangement table 34C (third symbol arrangement) is a symbol arrangement table used in a special game to be executed after the end of the bonus game. The symbols arranged in the first symbol arrangement table 34A, the second symbol arrangement table 34B, and the third symbol arrangement table 34C are arranged in 5
ARTOFTIVIR26 columns by 20, and are displayed in display areas described later, of the main display 3.
[0058] : The symbols displayed in the display areas of the main display 3, as shown in
Fig. 5, include 7 types of trigger symbols, i.., a "BLACK7" symbol TI, a "WHITE?" symbol T2; a "BAR" symbol T3; a "BELL" symbol T4; a "WATERMELON" symbol -
T5; a "PLUM" symbol T6; and a "CHERRY" symbol T7. With respect to these; symbols Tl to T7, in a case where identical 5 symbols are successively displayed in a “stopped state at the middle stage of each display area of the main display 3 along an activated line, predetermined payouts are given to players, respectively, in accordance with the number of payouts in the winning combination determination table shown in Fig. 7. ‘As shown in Fig. 1, a total of 7 types of symbols T1 to T7 are arranged in predetermined order in the first symbol arrangement table 34A and the third symbol arrangement table 34C. In the second symbol arrangement table 34B, symbols T2 to T7 excluding the “BLACK7” symbol are arranged in predetermined order. -
[0059]
The “BLACK7” symbol T1 is a symbol serving as a winning trigger of a bonus game. In a case where the 5 “BLACK?7” symbols T1 are displayed in a stopped state oo at the middle stage of each display area of the main display 3 along the activated line, a ~~ game mode migrates from a base game to a bonus game or migrates from a special game to a bonus game. The “BLACK7” symbols T1, as shown in Fig. 1, are arranged on a one-by-one symbol basis in columns of the first symbol arrangement table 34A; are not arranged in columns of the second symbol arrangement table 34B; and are arranged on a three-by-three symbols basis in columns of the third symbol arrangement table 34C.
[0060]
The “WHITE7” symbol T2, the “BAR” symbol T3, the “BELL” symbol T4, the “WATERMELON” symbol TS, the “PLUM” symbol T6, and the “CHERRY” symbol T7 are a winning combination in which a predetermined payout is given to a player, as shown in Fig. 5. The “WHITE?” symbol T2 is a symbol, which is handled as any of 5 types of symbols, i.e., the “BAR” symbol T3, the “BELL” symbol T4, the “WATERMELON” symbol T5, the “PLUM” symbol T6, and the “CHERRY” symbol
T7. This symbol T2 is a so called “all-mighty” symbol. These “WHITE” symbols
Our Ref: PP07-0004AZZA
T2, as shown in Fig. 1, are arranged on a one-by-one symbol basis in columns of the first symbol arrangement table 34A and the third symbol arrangement table 34C, and are arranged on a two-by-two symbols basis in columns of the second symbol arrangement table 34B.
[0061]
A symbol lottery table, as shown in Fig. 6A, Fig. 6B, and Fig. 6C, is a table to be referenced at the time of determining an expected-stop symbol to be displayed in a stopped state at the middle stage of each display area of the main display 3 when internal lottery processing is performed. This symbol lottery table is constituted of a first symbol lottery table, a second symbol lottery table, and a third symbol lottery table.
[0062]
The first symbol lottery table shown in Fig. 6A is a symbol lottery table to be referenced at the time of execution of a base game. This table is intended for lottery of 7 types of symbols T1 to T7 arranged in the first symbol arrangement table 34A. In the first symbol lottery table, winning probabilities of symbols are set, respectively, based upon the number of symbols T1 to T7 arranged in columns of the first symbol arrangement table 34A. Thus, in the first symbol lottery table, the “BLACK7” symbol
Ti, the “WHITE7” symbol T2, and the “BAR” symbol T are arranged on a one-by-one basis relative to one reel image on which 20 symbols were displayed. Therefore, the winning probabilities of the “BLACK7” symbol T1, the “WHITE?” symbol T2, and the “BAR” symbol T are set to “1/20”, respectively. In addition, in the first symbol “arrangement table 34A, 4 or 5 symbols are arranged relative to one reel image on which 20 symbols were displayed, so that the winning probabilities of symbols T4 to T7 are set to “4/20” or “5/20”. That is, the winning probabilities (“1/20”) of the “BLACK7” symbol T1, the “WHITE7” symbol T2, and the “BAR” symbol T are set to be lower than those (“4/20”, “5/20”") of symbols T4 to T7. As a result, in a base game in which symbol lottery is performed using the first symbol lottery table, the winning probabilities of the “BLACK7” symbol T1 serving as a trigger for lottery of a bonus game and an all-mighty “WHITE7” symbol T2 are set to be comparatively low.
[0063]
The second symbol lottery table shown in Fig. 6B is a symbol lottery table to be referenced at the time of execution of a bonus game. This table is intended for
: Our Ref: PP07-0004AZZA lottery of 6 types of symbols T2 to T7 arranged in the second symbol arrangement table : 34B. In the second symbol lottery table, the winning probabilities of symbols are set, respectively, based upon the number of symbols T2 to T7 arranged in the second symbol arrangement table 34B. Thus; in the second symbol lottery table, two "WHITE7" symbols T2 are arranged relative to one reel image on which 20 patterns were displayed, in the second symbol arrangement table 34B, so that the winning probability of the - “WHITE7” symbol T2 is set to “2/20”, and the winning probabilities of symbols T3 to oo
T7 are set at a rate equal to those of symbols T3 to T7 in the first symbol lottery table.
