CROSS REFERENCE TO RELATED APPLICATIONS This application is based upon and claims the benefits of priorities from Japanese Patent Application Nos. 2004-344320, 2004-344321 and 2004-344322 filed on the same day of Nov. 29, 2004, the entire contents of which are incorporated herein by reference.
FIELD OF THE INVENTION The present invention relates to a gaming machine with which a game is played in a plurality of game states including a base game state and a special game state, and more particularly relates to a gaming machine with which an image corresponding to an object to be read is displayed at a predetermined timing.
RELATED ART Conventionally, a gaming machine such as a slot machine and a card game machine may start to perform a game as a player inserts game media such as medals into the gaming machine and the game result is subsequently displayed on the basis of a result of internal lottery conducted inside the gaming machine (for example, in the slot machine, predetermined symbols are stopped and displayed along a winning line, and in a card game machine, the type of drawn card is displayed). Then, the game is configured such that game media are paid out in a predetermined amount on the basis of the game result.
In the above-described gaming machine, it is generally made that the game is composed of a plurality of game states so that the game does not become monotonous and the game states may be frequently changed at a predetermined timing. For example, the slot machine shown in Japanese Unexamined Patent Publication No. 2002-53787 is provided with a bonus game state which is started when a predetermined symbol is stopped and displayed in a predetermined place, in addition to a base game state. In general, such a bonus game is set to be in a game state which is more advantageous to a player than usual and the player is able to obtain more game media. Then, after shifting to the bonus game, certain images and music are outputted in order to notify the player of such shift.
It is also generally made that various effects are provided according to the game state. For example, Japanese Unexamined Patent Publication No. 2004-57221 has disclosed a gaming machine which can add effects of sound and illumination by a lighting system to the game state if there is a chance to get a prize when the last reel is stopped while a plurality of rotating reels are stopped in a predetermined order. Therefore, it may be possible to provide more attractive aspect of the game to the player.
However, in the slot machine disclosed in the above-described Japanese Unexamined Patent Publication Nos. 2002-53787 or 2004-57221, contents of the effects to notify in advance that the game state will be changed or that the game state has been changed are originally set for each gaming machine. To be more specific, even when the game state is about to shift to the bonus game such as a game state more advantageous to the player, the gaming machine only provides an image or a sound effect independent from an actual action by the player such that the player may not feel excitements of the game or lose interest to the game.
Meanwhile, in some of the conventional gaming machines, the player buy cards and figures separately beforehand and plays the game with such cards or figures as a means by which the player is allowed to participate in the game. These gaming machines are only designed to conduct the game by allowing the information previously stored in each card or figure to be uniformly reflected in parameters and others of characters and items which appear on the display.
SUMMARY OF THE INVENTION However, in the future, it will be desired that cards, figures and others are not only used for allowing the player to participate in the game, but also that the game is more diversified so that these cards, figures and others are not simply reflected only on characters, items and others of the game.
There is provided a gaming machine performing a game with a base game state and a special game state in which more advantageous condition is provided to a player based on identification information, the gaming machine comprising: a reading device for reading the identification information from an object to be read which stores the identification information; a display device for displaying an image concerning the game, wherein the image corresponding to the identification information is displayed on the display device at a predetermined timing.
There is also provided a gaming system comprising: a gaming machine performing a game with a base game state and a special state in which more advantageous condition is provided to a player; and an object to be read which provides predetermined condition to the game, wherein the object to be read is set on the gaming machine, wherein the object to be read stores identification information corresponding to an appearance of the object to be read, wherein the gaming machine comprising: a reading device for reading the identification information from the object to be read; and a display device for displaying an image concerning the game, wherein the image corresponding to the identification information is displayed on the display device at a predetermined timing.
Further features of the present invention, its nature, and various advantages will be more apparent from the accompanying drawings and the following description of the preferred embodiment.
BRIEF DESCRIPTION OF THE DRAWINGSFIG. 1 is a perspective view showing the appearance of the slot machine ofEmbodiment 1.
FIG. 2 is a front view showing variable display windows of the slot machine ofEmbodiment 1.
FIG. 3 is a front view showing an operation table of the slot machine of Embodiment 1.
FIGS. 4A and 4B are front views showing figures used in the slot machine of Embodiment 1.
FIG. 5 is a schematic diagram showing a storage area of an IC tag built in the figure ofEmbodiment 1.
FIG. 6 is an exploded perspective view of anauthentication unit7 provided in the slot machine ofEmbodiment 1.
FIG. 7 is a front view showing theauthentication unit7 with the figure installed.
FIGS. 8A to8E are schematic diagrams showing streaks of symbols being variably displayed on the variable display windows of first to fifth reel bands.
FIG. 9 is a block diagram showing schematically a control system of the slot machine ofEmbodiment 1.
FIG. 10 is a block diagram showing schematically a liquid crystal driving circuit of the liquid crystal display.
FIG. 11 is a drawing showing each storage area of a ROM used inEmbodiment 1.
FIG. 12 is a table of winning combinations and payout thereof.
FIG. 13A is a schematic diagram showing reel bands respectively varying and stopped to appear in the variable display windows in a base mode.
FIG. 13B is a schematic diagram showing reel bands respectively varying and stopped to appear in the variable display windows in a High probability mode.
FIG. 14 is a schematic diagram showing a streak of symbols of the sixth reel band variably displayed in the variable display windows.
FIG. 15A is a schematic diagram showing a bonus game image displayed on a lower liquid crystal display in a bonus game.
FIG. 15B is a schematic diagram showing a bonus game image displayed on the lower liquid crystal display after selection of options in the bonus game.
FIG. 16 is a drawing showing each payouts in the bonus game.
FIG. 17 is a drawing showing a pattern of hint voice outputted in the bonus game.
FIG. 18 is a drawing showing a pattern of effects provided as shifting to High probability mode.
FIG. 19 is a drawing showing a pattern of effects provided as shifting to a bonus game.
FIG. 20 is a flow chart of the main processing program used in the slot machine of Embodiment 1.
FIG. 21 is a flow chart of the start acceptance processing program used in the slot machine of Embodiment 1.
FIG. 22 is a flow chart of the lottery processing program used in the slot machine of Embodiment 1.