Bn That is, the winning probability (“2/20”) of the “WHITE7” symbol T2 is set to be lower than the winning probability (“1/20”) of the “BAR” symbol T3 and the winning probability (“1/20”) of the “WHITE?” symbol T2 of the first symbol lottery table is set to be higher. As a result, in a bonus game in which symbol lottery is performed using the second symbol lottery table, all-mighty “WHITE7” symbols T2 are frequently displayed in a stopped state in display areas, and the winning probability of the © 15 “WHITE?” symbol T2 is set at a probability higher than that of a base game so that an expectation value relative to payout of symbols T2 to T7 is high for a player. :
[0064] ’
The third symbol lottery table shown in Fig. 6C is a symbol lottery table to be referenced at the time of execution of a special game. This table is intended for lottery of 7 types of symbols T1 to T7 arranged in the third symbol arrangement table 34C. In the third symbol lottery table, the winning probabilities of symbols are set, respectively, based upon the number of symbols T1 to T7 arranged in the third lottery arrangement table 34C. Thus, in the third symbol lottery table, the “BLACK7” symbols T1, the symbols T4, and the symbols T5 in the third symbol arrangement table 34C are arranged on a three-by-three symbols basis relative to one reel image on which 20 symbols were "arranged, so that the winning probabilities of the “BLACK7” symbol T1, the symbol T4, and the symbol T5 are set to “3/20”, respectively, and the winning probabilities of the “BLACK7” symbol T1, the symbol T4, and the symbol T5 are set at a rate equal to those of he symbols T2 and T2 and the symbols T6 and T7. That is, the winning probability of the “BLACK7” symbol T1 (“3/20”) is set to be higher than the winning probabilities (“1/20”) of the “WHITE7” symbol T2 and the “BAR” symbol T3, and is set to be higher than the winning probability (“1/20”) of the “BLACK7” symbol T1 of the first symbol lottery table. As a result, in a special game in which symbol lottery is performed using the third symbol lottery table, the “BLACK7” symbols T1 serving as a
Co -17-
Our Ref: PP07-0004AZZA winning trigger of a bonus game are frequently displayed in a stopped state in display areas, and then, the winning probability of the “BLACK7” symbol T1 is set at a probability higher than that of a base game, so that the expectation value of winning a bonus game for a player is high.
[0065]
As described above, in a special game in which a player performs gaming by using the third symbol arrangement table 34C, the winning probability of the “BLACK7” symbol T1 serving as a trigger for winning a bonus game is set at a probability higher than that of a base game in which a player performs gaming by using the first symbol arrangement table 34A. Thus, in a special game to be performed after the end of the bonus game, a state of successively depressing a trigger of a bonus game (“retrigger) is prone to be won at a high probability. In this manner, the slot machine 1 performs gaming by using the symbol arrangement tables 34A to 34C containing different expectation values for a player, thus making it possible to offer diversity in a game and offer new diversions to a player.
[0066]
The expected-stop symbols to be displayed in a stopped state at the middle stage of display areas determined by referring to the first, second, and third symbol lottery tables, are stored in a symbol storage area of the RAM33.
[0067]
A winning combination table, as shown in Fig. 7, is a table to be referenced at the time of determining a winning combination, based upon the expected-stop symbol to be displayed in a stopped state at the middle stage of the display areas determined with referring to the first, second, and third symbol lottery tables described above. In addition, this winning combination table is also referenced at the time of specifying the payout number of coins responsive to the determined winning combination. In internal lottery processing, by referring to a winning combination determination table, for example, as a combination of symbols, if 5 symbols T1 are successively combined at the middle stage of display areas along an activated line, the winning combination is determined to be “BLACK7”, and it is specified that the payout number of coils is 100 (when the BET number is 1). The determined winning combination is stored in the winning combination storage area of the RAM33. In addition, the payout number of
Our Ref: PP07-0004AZZA specified coins is numerically set at the payout number counter of the RAM33.
[0068]
An effect determination table, as shown in Fig. 8, is a table to be referenced at the time of determining an effect image and an effect sound or the like, based upon the expected-stop symbol displayed in a stopped state at the middle stage of the display areas stored in the winning prize storage area of the RAM33. If the effect identifiers A to R responsive to the expected-stop symbols are determined by referring to this effect determination table, the effect images and effect sounds stored in correspondence with the effect identifiers are outputted to a main display 3, a sub display 4, and speakers 121 and 12R or the like by a predetermined effect time. No effect identifiers of symbols
T2 to T7 are occasionally shown in the effect determination table. In a case where the absence of an effect identifier is determined by means of lottery, even if a prize is won so as to offer new diversions to a player, no effect is occasionally provided.
[0069]
A free game number lottery table, as shown in Fig. 9, is a table to be referenced at the time of determining the number of free games to be executed in a bonus game.