FIG. 23 is a flow chart of the base game processing program used in the slot machine of Embodiment 1.
FIG. 24 is a flow chart of the bonus game processing program used in the slot machine of Embodiment 1.
FIG. 25 is a flow chart of the processing program for switching High probability mode used in the slot machine ofEmbodiment 1.
FIG. 26 is a front view showing an image displayed on the lower liquid crystal display in effect-processing for the bonus game start.
FIG. 27 is a front view showing an image displayed on the lower liquid crystal display in effect-processing for the bonus game start.
FIG. 28 is a front view showing an image displayed on the lower liquid crystal display in effect-processing for High probability mode notification.
FIG. 29 is a front view showing an image displayed on the lower liquid crystal display in effect-processing for High probability mode notification.
FIG. 30 is a flow chart of the lottery processing program used in the slot machine of Embodiment 2.
FIG. 31 is a drawing showing a winning combination lottery table used in the base mode ofEmbodiment 2.
FIG. 32 is a drawing showing a winning combination lottery table used in High probability mode ofEmbodiment 2.
FIG. 33 is a schematic diagram showing a storage area of an IC tag built in the figure ofEmbodiment 3.
FIG. 34 is a drawing showing each storage area of a ROM used inEmbodiment 3.
FIG. 35 is a drawing showing a table of winning combinations and payouts thereof.
FIG. 36 is an explanatory drawing showing a growing pattern of a character level by the number of times the character has been used.
FIG. 37 is a drawing showing a selection table of notification effects ofEmbodiment 3.
FIG. 38 is a drawing showing a determination table of notification effects ofEmbodiment 3.
FIG. 39 is a drawing showing a reliability table of notification effects.
FIG. 40 is a flow chart of the main processing program used in the slot machine ofEmbodiment 3.
FIG. 41 is a flow chart of the start acceptance processing program used in the slot machine ofEmbodiment 1.
FIG. 42 is a flow chart of the base game processing program used in the slot machine ofEmbodiment 3.
FIG. 43 is a flow chart of effect-processing program used in the slot machine ofEmbodiment 3.
FIG. 44 is a flow chart of a bonus game processing program used in the slot machine ofEmbodiment 3.
FIG. 45 is a flow chart of a history renewal processing program used in the slot machine ofEmbodiment 3.
FIG. 46 is a front view showing an image displayed on the lower liquid crystal display in notification effects of the bonus game in a state that a figure of “warrior man” ofcharacter level 1 is used.
FIG. 47 is a front view showing an image displayed on the lower liquid crystal display in notification effects of the bonus game in a state that a figure of “warrior man” ofcharacter level 2 is used.
FIG. 48 is a front view showing an image displayed on the lower liquid crystal display in notification effects of the bonus game in a state that a figure of “witch” ofcharacter level 1 is used.
FIG. 49 is a front view showing an image displayed on the lower liquid crystal display in notification effects of the bonus game in a state that a figure of “witch” ofcharacter level 2 is used.
FIG. 50 is a front view showing an image displayed on the lower liquid crystal display in notification effects of the bonus game in a state that a figure of “witch” ofcharacter level 3 is used.
FIG. 51 is a front view showing an image displayed on the lower liquid crystal display in notification effects of the bonus game in a state of no figure.
FIG. 52 is a drawing showing a lottery table of winning combinations ofEmbodiment 4.
DESCRIPTION OF THE PREFERRED EMBODIMENT Hereinafter, a detailed explanation will be made for the gaming machine of the present invention by referring to the drawings based on Embodiment s from 1 to 4 of a slot machine in which the present invention is embodied.
However, the present invention is not limited to the embodiments, and various modifications and changes in symbol can be made without departing from the scope of the present invention.
Embodiment 1 In this instance, the slot machine ofEmbodiment 1 is a slot machine having a so-called video reel, in which a figure separately bought by a player is placed at a predetermined place of the slot machine, thereby making it possible to conduct a game by providing an effect (or effect rendition) corresponding to the placed figure. First, an explanation will be made for a general configuration of the slot machine ofEmbodiment 1 by referring to FIGS.1 to3.FIG. 1 is a perspective view of the slot machine ofEmbodiment 1.FIG. 2 is a front view showing a variable display part of the slot machine ofEmbodiment 1. The variable display part may comprise a plurality of variable display windows.FIG. 3 is a front view showing an operation panel of the slot machine ofEmbodiment 1.
As shown inFIG. 1, theslot machine1 is provided with acabinet2 constituting an outer structure. An upperliquid crystal display3 is disposed at the front upper part of thecabinet2, and a lowerliquid crystal display4 is disposed on andevice front panel20 fixed at the front center of thecabinet2. These upperliquid crystal display3 and lowerliquid crystal display4 are composed of generally and commercially available liquid crystal displays.
A pair ofspeakers5L and5R are provided on both sides of the upperliquid crystal display3, outputting certain BGM, sounds, sound effects and others to the player on the basis of the game aspect of theslot machine1. Further, the lowerliquid crystal display4 is provided at the lower part with an operation table6 which is projected forward. The operation table6 is provided with anauthentication unit7 for placing theFIG. 13 to be explained later, anoperation panel8 on which various buttons are arrayed, acoin insertion part9 for inserting game media such as coins and abill insertion part10 for inserting bills respectively from the left side in sequence.
Further, a detailed explanation will be made later for theFIG. 13 and theauthentication unit7.
The upperliquid crystal display3 is provided with the information on the game process, types and payouts of winning combination, various effects of the game concerned and the like. Further, on the lowerliquid crystal display4, the number of credits that the player has at present as deposits and various effect images are displayed and also five variable display windows,21,22,23,24 and25 are displayed at a place close to the center. Then, various types of symbols to be explained later are varied and displayed on thesevariable display windows21 through25, while scrolling from the upper to the lower direction, and also stopped and displayed in a combination of predetermined symbols after elapsing of a predetermined time.
Therefore, theslot machine1 ofEmbodiment 1 is so-called video slot machine in which a video reel is realized by displaying symbols, symbols, or the like through each ofvariable display windows21 to25 of the lowerliquid crystal display4 such that the machine can conduct a slot game (comprising two types of game aspects, namely, base game and bonus game). In the slot game ofEmbodiment 1, the base game is conducted by symbols (three symbols for each, 15 symbols in total) stopped and displayed on the respectivevariable display windows21 through25, while the bonus game is conducted by selecting options displayed on the lowerliquid crystal display4.
As shown inFIG. 2, thevariable display windows21 through25 are separated to the first stop-and-display areas211,221,231,241 and251, the second stop-and-display areas212,222,232,242 and252 and the third stop-and-display areas213,223,233,243 and253, and predetermined symbols are stopped and displayed on each stop-and-display areas, namely,211 through213,221 through223,231 through233,241 through243 and251 through253 on the basis of lottery results of the internal lottery which will be explained later.
In the base game of this slot game, there are provided 20 winning lines which are formed with five of the respective stop-and-display areas of211 through213,221 through223,231 through233,241 through243 and251 through253. In these winning lines, if activated, a payout is made when the symbols are respectively stopped and displayed and when predetermined symbols are arranged. Here, an explanation will be made for each winning line.
The first winning line L1, is formed with the second stop-and-display areas212,222,232,242 and252. The second winning line L2, is formed with the first stop-and-display areas211,221,231,241 and251. The third winning line L3, is formed with the third stop-and-display areas213,223233,243 and253. In a similar way, the other winning lines from the fourth winning line L4, through the twentieth winning line L20, are formed respectively with the stop-and-display area,211 through213,221 through223,231 through233,241 through243 and251 through253.
Further, in this instance, of the above-described20 winning lines, winning lines activated by operating each bet button (BET 1PER LINE button33;BET 3PER LINE button34;BET 5 PER LINE button35) to be explained later are called “activated winning lines.”
Further, when a predetermined trigger symbol is stopped on an activated winning line to shift the game state to a bonus game, letters of “Bonus Time!!” are displayed at the display area of the lowerliquid crystal display4. When theFIG. 13 is placed on theauthentication unit7, an image corresponding to an appearance of the character of theFIG. 13 is displayed for a predetermined time (three seconds in Embodiment 1) and a sound corresponding to the appearance of the character is outputted from thespeakers5L and5R, by which the player is notified of the shift to the bonus game (refer toFIGS. 26 and 27).
In addition, when the game is moved to a high probability mode at which a probability of obtaining the winning combination to be explained later is further increased than usual, letters of “Special Time!!” are displayed at the display area of the lowerliquid crystal display4. When theFIG. 13 is placed on theauthentication unit7, an image corresponding to an appearance of the character of theFIG. 13 is displayed for a predetermined time (three seconds in Embodiment 1) and a sound corresponding to the appearance of the character is output fromspeakers5L and5R, by which the player is notified of movement to the high probability mode (refer toFIGS. 28 and 29).
A method for notifying a player of transition to the bonus game or the high probability mode shall not be limited to the above method, and may include, for example, a method of displaying an image corresponding to theFIG. 13 on the upperliquid crystal display3.
Further, various operation buttons are disposed on theoperation panel8 installed on the operation table6. A detailed explanation will be made for each operation button by referring toFIG. 3. A “COLLECT”button31 and a “GAME RULES”button32 are disposed in sequence at the upper part of theoperation panel8 from the leftmost side. A “BET 1 PER LINE”button33, a “BET 3 PER LINE”button34, a “BET 5 PER LINE”button35 and a “WIN START FEATURE”button36 are disposed in sequence at the middle part thereof from the leftmost side. A “PLAY 1 LINE”button37, a “PLAY 5 LINES”button38, a “PLAY 20 LINES”button39 and a “GAMBLE RESERVE”button40 are disposed in sequence at the lower part thereof from the leftmost side.
In this instance, theCOLLECT button31 is a button usually depressed at completion of the game. When theCOLLECT button31 is depressed, coins equivalent in value to the number of credits obtained in the game are paid back to acoin receiver16 from acoin payout opening15 to be explained later via a hopper (not illustrated) installed inside theslot machine1. ACOLLECT switch45 is provided on theCOLLECT button31, and switch signals are outputted to theCPU50 by depressing the COLLECT button31 (refer toFIG. 9).
The GAME RULESbutton32 is a button to be depressed when the player is not sure the operation method of the game and the like. When the GAME RULESbutton32 is depressed, various help information is displayed on the upperliquid crystal display3 and the lowerliquid crystal display4. A game rules switch46 is provided on the GAME RULESbutton32, and switch signals are transmitted from the game rules switch46 to theCPU50 when the GAME RULESbutton32 is depressed (refer toFIG. 9).
TheBET 1PER LINE button33 is a button in which credits currently owned by the player are bet one by one to each activated winning line for every depression. A 1-BET switch57 is provided on theBET 1PER LINE button33, and switch signals are transmitted from the 1-BET switch57 to theCPU50 by the depression of theBET 1 PER LINE button33 (refer toFIG. 9).
TheBET 3PER LINE button34 is a button to start the game with 3 bets for each activated winning line as theBET 3PER LINE button34 is depressed. A 3-BET switch58 is provided on theBET 3PER LINE button35, and switch signals are transmitted from the 3-BET switch58 to theCPU50 on depression (refer toFIG. 9).
Further, theBET 5PER LINE button35 is a button to start the game with 5 bets for each activated winning line as theBET 5PER LINE button35 is depressed. A 5-BET switch59 is provided on theBET 5PER LINE button35, and switch signals are transmitted from the 5-BET switch59 to theCPU50 based on depression (refer toFIG. 9).
Therefore, depression of theBET 1PER LINE button33, theBET 3PER LINE button34 or theBET 5PER LINE button35 will decide the number of bets to be bet for each line of the activated winning line.
Further, the WINSTART FEATURE button36 is a button to start a bonus game, which will be explained later, and to add the payouts obtained in the bonus game to the current credits. A WIN-START switch47 is provided on the WINSTART FEATURE button36 and switch signals are transmitted from the WIN-START switch47 to theCPU50 on depression (refer toFIG. 9).
ThePLAY 1LINE button37 is a button to start the game with one activated winning line upon the depression of the button as the number of the activated winning line is set “1”. A 1-LINE switch60 is provided on thePLAY 1LINE button37, and switch signals are transmitted from theline switch60 to theCPU50 based on depression (refer toFIG. 9).