In this free game number lottery table, the free game numbers are set at 4 stages, i.e., 5, 10, 15, and 20, and the count set at these 4 stages is determined by lottery processing or the like to be performed when a bonus game has been won. The determined number of free games is set at a value of a free game number. The free game number can be variously set without being limitative to the number mentioned above.
[0070]
Next, the main display 3 mentioned above will be further described in detail with referring to Fig. 10. Fig. 10 is a view showing a display screen of the main display 3. As shown in Fig. 10, a display area portion 81, a line number display portion 82, and an upper display portion 83 or the like are displayed on the main display 3.
[0071]
At the display area portion 81, display areas A to E of which three symbols are displayed on the top and bottom are provided in 5 columns. In these display areas A to
E, reel images Ato E are displayed on which any of plural types of symbols arranged in
Our Ref: PP07-0004AZZA the first, second, and third symbol arrangement tables 34A, 34B, and 34C were drawn.
In addition, display areas A to E are constituted of a plurality of symbol display areas
Al to A3, Bl to B3, C1 to C3, D1 to D3, and El to E3. In these plurality of symbol display areas Al to A3, Bl to B3, C1 to C3, D1 to D3, and E1 to E3, symbols selected when they are displayed in a stopped area from among plural types of symbols arranged in the symbol arrangement tables 34A to 34C are displayed on a one-by-one symbol basis.
[0072]
When the line number display portion 82 is arranged laterally of the display area portion 81 and the activated line taken along the symbol display areas A2, B2, C2,
D2, and E2 at the middle stage of display areas A to E is activated at the time of coin entry, line number “1” indicative of the activated line is displayed. While the present : embodiment described the line number display portion 82 indicative of one activated line because one activated line is set, in a case where a plurality of activated lines are set, it is also possible for the line number display portion 82 to display line numbers indicative of a plurality of activated lines at both sides of the display area portion 81.
[0073]
The upper display portion 83 is arranged upwardly of the display area portion 81 and is constituted as a credit amount display portion 83a; a BET number display portion 83b; a character information display portion 83c; a PAID number display portion 83d; and a charge display portion 83e. The credit amount display portion 83a displays the number of coins currently credited and the BET number display portion 83b displays the number of coins betted in one game. In addition, the character information display portion 83c displays character information indicative of a current state of a game. For example, character information is displayed, indicating a state in which a game mode migrates from a base game mode or a special game mode to a bonus game mode and a state in which the game mode migrates from a bonus game mode to a special game mode. Further, the PAID number display portion 83d displays the number of coins that could be obtained in one game and the charge display portion 83e displays a converted value of a credit amount relative to a predetermined charge.
[0074]
Next, the activated line of the slot machine 1 will be described with referring to
Our Ref: PP07-0004AZZA
Fig. 11A and Fig. 11B. Fig. 11A and FIG. 11B are views for explaining the activated line of the slot machine, wherein Fig. 11A is a view showing one example of the activated line and Fig. 11B is a view showing another example of the activated line.
[0075]
The slot machine 1 has one activated line set for activation at the time of coin entry, as shown in Fig. 11A. This activated line is activated along symbol display areas A2, B2, C2, D2, and E2 at the middle stage of the display areas A to E.
[0076]
While the present embodiment describes that one activated line along the middle stage of display areas A to E is set in the slot machine 1, the present invention is not limitative thereto. The slot machine 1, as shown in Fig. 11A, can also be set as to an activated line along symbol display areas Al, B1, C1, D1, and E1 at the upper stage of display areas A to E; an activated line along symbol display areas A2, B2, C2, D2, and E2 at the lower stage of display areas A to E; a V-shaped activated line along symbol display areas Al, B2, C3, D2, and El of display areas A to E; a reversed-V-shaped activated line along symbol display areas A3, B2, C1, D2, and E3 of display areas A to E; and 4 activated lines shown in Fig. 11B.
[0077]
A plurality of activated lines are set so that the number of activated lines increases in response to coin entry number caused by operation or the like of BET buttons 9 and 10 of a player. In addition, the activated line can also be further set without being limitative to the number of coin entries mentioned above.
[0078]
The main CPU32 determines a winning prize in the slot machine 1 along the activated line, according to whether or not identical 5 symbols are successively arranged in the symbol display areas A2, B2, C2, D2, and E2 at the middle stage of the display areas Ato E. If the identical 5 symbols are successively displayed in a stopped state in the symbol display areas A2, B2, C2, D2, and E2 at the middle of the display areas A to
E along an activated line, it is determined that a winning condition is met, and then, a payment responsive to a symbol combination is made to a player, based upon a winning combination determination table (see Fig. 7).
Our Ref: PP07-0004AZZA
[0079]
In a bonus game and in a special game to be performed after the end of the bonus game, a free game in which a coin payment is acceptable without consuming coins or credit amount is executed a predetermined number of times.
[0080]
Hereinafter, control processing of the slot machine 1 mentioned above will be described with referring to Figs. 12 to 18. In the figures, the step is abbreviated as S.
The following processing is performed by the main CPU32 executing programs or the like stored in the ROM34 and RAM33.
[0081]
Operating procedures for main control processing of the slot machine 1 will be described with referring to Fig. 12. Fig. 12 is a main flowchart showing the operating procedures for main control processing of the slot machine 1. The main CPU32 repeatedly and sequentially executes steps 1 to 9 when it starts main control processing together with system activation.
[0082]
First, the main CPU32 performs initialization processing for starting a next slot game at step S1. This initialization processing is a process for initializing data of items set in predetermined data areas stored in the RAM33, and is performed every time one slot game terminates. In addition, in the initialization processing of step S1, the main CPU32 sets a symbol arrangement table used for the play of a base game at the first symbol arrangement table 34A, and controls an image control circuit 71. In this manner, in the base game, reel images R1 to RS on which symbols T1 to T7 arranged in the first symbol arrangement table 4A were drawn are displayed in the display areas A to E of the main display 3. Next, the main CPU32 sequentially performs coin entry processing, internal lottery processing, reel control processing, and payout number determination processing from step S2 to step S5, and then, executes a slot game of a base game mode.
[0083]
In a case where a bonus game trigger is determined to be established in a base
Our Ref: PP07-0004AZZA game at step S6, the main CPU32 proceeds to step S7. In a case where a bonus game trigger is determined not to be established, the main CPU32 proceeds to step S9, and then, executes payout of a winning coin in a base game without executing bonus game processing.
[0084] : At step S9, the main CPU32 instructs a hopper driving circuit 63 to execute coin payout processing, based upon a value of a payout number counter specified in payout number determination processing. Then, when the main CPU32 executes coin payout processing to terminate one game, this CPU reverts to step S1, and then, performs a preparation for starting a slot game in a next base game.
[0085]
In a case where a bonus game trigger is determined to be established in a base game at step S6, the main CPU32 proceeds to step S7, causes a game mode to migrate from a base game mode to a bonus game mode, and then, executes a slot game (free game) of the bonus game mode. Subsequently, when the bonus game terminates, the main CPU32 proceeds to step S8, causes the game mode to migrate from the bonus game mode to a special game mode, and then, executes a slot game (free game) of a special game mode.
[0086]
Subsequently, in a case where a bonus game trigger is determined not to be established in a special game (step S77 described later, shown in Fig. 18: NO), the main CPU32 reverts to step S1, and then, performs processing of moving the game mode from the special game mode to the base game mode. On the other hand, in a case where the bonus game trigger is determined to be established in the special game (step
S77 described later, shown in Fig. 18: YES), the CPU32 causes the game mode to migrate from the special game mode to the bonus game mode, and then, execute a slot game of the bonus game mode (see step S78 described later, shown in Fig. 18). Then, when a bonus game won in the special game terminates, this CPU executes processing of moving to the special game mode again.
[0087]
Next, coin entry processing, which the main CPU32 performs, will be -23- oo
Our Ref: PP07-0004AZZA described with referring to Fig. 13. Fig. 13 is a flowchart showing operating procedures for coin entry processing.
[0088]
The main CPU32 determines whether or not coin entry has been detected, according to whether or not a coin entry signal from an entered-coin sensor 6a has been input (step S11). When coin entry has been detected, the main CPU32 proceeds to step
S12, executes step S12, and then, proceed to step S13. On the other hand, when no coin entry has been detected, the main CPU32 proceeds to step S13 without executing step S12. At step S12, the main CPU32 updates a credit amount counter indicating a balance of coin (credit) accumulated in the slot machine 1. At this time, the main
CPU32 performs additive operation in response to the entered-coin. Subsequently, at step S13, the main CPU32 determines whether or not the credit amount counter is “0”, and proceeds to step S20 when it is “0”. On the other hand, the main CPU32 proceeds to step S14 in a case where the credit amount counter is not “0”. At step S14, the main
CPU32 permits operational acceptance of a 1-BET button 9 and a MAX-BET button 10.
[0089]
Next, at step S15, the main CPU32 determines whether or not BET operation has been detected, by the 1-BET button 9 and the MAX-BET button 10, proceeds to step S16 when any operation has been detected, and proceeds to step S20 when any operation is not determined. At step S16, the main CPU32 updates a BET number counter indicating a BET number of coins based upon a BET button having detected operation; and a credit amount counter (adds the BET number and subtracts the credit amount counter). Next, at step S17, the main CPU32 determines whether or not the
BET number counter is maximal, proceeds to step S18 in a case where the counter is maximal, performs processing of disabling update of the BET number counter, and then, proceeds to step S19. On the other hand, in a case where the BET number counter is not maximal, the main CPU32 proceeds to step S19 without executing step S18. At step S19, the main CPU32 permits operational acceptance of a SPIN button 8.
[0090]
Next, at step S20, the main CPU32 determines whether or not operation of the
SPIN button 8 has been detected; terminates coin entry processing when operation of the SPIN button 8 has been detected; and then, proceeds to internal lottery processing of
Our Ref: PP07-0004AZZA the main flowchart shown in Fig. 12 (step S3). At the step S20, in a case where a player does not operate the spin button 8, the processing operations of the steps S1 to
S20 mentioned above are repeated.