ThePLAY 5LINES38 button is a button to start the game with five activated winning line upon the depression of the button as the number of the activated winning lines is set “5”. A 5-LINES switch61 is provided on thePLAY 5LINES button38, and switch signals are transmitted from the 5-LINES switch61 to theCPU50 based on depression (refer toFIG. 9).
ThePLAY 20LINES button39 is a button to start the game with twenty activated winning lines upon the depression of the button as the number of the activated winning lines is set “20”. A 20-LINES switch62 is provided on thePLAY 20LINES button39, and switch signals are transmitted from the 20-LINES switch62 to theCPU50 based on depression (refer toFIG. 9).
Therefore, depression of thePLAY 1LINE button37, thePLAY 5LINES button38 or thePLAY 20LINES button39 will determine the number of the activated winning lines.
In this instance, when thePLAY 1LINE button37 is depressed, the previously described first winning line L1 is activated. Further, when thePLAY 5LINES button38 is depressed, the winning lines from the first winning line L1 through the fifth winning line L5 are all activated. In addition, when thePLAY 20LINES button39 is depressed, the winning lines from the first winning line L1 through twentieth winning line L20 are all activated.
ThePLAY 1LINE button37, thePLAY 5LINES button38 or the 20LINES button39 also operates as a start button by which each symbol is start to move to be displayed variably atvariable display windows21 through25 on the lowerliquid crystal display4 in order to start the game with the present number of bets and the present number of the activated winning lines concerned, once one of these buttons are depressed.
TheGAMBLE RESERVE button40 is a button to be depressed when the player leaves his or her seat or when the game to be shifted to a double down game after completion of the bonus game. In this instance, the double down game is a game the player may play by using the player's credits obtained in the bonus game, detailed explanation of which are omitted here.
A GAMBLE-RESERVE switch48 is provided on theGAMBLE RESERVE button40, and switch signals are transmitted from the GAMBLE-RESERVE switch48 to theCPU50 based on depression (refer toFIG. 9).
Acoin sensor49 is disposed on thecoin insertion part9, and when coins are inserted into thecoin insertion part9, coin detection signals are transmitted to theCPU50 from the coin sensor49 (refer toFIG. 9) such that the credits equivalent to the thus inserted coins are added. Further, abill sensor67 is disposed on abill insertion part10, and when a bill is inserted into the bill insertion part10 (or bill insertion slot), a bill detection signal is transmitted to theCPU50 from the bill sensor67 (refer toFIG. 9), thereby adding the credits equivalent to the thus inserted bill.
Thecabinet2 is provided at the lower part with acoin payout opening15 and also with acoin receiver16 for receiving coins paid out from thecoin payout opening15. Ahopper71 capable of discharging coins one by one and acoin detection part73 to be described later which is composed of a sensor and others are disposed inside the coin payout opening15 (refer toFIG. 9) and thecoin detection part73 detects the number of coins paid from thecoin payout opening15. Further, instead of paying out the coins from thecoin payout opening15, the gaming machine can be configured to issue a certificate note formed like a receipt which specifies the number of coins (or the value) to be paid out. In this instance, the player is able to bring the issued certificate note to a counter of the game shop to exchange prizes or gifts for the issued certificate note.
Next, an explanation will be made for theFIG. 13 used in the game of theslot machine1 according toEmbodiment 1 and theauthentication unit7 which reads and writes information of an IC tag built in theFIG. 13 installed and placed on theslot machine1 by referring toFIGS. 4A, 4B and5.
First, an explanation will be made for theFIG. 13 ofEmbodiment 1 by referring toFIGS. 4A, 4B and5.FIGS. 4A and 4B show front views showing respective figures ofEmbodiment 1.FIG. 5 is a schematic diagram showing a memory area of the IC tag built in each figure ofEmbodiment 1.
As shown inFIGS. 4A and 4B, each of theFIGS. 13A and 13B ofEmbodiment 1 is basically composed of abase portion90 and a figuremain body91.
Thebase portion90 is provided with a diameter corresponding to theauthentication unit7 to be explained later, and formed on a hollow thick circular plate. Further, a figuremain body91 is fixed to theupper surface92 of thebase portion90 and an IC tag is fitted and fixed into a bottom recess disposed on the bottom of thebase portion90. TheIC tag93 may be a commercially available IC tag and is composed of an IC chip comprising a memory and a transmitting-and-receiving part, and an antenna connected to the IC chip, and is shaped like a coin. Further, theIC tag93 used in theslot machine1 ofEmbodiment 1 is a read/write type of IC tag on which information is particularly able to be rewritten. Then, as explained later, theIC tag93 stores theFIG. 1D which is unique to a character corresponding to the figuremain body91, the number of times in which theFIG. 13 has been used with theslot machine1 and so on (refer toFIG. 5).
The figuremain body91 is formed with synthetic resin or the like in a shape of a doll depicting a specific character. In this instance, theFIG. 13 used in theslot machine1 ofEmbodiment 1 is available in three types of characters, namely,FIGS. 13A through 13C, which are “warrior man,” “witch” and “female fortune teller.” The figuremain body91 for each of theseFIGS. 13A through 13C is fixed upright in relation to thebase portion90. In theFIG. 13A of warrior man, a doll depicting a male warrior is fixed to thebase portion90 as a figure main body91 (refer toFIG. 4A). Further, in theFIG. 13B of witch, a doll depicting a witch is fixed to thebase portion90 as a figure main body91 (refer toFIG. 4B). In addition, in theFIG. 13C of female fortune teller, a doll depicting a female fortune teller is fixed to thebase portion90 as a figure main body91 (not illustrated).FIGS. 4A and 4B illustrate only figures of thewarrior man13A and thewitch13B among these three types of figures.
Each of theseFIGS. 13A through 13C is put in a capsule with a predetermined size and distributed by a special vending machine installed separately from theslot machine1.
Then, the player is able to distinguish theseFIGS. 13A through 13C by referring to the figuremain body91, and theslot machine1 is able to distinguish theseFIGS. 13A through 13C by reading theFIG. 1D which is stored in theIC tag93 of each figure.
Here, an explanation will be made for each storage area provided in theIC tag93 built in each of theFIGS. 13A to13C.FIG. 5 is a schematic diagram showing each storage area of the IC tag.
As shown inFIG. 5, theIC tag93 is provided with aFIG.1D storage area93A in which aFIG. 1D or a unique value for each of theFIGS. 13A through 13C (for example, 0001 for theFIG. 13A (warrior man), 0002 for theFIG. 13B (witch) and 0003 for theFIG. 13C (female fortune teller)) is stored in advance and a playhistory storage area93B in which information is stored and renewed for each game wherein the information is about how many times theIC tag93 built-inFIG. 13 is used in theslot machine1 to play the game (in this instance, one game is a series of actions in which bet operations are performed on the basis of the presently available credits so that symbols are moved (or varied) and stopped to appear the variable display windows and other various operations (bonus game process, payout process, etc.) are conducted according to the combination of the appearing symbols).
Next, an explanation will be made for theauthentication unit7 provided on theslot machine1 ofEmbodiment 1 by referring toFIGS. 6 and 7.FIG. 6 is an exploded perspective view showing theauthentication unit7 provided on the slot machine ofEmbodiment 1.FIG. 7 is a front view showing theauthentication unit7 in which aFIG. 13 is placed.
As shown inFIG. 6, theauthentication unit7 ofEmbodiment 1 is basically composed of aguide member95, asupport frame96 and asubstrate97.
Theguide member95 is provided with amain body98 made with a transparent urethane which is a thick plate transparent resin, and atapered guide hole99 which is hollowed in a truncated cone is formed at the center of themain body98. Theguide hole99 is wider in area at the upper opening than at the lower opening and has a conically slant circular wall. The lower opening area is approximately equal to the area at the lower surface of thebase portion90 of theFIG. 13.
Theguide member95 is also provided at the front edge with aprotrusion100. Theprotrusion100 is disposed in front of themain body98 and formed in an integrated form with themain body98. Further, a thin sheet-likelight shielding member101 is adhered around theguide hole99 on the upper surface of themain body98 of theguide member95.
Thelight shielding member101 is painted black on the surface so as to perform as a shield of the light from afull color LED109, to be explained later, which is provided therein. Anotification part102 which is indicated by turning on and off the notification light is provided at a part further outside thelight shielding member101 of themain body98. Thenotification part102 emits light in response to the game state of theslot machine1, thereby notifying the player of the present game state of theslot machine1.
Thesupport frame96 formed in an approximately trapezoidal shape is a support member which keeps the shape by fitting theguide member95 therein. Then, the support frame is provided with aframe member103 which covers around themain body98 when theguide member95 is fitted. Further, aseat part104, to which thebase portion90 of theFIG. 13 is fitted and fixed, is provided at the bottom center of theframe member103.
Theseat part104 is formed with a cylindrical space and made slightly larger in diameter than thebase portion90 of theFIG. 13 and also slightly larger in depth than the height of thebase portion90 in such a way that thebase portion90 of theFIG. 13 has some clearance and that thebase portion90 can be fitted and fixed into theseat part104, with a certain positional relationship kept between them. Then, as shown inFIG. 7, thebase portion90 is set at theseat part104, thereby preventing theFIG. 13 from falling down.
Aprotrusion guide member105 is also provided in front of theframe member103. Theprotrusion guide member105 is formed in such a position and dimension that covers the surface of theprotrusion100 when themain body98 of theguide member95 is fitted into thesupport frame96.
Further, asubstrate97 located below thesupport frame96 is composed of a substratemain body106 and an IC tag reader/writer107 installed on the substratemain body106. The IC tag reader/writer107 is composed of a controller, a data transmitting/receiving part and an antenna. In particular, the antenna part which communicates with theIC tag93 is disposed so as to be located immediately under theseat part104 of thesupport frame96, thereby securing data communications with theIC tag93 built in thebase portion90 of theFIG. 13 placed on theseat part104.
Then, the above-configured IC tag reader/writer107 is connected to theCPU50, which is explained later, and controlled by theCPU50, thereby performing reading and writing processes from and to theIC tag93. InEmbodiment 1, data communications are made by a non-contact type, but as a matter of course they can be made by a contact type.
Thesubstrate97 is also provided with aback plate108 which is formed in an upright position at the back, and theback plate108 is provided with afull color LED109. Then, thefull color LED109 emits light by a predetermined luminescence aspect in response to the game state of theslot machine1 and notifies the player of the present game state of theslot machine1 from thenotification part102.
In theslot machine1 ofEmbodiment 1 in which the above-configuredauthentication unit7 is installed, theCPU50 determines using the IC tag reader/writer107 about whether any one of theFIGS. 13A through 13C is placed on theauthentication unit7 or not, when the player inserts coins through thecoin insertion part9 to complete the acceptance of bets thereafter. As a result, when any one of theFIGS. 13A through 13C is determined to be placed, an image and sound-based effect corresponding to an appearance of the character of each figure is provided in a transition period from the original mode to a high probability mode to be explained later or in a transition period from the base game to the bonus game (refer toFIGS. 26 through 29). During the bonus game, a hint may be provided in helping the player to conduct the game by outputting the hint in a sound corresponding to an appearance of the character (refer toFIG. 17). The details will be explained later.
Next, an explanation will be made by referring toFIGS. 8A to8E for symbol examples varied and displayed at thevariable display windows21 through25 on the lowerliquid crystal display4, as the symbols are varyingly displayed by scrolling in the base game and the bonus game. InFIGS. 8A to8E, the array of symbols indicated by thefirst reel band111 is an array of symbols to be displayed varyingly at thevariable display window21, the array of symbols indicated by thesecond reel band112 is an array of symbols to be displayed varyingly at thevariable display window22, the array of symbols indicated by thethird reel band113 is an array of symbols to be displayed varyingly at thevariable display window23, the array of symbols indicated by thefourth reel band114 is an array of symbols to be displayed varyingly at thevariable display window24, and the array of symbols indicated by thefifth reel band115 is an array of symbols to be displayed varyingly at thevariable display window25.
Dot data for forming the arrays of symbols from thefirst reel band111 through thefifth reel band115 are stored in an image ROM82 (refer toFIG. 11).