[0091]
Next, internal lottery processing, which the main CPU32 performs, will be described with referring to Fig. 14. Fig. 14 is a flowchart showing operating procedures for internal lottery processing. The internal lottery processing is performed while it is triggered by signal input from a SPIN switch 8a. 10°
[0092]
At step S31, the main CPU32 issues an instruction to a sampling circuit 36, and then, samples any random number value from among the random numbers generated by a random number generator 35. Next, at step S32, the main CPU32 determines a symbol (expected-stop symbol) to be displayed in a stopped state in symbol display areas A2, B2, C2, D2, and E2 at the middle stage of display areas A to E with referring to a symbol lottery table (refer to Fig. 6) stored in the ROM34. In this case, the lottery of random number value is performed 5 times in response to the symbol display areas
A2, B2, C2, D2, and E2 at the middle stage of the display areas A to E, and then, an expected-stop symbol is also determined 5 times in response to the symbol display areas
A2,B2, C2, D2, and E2 at the display areas A to E.
[0093]
At step S32, the main CPU32 determines expected-stop symbols to be stopped at the middle stage of display areas A to E, and then, stores symbol data concerning the determined expected-stop symbols in the symbol storage area of the RAM33. The main CPU32 displays symbols in a stopped state in the display areas A to E, based upon the symbol data stored in the symbol storage area.
[0094]
At step S33, the main CPU32 refers to a wining combination determination table (see Fig. 7) by using symbol data on expected-stop symbols stopped at the middle stage of the display areas A to E stored in the symbol storage areas of the RAM33, and then, determines a winning combination from respective symbol combinations. When a winning combination is determined, internal lottery processing terminates, and then,
Our Ref: PP07-0004AZZA the main CPU32 proceeds to reel control processing of the main flowchart shown in Fig.
[0095]
Next, reel control processing, which the main CPU32 performs, will be described with referring to Fig. 15. Fig. 15 is a flowchart showing operating procedures for reel control processing.
[0096]
At step S41, the main CPU32 performs control processing of reel images R1 to
R5. At this time, the main CPU32 rotationally displays reel images R1 to RS in the display areas A to E of the main display 3. The main CPU32 controls an image control circuit 71, thereby performing image processing so that plural types of symbols arranged in the symbol arrangement tables 34A to 34C are seen for a player as if mechanical reels were rotating.
[0097]
The main CPU32 rotationally displays the reel images R1 to RS in display areas A to E of the main display 3 at step S41, and then, proceeds to step S42 in which it is determined whether or not a value of a reel rotation stop timer set within a predetermined time after the reel images R1 to RS have been rotationally displayed is “0”. In a case where the value of a reel rotation stop timer is determined to be “0”, the main CPU32 proceeds to step S43. In a case where the value of the reel rotation stop timer is determined not to be “0”, the main CPU waits until the value of the reel rotation stop timer is set at “0”. Then, at step S43, the main CPU32 instructs the image control circuit 71 to sequentially display the reel images R1 to R5 in a stopped state so that all of the reel images R1 to RS stop in the display areas A to E. Then, when the main
CPU32 executes processing of stopping the reel images R1 to RS at step S43, reel control processing terminates, and then, proceeds to payout number determination processing shown in Fig. 12 (step SS).
[0098]
Next, payout number determination processing, which the main CPU32 performs, will be described with referring to Fig. 16. Fig. 16 is a flowchart showing operating procedures for payout number determination processing.
Our Ref: PP07-0004AZZA
[0099]
At step S51, the main CPU32 determines the payout number of coins with referring to a winning combination table (see Fig. 7) based upon a determination result of a winning combination of internal lottery processing.
[0100]
Subsequently, at step S52, the main CPU32 adds the payout number of coins determined at step S51 to a payout number counter, and then, terminates payout number determination processing.
[0101]
Next, bonus game processing, which the main CPU32 performs, will be described with referring to Fig. 17. If it is determined that a bonus game trigger is established at step S6, the main CPU32 proceeds to step S7 of Fig. 12, and then, performs bonus game processing. Fig. 17 is a flowchart showing operating procedures for bonus game processing.
[0102]
At step S61, in a base game, in a case where 5 “BLACK7” symbols T1 are successively displayed in a stopped state at the middle stage of display areas A to E along an activated line, and then, it is determined that a condition for moving to a bonus game is met, the main CPU32 sets a bonus game flag to “ON”. In addition, the main
CPU32 changes a symbol arrangement table used for the play of a bonus game from the first symbol arrangement table 34A to the second symbol arrangement table 34B in which a plenty of all-mighty “WHITE7” symbols T2 are arranged, and then, controls the image control circuit 71, whereby, in a bonus game, reel images R1 to RS on which symbols T2 to T7 arranged in the second symbol arrangement table 34B are drawn are displayed in the display areas A to E of the main display 3.
[0103]
Subsequently, at step S62, the main CPU32 determines the number of free games executed in a bonus game mode, based upon a free game number lottery table (see Fig. 9), by means of lottery processing. Here, in a bonus game, free games are performed 10 times, for example.
Our Ref: PP07-0004AZZA
[0104]
Subsequently, the main CPU32 executes internal lottery processing, reel control processing, and payout number determination processing from step S64 to step
S66 so as to perform a free game, based upon a value of a specified free game number counter. The processing operations from the steps S64 to S66 are processed in accordance with the flowcharts shown in Figs. 14, 15, and 16 described above.
[0105]
Next, the main CPU32 determines whether or not a value of a free game number counter is “0” at step S67. In a case where the value of the free game number : counter is “0”, the main CPU32 proceeds to step S69. In a case where the value of the free game number counter is determined not to be “0”, the processing operations from steps S64 to S67 are repeatedly executed until the value of the free game number counter is “0”.