In this instance, the arrays of symbols indicated by thefirst reel band111 through thefifth reel band115 are provided with mutually different symbol arrangements and these arrays of symbols are composed of appropriate combinations of thirteen symbols such as “LOBSTER,” “SHARK,” “FISH,” “PUNK,” “OCTOPUS,” “CRAB,” “WORM,” “A,” “K,” “Q,” “J,” “WILD” and “SARDINE.”
Here, “LOBSTER” means a symbol which depicts a lobster. “SHARK,” “FISH,” “PUNK,” “OCTOPUS,” “CRAB,” “WORM” and “SARDINE” means symbols which respectively depict shark, fish, man with a guitar, octopus, crab, worm and sardine. Further, “A,” “K,” “Q” “J” and “WILD” are symbols of alphabetic letters.
Then, when “LOBSTER,” “SHARK,” “FISH,” “PUNK,” “OCTOPUS,” “CRAB,” “WORM,” “A,” “K,” “Q” and “J” are stopped and displayed in a predetermined number from the leftmost side along the first to the twentieth winning line L1 through L20, a predetermined number of credits are added as credits earned by the player (refer toFIG. 12).
Further, “SARDINE” is a so-called scatter symbol, and when two or more of these are stopped and displayed in total of thevariable display windows21 through25, a predetermined number of credits are added as credits earned by the player, irrespective of an activated winning line (refer toFIG. 12). As will be explained later, “SARDINE” is a bonus game shifting symbol for shifting the game to the bonus game, and when the symbol of “SARDINE” is stopped and displayed in four or more places in total in thevariable display windows21 through25, the game can be shifted to the bonus game, irrespective of the activated winning lines.
In addition, “WILD” is a so-called wild symbol which is used in place of any symbols other than “SARDINE” (scatter symbol).
When any one of thePLAY 1LINE button37, thePLAY 5LINES button38 or thePLAY 20LINES button39 is depressed to start the game, arrays of symbols indicated by thefirst reel band111 through thefifth reel band115 are scrolled and displayed from upward to downward at eachvariable display windows21 through25 and three symbols are stopped and displayed at each variable display window after elapsing of a predetermined period of time.
Further, based on a plurality of types of combinations of the above-described symbols, winning combinations are beforehand set for each symbol (refer toFIG. 12). When a combination of symbols corresponding to one of the winning combinations is stopped on an activated winning line, a payout amount corresponding to the winning combination is added to the existing credits. When “SARDINE” is stopped and displayed in four or more places at the same time, the game is shifted to the bonus game, irrespective of the winning line.
When “WILD” is stopped in five or more places along the activated winning line, the game mode is shifted to the high probability mode in which there is an increased probability to obtain a winning combination on the winning line from the next game. The high probability mode will be explained later.
Next, an explanation will be made for a mechanism related to the control system of theslot machine1 by referring toFIG. 9.FIG. 9 is a block diagram showing the control system of the slot machine.
InFIG. 9, the control system of theslot machine1 is basically composed of theCPU50 which is a core component, and theCPU50 is connected with aROM51 and aRAM52. TheROM51 stores a main processing program to be explained later, a base game processing program, a bonus game processing program, a symbol lottery table for drawing stopped-and-displayed symbols, a winning combination based on the combinations of stopped-and-displayed symbols, a payout table for setting credit paid based on the winning combination (refer toFIG. 12), sound data corresponding to characters ofFIGS. 13A through 13C and other various programs and data tables necessary for controlling theslot machine1. Further, theRAM52 is a memory for temporarily storing various data calculated by theCPU50.
TheCPU50 is connected with a clock pulse generating circuit53 for generating a reference clock pulse and afrequency divider54, and also connected with arandom number generator55 for generating random numbers and a randomnumber sampling circuit56. Random numbers sampled via the randomnumber sampling circuit56 are used for various lotteries such as winning combinations. Further, theCPU50 is connected with aCOLLECT switch45 provided with aCOLLECT button31, a GAME-RULES switch46 provided with a GAME RULESbutton32, a1-BET switch57 provided with aBET 1PER LINE button33, a 3-BET switch58 provided with aBET 3PER LINE button34, a 5-BET switch59 provided with aBET 5PER LINE button35, a WIN-START switch47 provided with a WINSTART FEATURE button36, a 1-LINE switch60 provided with aPLAY 1LINE button37, a 5-LINES switch61, a 20-LINES switch62 provided with aPLAY 5LINES button38, and a GAMBLE RESERVE switch48 provided with aPLAY 20LINES button39 and to aGAMBLE RESERVE button40 respectively. TheCPU50 will control all the actions corresponding to each of the buttons based on switch signals output, when these buttons are depressed.
Further, theCPU50 is connected with acoin sensor49 disposed on acoin insertion part9 and abill sensor67 disposed on abill insertion part10, respectively. Thecoin sensor49 detects coins inserted from thecoin insertion part9, and theCPU50 calculates the number of inserted coins on the basis of coin detection signals outputted from thecoin sensor49. Thebill sensor67 detects types and amounts of bills inserted from thebill insertion part10, and theCPU50 calculates the number of credits equivalent in value to the bills on the basis of bill detection signals outputted from thebill sensor67.
Ahopper71 is connected via ahopper driving circuit70 to theCPU50. When driving signals are transmitted from theCPU50 to thehopper driving circuit70, thehopper71 pays out a predetermined number of coins from thecoin payout opening15.
Further, thecoin detection part73 is connected via a payoutcompletion signal circuit72 to theCPU50. Thecoin detection part73 is disposed inside thecoin payout opening15. When it is detected that a predetermined number of coins are paid out from thecoin payout opening15, coin payout detection signals are outputted from thecoin detection part73 to the payoutcompletion signal circuit72. Then, the payoutcompletion signal circuit72 outputs payout completion signals to theCPU50. In addition, theCPU50 is connected with the upperliquid crystal display3 and the lowerliquid crystal display4 via the liquidcrystal driving circuit74 so that theCPU50 controls the upperliquid crystal display3 and the lowerliquid crystal display4.
In this instance, as shown inFIG. 10, the liquidcrystal driving circuit74 is composed of aprogram ROM81, animage ROM82, animage controlling CPU83, awork RAM84, a VDP (video/display/processor)85, avideo RAM86 and others. Then, theprogram ROM81 stores an image controlling program about displaying of the upperliquid crystal display3 and the lowerliquid crystal display4, together with other various selection tables. Theimage ROM82 also stores, for example, image-forming dot data such as effect images (refer to FIGS.26 to29) respectively corresponding toFIGS. 13A through 13C, symbol examples of thefirst reel band111 through thefifth reel band115 inFIGS. 8A to8E, an array of symbols on thesixth reel band116 inFIG. 14, which are displayed on the lower liquid crystal display4 (or thevariable display windows21 through25).