[0106]
At step S69, the main CPU32 sets a bonus game flag to “OFF” at a time point when the value of the free game number counter is “0”. Then, if the main CPU32 executes the processing operation of step S69, the CPU terminates bonus game processing, and then, migrates to special game processing of the main flowchart shown in Fig. 12 (step S8).
[0107]
Next, special game processing, which the main CPU32 performs, will be described with referring to Fig. 18. Fig. 18 is a flowchart showing operating procedures for special game processing.
[0108]
At step S71, the main CPU32 sets a special game flag to “ON” on condition that a bonus game has terminated. In addition, the main CPU32 changes a symbol arrangement table used for the play of a special game from the second symbol arrangement table 34B to the third symbol arrangement table 34C in which a plenty of “BLACK7” symbols T1 serving as a bonus game trigger are arranged. Then, this CPU controls the image control circuit 71. In this manner, in a special game, reel images R1
Our Ref: PP07-0004AZZA to R5 on which symbols T1 to T7 arranged in the third symbol arrangement table 34C are drawn, are displayed in the display areas A to E of the main display 3.
[0109]
Next, at step S72, the main CPU32 determines the number of free games executed in a special game, based upon the payout number acquired in a bonus game.
In more detail, the main CPU32 determines the number of free games executed in a special game mode with referring to a free game number lottery table (see Fig. 9), based upon a value of a payout number counter of the RAM33 after the end of a bonus game.
The number of free games is determined so that the larger total number of coins acquired in a bonus game is, the larger number of free games is. At step S73, the main
CPU32 sets to a free game number counter a value (for example, 5) indicative of the number of free games determined based upon the value of the payout number’ counter.
Here, in a special game, a free game is performed 5 times, for example, as the second game number.
[0110]
Subsequently, the main CPU32 executes internal lottery processing, reel control processing, and payout number determination processing from steps S74 to S76 so as to perform a free game, based upon the value of the specified free game number counter. The processing operations from the steps S74 to S76 are performed in accordance with the flowcharts shown in Figs. 14, 15, and 16 described above.
[0111]
Next, at step S77, the main CPU32 determines whether or not a bonus game trigger is established when 5 “BLACK” symbols T1 are successively displayed in a stopped state along an activated line at the middle stage of the display areas Ato E. If a bonus game trigger is determined to be established, the main CPU proceeds to step
S78, and if a bonus game trigger is determined not to be established, the main CPU proceeds to step S79.
[0112]
The main CPU32 judges that a bonus game trigger is established, and then, executes bonus game processing at step S78. At this time, the main CPU32 changes a symbol arrangement table used for the play of a bonus game from the third symbol
Our Ref: PP07-0004AZZA arrangement table 34C to the second symbol arrangement table 34B in which a plenty of all-mighty “WHITE7” symbols T2 are arranged. Then, this CPU controls the image control circuit 71, whereby reel images R1 to RS on which symbols T2 to T7 arranged in the second symbol arrangement table 34B are drawn are displayed in display areas A to E of the main display 3. At this step S78, a bonus game is processed by means of the main CPU32 in accordance with the flowchart shown in Fig. 17 described above.
After that, when bonus game processing terminates at step S78, the main CPU32 reverts to step 71, and then, repeatedly executes the special game processing operations of steps
S71 to S77.
[0113]
When the main CPU32 proceeds to step S79, this CPU subtracts a value of a free game number counter of the RAM33 by “1”.
[0114]
Subsequently, the main CPU32 determines whether or not the value of the free game number counter is “0” in step S80. In a case where the value of the free game number counter is determined to be “0”, the main CPU32 proceeds to step S81. Ina case where the value of the free game number counter is determined to be “0”, the processing operations of steps S74 to S80 are repeatedly executed until the value of the free game number counter is “0”.
[0115]
Next, at step S81, the main CPU32 sets a special game flag to “OFF” at a time point when the value of the free game number counter is “0”. Then, when the processing operation of step S82 is executed, the main CPU32 terminates special game processing, and then, migrates to coin payout processing of the main flowchart shown in
Fig. 12 (step S9).
[0116]
When the special game processing of step S8 terminates, the main CPU32 proceeds to step S9. Then, this CPU executes coin payout processing and terminates a game, based upon the values of the payout number counter of the RAM33 obtained by counting a total number of coins acquired by base game processing operations (steps S2 to S5), bonus game processing operation (step S7), and special game processing
Our Ref: PP07-0004AZZA operation (step S8).
[0117]
When coin payout processing is terminated at step S9, the main CPU32 reverts to step Sl, and then, executes initialization processing for a base game mode. In the initialization processing after the end of the special game, the main CPU32 changes a symbol arrangement table used for the play of a base game from the third symbol arrangement table 34C to the first symbol arrangement table 34A in which “BLACK7” symbols T1 serving as a bonus game trigger are arranged to be fewer than those in the third symbol arrangement table 34C. Then, this CPU controls the image control circuit 71. In this manner, in a base game, reel images R1 to R5 on which symbols T1 to T7 arranged in the first symbol arrangement table 34A are drawn are displayed in the display areas A to E of the main display 3.
[0118]
While preferred embodiments of the present invention have been described in detail, the slot machine according to the present invention is not limitative to the embodiments described above, and various alterations and modifications can occur without departing from the spirit of the claimed present invention. For example, the slot machine can be embodied in various aspects as described below.
[0119]
While, in the embodiments described above, a plurality of symbol arrangement tables 34A to 34C are used according to game modes (a base game, a bonus game, and a 256 special game) of a slot game, a plurality of symbol arrangement tables 34A to 34C can also be used according to any situation as long as a predetermined condition is met.
For example, in a base game and a bonus game, in the case where symbols T1 to T7 are displayed in a stopped state in the symbol display areas Al to E3 in predetermined combination or in predetermined number, the first symbol arrangement table 34A of the second symbol arrangement table 34B may be changed to the third symbol arrangement table 34C or the like without changing a game mode of a slot game. In this manner, settings can be provided so that expectation of a player varies in the course of a base game and a bonus game as well as a special game.
[0120]
Our Ref: PP07-0004AZZA
In addition, while, in the embodiments described above, a special game is automatically started on condition that a bonus game terminates, the special game can be started after the end of the bonus game, based upon the payout number or the like acquired in the bonus game. The special game can also be started after the game mode has been caused to temporarily migrate to the base game after the end of the bonus game, and then, a predetermined period has elapsed, instead of immediately after the end of the bonus game.
[0121]
While, in the embodiments described above, symbol arrangements in a plurality of symbol arrangement tables 34A to 34C have been changed for all of the plurality of reel images R1 to RS, symbol arrangements in a plurality of symbol arrangement tables 34A to 34C can also be changed for any of the plurality of reel images R1 to RS. In addition, the above change can also be made for two or more of the plurality of reel images R1 to RS.
[0122]
Further, while, in the embodiments described above, a game mode is caused to migrate from a base game mode or a special game mode to a bonus game mode in a case where 5 “BLACK?” symbols T1 serving as a trigger for winning a bonus game are successively displayed in a stopped state at the middle stage of display areas A to E along an activated line, the game mode can be caused to migrate to the bonus game mode in a case where the “BLACK?7” symbol T1 is displayed in any of the display areas
A to E or in a case where the predetermined total numbers of “BLACK7” symbols T1 and all-mighty “WHITE7” symbols T2 are displayed in the display areas A to E. In addition, the game mode can be caused to migrate to the bonus game mode under different conditions, for example, by changing the displayed number of “BLACK7” symbols T1 according to a transition from the base game mode and a transition from the special game mode. For example, in a case where 5 “BLACK7” symbols T1 are displayed in the display areas A to E, the special game mode is changed to the bonus game mode in a case where the base game mode migrates to the bonus game mode, and then, “3” “BLACK7” symbols T1 are displayed in any of the display areas A to E.
[0123]
While, in the embodiments described above, 3 “BLACK7” symbols T1 serving
Our Ref: PP07-0004AZZA as a trigger for winning a bonus game were arranged on a respective one of the reel images R1 to RS, the number of “BLACK7” symbols T1 in symbol arrangement of the third symbol arrangement table 34C can be variously changed. In the embodiments described above, numeric values or the like such as winning probabilities shown in the effect determination table shown in Fig. 8 and the free game number lottery table shown in Fig. 9 can be variously changed without being limitative to the shown numeric values or the like.
[0124]
Further, while, in the embodiments described above, the number of free games performed in a bonus game is determined by lottery of the number set in the free game number lottery table by means of random number processing, the number of free games in the bonus game can also be determined by lottery according to various modes. In addition, a predetermined number of games may be set without dependency on lottery.
[0125]
While, in the embodiments described above, the free game number in a special game was determined depending upon the payment acquired in a bonus game, the present invention is not limitative thereto. The free game number in the special game can also be determined according to various modes, for example, by lottery due to random number lottery. In addition, a predetermined number of games may be set without dependency on lottery or the like.
[0126]
Further, while, in the embodiments described above, 5 reel images R1 to RS and display areas A to E corresponding thereto are used, the present invention is not limitative thereto, and the reel images and the number of display areas corresponding thereto can be variously changed. Further, while, in the embodiments described above, the display areas A to E were provided in the main display 3, display areas are further provided on a sub display 4 or the like, thereby making it possible to display reel images pertinent to a slot game. :

Claims (14)

TTA EE Our Ref: PPOT-0004AZZA Claims:
1. A gaming machine, comprising: a memory for storing a first symbol arrangement in which a plurality of symbols are arranged, a second symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of giving a payout, than that of the first symbol arrangement, and a third symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of winning a bonus game for giving a predetermined profit to a player, than that of the first symbol arrangement; a display device for displaying reels including any of the first, second, and third symbol arrangements stored in the memory; and oo a controller, the controller being configured to: i) display the reels to be displayed on the display device in rotating and stopped states; | : i) give a predetermined payout to a player when a combination of symbols at a moment at which rotation of the reels is displayed in a stopped state configures a predetermined combination of winning prizes; and ili) make a change to a symbol arrangement different from the symbol arrangement drawn on the reel from among the first, second, and third symbol arrangements stored in the memory on condition that a predetermined condition is met.