Theimage controlling CPU83 determines an image to be displayed on the upperliquid crystal display3 or the lowerliquid crystal display4 from the dot data previously stored in theimage ROM82 based on parameters set by theCPU50 according to the image controlling program previously stored inside theprogram ROM81. Further, thework RAM84 is configured as a temporary storage means when the image controlling program is executed by theimage controlling CPU83. TheVDP85 forms an image corresponding to display contents determined by theimage controlling CPU83 and outputs it on the upperliquid crystal display3 and the lowerliquid crystal display4. Therefore, for example, arrays of symbols displayed in thereel bands111 through115 are scrolled and displayed on the lower liquid crystal display4 (or thevariable display windows21 through25). Further, thevideo RAM86 is configured as a temporary storage means when an image is formed by theVDP85.
AnLED78 is also connected to theCPU50 via aLED driving circuit77. TheLED78 is provided in front of theslot machine1 and controlled in lighting by theLED driving circuit77 on the basis of driving signals from theCPU50, when various effects are rendered. In theslot machine1 ofEmbodiment 1 in particular, theLED78 is turned on to improve the effects in the high probability mode to be explained later.
Further, asound output circuit79 andspeakers5L and5R are connected to theCPU50, and thespeakers5L and5R produce various sound effects when various effects are rendered on the basis of output signals from thesound output circuit79. In theslot machine1 ofEmbodiment 1 in particular, when the game is shifted to the high probability mode, with any one of theFIGS. 13A through 13C being placed on theauthentication unit7, and when the game is shifted to the bonus game, a sound corresponding to each character of theFIGS. 13A through 13C (warrior man, witch, and female fortune teller) can provide a new effect as if the figure placed on the gaming machine among theFIGS. 13A through 13C spoke to the player.
As shown inFIG. 11, theROM51 stores a symbol lottery table51A to determine the symbols to be stopped and displayed on the respective stop-and-display areas211 through213,221 through223,231 through233,241 through243 and251 through253 atvariable display windows21 through25 (refer toFIG. 2) on the basis of random number values, a payout table51B of storing winning combinations of the stopped and displayed symbols at each of the stop-and-display areas and payouts, and a sounddata storage area51C of storing data related to sounds corresponding to each character of theFIGS. 13A through 13C (warrior man, witch, and female fortune teller).
Next, an explanation will be made for a symbol lottery table51A which is stored in theROM51 and used in determining the symbols stopped and displayed on each of the stop-and-display areas211 through213,221 through223,231 through233,241 through243 and251 through253 (refer toFIG. 2), when fivevariable display windows21 through25 are used in theslot machine1 to conduct the base game and the bonus game.
The symbol lottery table51A is a lottery table in which the symbols stopped along the first winning line L1 corresponding to the second stop-and-display areas212,222,232,242 and252 are determined on the basis of random number values sampled by the randomnumber sampling circuit56. Then, the symbols are stopped and displayed on the first stop-and-display areas211,221,231,241 and21, and the third stop-and-display areas213,223,233,243, and253 are determined based on the results of the second stop-and-display areas because the order of symbols in each array of at each reel band is fixed (refer toFIG. 8). To be more specific, each symbol having each code number smaller by one than the code number determined by the random number value is stopped and displayed on the first stop-and-display area211,221,231,241 and251, whereas each symbol having each code number greater by one than the code number determined by the random number value is stopped and displayed on the third stop-and-display area213,223,233,243 and253.
In theslot machine1 ofEmbodiment 1, symbols stopped and displayed along the first winning line L1 are determined for each of thevariable display windows21 through25. The symbol lottery table51A allocates the code numbers of “00” through “29” in sequence from the top of the array of symbols displayed in each of the reel bands from thefirst reel band111 to thefifth reel band115 ofFIG. 8 and thesixth reel band116 ofFIG. 14, as explained later, and the lottery table51A also sets random number values corresponding to each code number.
Then, theCPU50 samples five random number values via the randomnumber sampling circuit56 so as to correspond to each of thevariable display windows21 through25 at the time of starting a game, and decides a symbol which stops on the second stop-and-display areas212,222,232,242 and252 at each of thevariable display windows21 through25 (for example, in a case where the sampled random number value is “9,” a symbol of “FISH” allocated to the code number of “09” is stopped and displayed at the second stop-and-display area).
Next, an explanation will be made for a winning combination and its payout when fivevariable display windows21 through25 are used in theslot machine1 to conduct the base game and the bonus game by referring toFIG. 12.FIG. 12 is a payout table51B showing a winning combination and its payout when five variable display windows are used to conduct the game, and showing the payout when the number of bets is “1.” Therefore, when the number of bets is “1,” values of the payout shown inFIG. 12 are added to the credits. However, when the number of bets is “2” or more, values shown inFIG. 12 are multiplied by the number of bets to obtain the values of the payout and the payout values are added to the credits.
In this instance, a concrete explanation will be made for a winning combination and its payout when the base game is conducted. As shown inFIG. 12, when a symbol of “LOBSTER” is stopped and displayed in a row on an activated winning line at thevariable display windows21 through22 (in the case of “2K” in which the symbol appears in two consecutive places from the left end), a payout of “10” is obtained. When the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through23 (in the case of “3K” in which the symbol appears in three consecutive places from the left end), a payout of “320” is obtained. Further, when the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through24 (in the case of “4K” in which the symbol appears in four consecutive places from the left end), a payout of “2500” is obtained. In addition, when the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through25 and at thevariable display windows21 through25 (in the case of “5K” in which the symbol appears in five consecutive places from the left end), a payout of “6000” is obtained.