2. The gaming machine according to claim 1, wherein, in the third symbol arrangement, trigger symbols winning the bonus game are arranged to be larger in number than those in the first symbol arrangement. oo
3. The gaming machine according to claim 1, wherein, in the second symbol arrangement, none of trigger symbol winning the bonus game is arranged.
4. A gaming machine, comprising: a memory for storing a first symbol arrangement in which a plurality of symbols are arranged, a second symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of giving a payout to a player, than that of the first symbol arrangement, and a third symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of winning a bonus
Our Ref: PP07-0004AZZA game for giving a predetermined profit to a player, than that of the first symbol arrangement; a display device for displaying reels including any of the first, second, and third symbol arrangements stored in the memory; and a controller, the controller being configured to: i) in a base game, display the reels including the first symbol arrangement to be displayed on the display device in rotating and stopped states; ii) give a predetermined payout to a player at a moment at which a combination of symbols when rotation of the reels is displayed in a stopped state configures a predetermined combination of winning prizes; iii) change the symbol arrangement included in the reels from the first symbol arrangement to the second symbol arrangement, and then, execute a bonus game by a first game number, on condition that the bonus game is won; and iv) change the second symbol arrangement to the third symbol arrangement, and then, execute a special game by a second game number, on condition that the bonus game terminates.
5. The gaming machine according to claim 4, wherein the controller is configured to change the third symbol arrangement included in the reels to the second symbol arrangement, and then, execute the bonus game, on condition that the bonus game is won in the second game number of the special game.
6. The gaming machine according to claim 4, wherein the controller is configured to 256 change the third symbol arrangement included in the reels to the first symbol arrangement, and then, execute the base game, on condition that the second game number of the special game is consumed.
7. The gaming machine according to claim 4, wherein, in the third symbol arrangement, trigger symbols winning the bonus game are arranged to be larger in number than those in the first symbol arrangement.
8. The gaming machine according to claim 4, wherein, in the second symbol arrangement, none of trigger symbols winning the bonus game is arranged.
Our Ref: PP07-0004AZZA
9. A gaming machine, comprising: : a memory for storing a first symbol arrangement in which a plurality of symbols are arranged, a second symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of giving a payout to a player, than that of the first symbol arrangement, and a third symbol arrangement in which a plurality of symbols are arranged, each of which has a higher expectation value of winning a bonus game for giving a predetermined profit to a player, than that of the first symbol arrangement; a display device for displaying reels including any of the first, second, and third symbol arrangements stored in the memory; and a controller, the controller being configured to: i) in a base game, display the reels including the first symbol arrangement displayed on the display device in rotating and stopped states, ii) give a predetermined payout to a player at a moment at which a combination of symbols at a moment at which rotation of the reels is displayed in a stopped state configures a predetermined combination of predetermined winning prizes; iii) change the symbol arrangement included in the reels from the first symbol arrangement to the second symbol arrangement, and then, execute a bonus game by a first game number on condition that the bonus game is won; iv) determine a second game number based upon a payout number acquired in the bonus game on condition that the bonus game terminates; and Vv) change from the second symbol arrangement to the third symbol arrangement, and then, execute a special game, by the determined second : game number.
10. The gaming machine according to claim 9, wherein the controller is configured to change the third symbol arrangement included in the reels to the second symbol arrangement, and then, execute the bonus game on condition that the bonus game is won in the second game number of the special game.
11. The gaming machine according to claim 9, wherein the controller is configured to change the third symbol arrangement included in the reels to the first symbol arrangement, and then, execute the base game, on condition that the second game number of the special game is consumed.
12. The gaming machine according to claim 9, wherein, in the third symbol arrangement, trigger symbols winning the bonus game are arranged to be larger in number than those in the first symbol arrangement.
13. The gaming machine according to claim 9, wherein, in the second symbol : arrangement, none of trigger symbol winning the bonus game is arranged.
14. A gaming machine substantially as herein described with reference to the accompanying drawings. DATED THIS 29™ DAY OF FEBRUARY 2008 SPOOR & FISHER rr ~ APPLICANTS PATENT ATTORNEYS
ZA200801926A 2007-03-02 2008-02-29 Gaming machine ZA200801926B (en)

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US8251814B2 (en) * 2008-10-09 2012-08-28 Aruze Gaming America, Inc. Gaming machine having light emitting device
JP2012100782A (en) * 2010-11-08 2012-05-31 Universal Entertainment Corp Gaming machine
AU2013231092B1 (en) * 2013-09-19 2014-12-04 Konami Gaming, Inc. System and method of allowing a player to play gaming machines having step-based changes and multiple pattern features
JP6949605B2 (en) * 2017-07-28 2021-10-13 株式会社ユニバーサルエンターテインメント Information processing device, game program, game control method

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US20030027624A1 (en) * 2001-08-03 2003-02-06 Gilmore Jason C. Hybrid slot machine
US6866583B2 (en) * 2001-09-21 2005-03-15 Igt Gaming device having wild indicators
US6805349B2 (en) * 2001-09-26 2004-10-19 Igt Gaming device with wild activation symbols and wild termination symbols
US8591310B2 (en) * 2001-09-26 2013-11-26 Igt Gaming device with wild activation symbols and wild termination symbols
US8535143B2 (en) * 2003-05-01 2013-09-17 Wms Gaming Inc. Gaming machine having enhanced bonus game play schemes

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