When the symbol of “SHARK” is also stopped and displayed in a row on an activated winning line at thevariable display windows21 through22 (in the case of “2K” in which the symbol appears in two places from the left end), a payout of “3” is obtained. When the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through23 (in the case of “3K” in which the symbol appears in three consecutive places from the left end), a payout of “25” is obtained. Further, when the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through24 (in the case of “4K” in which the symbol appears in four consecutive places from the left end), a payout of “150” is obtained. In addition, when the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through25 (in the case of “5K” in which the symbol appears in five consecutive places from the left end), a payout of “1000” is obtained.
Hereinafter, similar payouts are given respectively to the symbol (fish) of “FISH,” the symbol (man with guitar) of “PUNK,” the symbol (octopus) of “OCTOPUS,” the symbol (crab) of “CRAB,” the symbol (worm) of “WORM,” the symbol (alphabetic letter A) of “A,” the symbol (alphabetic letter K) of “K,” the symbol (alphabetic letter Q) of “Q” and the symbol (alphabetic letter J) of “J” as shown inFIG. 12.
When these symbols appear on the activated winning lines, the total number of the payouts is added to the credits.
On the other hand, as to the symbol (sardine) of “SARDINE”, it is a scatter symbol. In the case of “2K” in which the symbol appears (or is stopped and displayed) in two places in thevariable display windows21 through25, a payout of “2” is obtained, irrespective of the activated winning line. In the case of “3K” in which the symbol appears (or is stopped and displayed) in three places, a payout of “5” is obtained. In the case of “4K” in which the symbol appears (or is stopped and displayed) in four places, a payout of “10” is obtained. In the case of “5K” in which the symbol appears (or is stopped and displayed) in five places, a payout of “125” is obtained.
Only for the payout by the symbol of “SARDINE,” the number obtained by multiplying the value of the payouts shown inFIG. 12 with the total number of bets (product of the number of bets with the number of activated winning lines) is added to the credits. When there is any payout other than that caused by the symbol of “SARDINE,” such payout is also added to the credits.
Further, the symbol of “SARDINE” is a trigger symbol to shift the game state to the bonus game and the player can move to the bonus game as well as obtain the above payout when the symbol appears (or is stopped and displayed) in four places at the same time in thevariable display windows21 through25, irrespective of the activated winning line.
Further, in theslot machine1 ofEmbodiment 1, the game will shift to the high probability mode from the base game when predetermined conditions are met. The predetermined conditions specified inEmbodiment 1 include a case where the symbol of “WILD” is stopped in five places along an activated winning line during the base game, and when such conditions are met, the game will shifts to the high probability mode in which the winning combination (FIG. 12) is obtained at a higher probability from the next game (in this instance, one game covers a series of actions when a bet operation is performed on the basis of the currently owned credits so that the symbols are varied, stopped and displayed and the predetermined payout is made according to the combination of the stopped and displayed symbols) until a predetermined completion condition is met.
To be more specific, the high probability mode may be performed by replacing thefirst reel band111 with a newsixth reel band116 among the reel bands from thefirst reel band111 through thefifth reel band115, which are used to show the variable display in thevariable display windows21 to25.FIG. 13A is a schematic diagram showing the reel band to be variably displayed and stopped and appearing at thevariable display windows21 through25 in the base mode.FIG. 13B is a schematic diagram showing the reel band in the high probability mode.FIG. 14 is a schematic diagram showing the array of symbols on the sixth reel band to be displayed varyingly at the variable display window.
As shown inFIG. 13A, in the base mode, the five reel bands from thefirst reel band111 to thefifth reel band115 are used to perform the game, whereas in the high probability mode, as shown inFIG. 13B, the reel band which is displayed at thevariable display window21 is changed from thefirst reel band111 to thesixth reel band116.
As shown inFIG. 14, thesixth reel band116 contains the symbol (alphabet) of “WILD” and the symbol of “SARDINE” in a greater number than thefirst reel band111. To be more specific, the symbol of “WILD” is available in two at thefirst reel band111, whereas it is available in four at theSixth reel band116. Further, in thefirst reel band111, the symbol of “SARDINE” is available in one, whereas in thesixth reel band116, it is available in three. In this instance, as explained previously, the symbol of “WILD” is a wild symbol which is used in place of symbols (“LOBSTER,” “SHARK,” “FISH,” “PUNK,” “OCTOPUS,” “CRAB,” “WORM,” “A,” “K,” “Q” and “J”) other than the symbol of “SARDINE.” In the high probability mode, an increase in the wild symbol will increase the probability of having any one of the winning combinations shown inFIG. 12. In a similar way, the symbol of “SARDINE” is a scatter symbol by which a payout of credits can be obtained when the symbol is stopped and displayed in two or more places in total of thevariable display windows21 through25, irrespective of the activated winning line. In the high probability mode, the probability will be increased at which the symbol of “SARDINE” is stopped in two or more. Further, “SARDINE” is a bonus game transition symbol for shifting the game to the bonus game. An increased number of symbols of “SARDINE” will also elevate a probability to shift the game to the bonus game. Therefore, the shift to the high probability mode enables the player to obtain a greater number of payouts with the same number of bets than in the base mode (increase in payout ratio).
Then, the high probability mode will be ended when the number of games exceeds 20 after shifting to the high probability mode.
Conditions of starting and ending the high probability mode shall not be limited to the above-described condition. The conditions of starting the high probability mode may include, for example, a case of obtaining JP (jackpot), a case where a payout ratio is lower than a predetermined value (for example, 80%) and a case where a certain time has passed since start of the game. Further, the conditions of closing the high probability mode may include a case where the symbol of “WILD” is stopped again in five on an activated winning line, a case where a payout ratio is higher than a predetermined rate (for example, 90%), a case where a certain time has passed since start of the high probability mode, and a case where a predetermined number of credits are paid out from start of the high probability mode.
Next, an explanation will be made for the bonus game. In this instance, the bonus game is a special game to which the game is shifted in a case where the symbol of “SARDINE” appears (or is stopped and displayed) in four places at the same time, irrespective of the activated winning line, during the base game, as explained above. During the bonus game, the game will proceed according to an image displayed on the whole of the lowerliquid crystal display4 while thevariable display windows21 through25 are not displayed on the lowerliquid crystal display4.FIGS. 15A and 15B illustrate schematic diagrams showing the image displayed on the lowerliquid crystal display4 during the bonus game.
Here, the bonus game conducted in theslot machine1 ofEmbodiment 1 is a selective type bonus game by which selection is made from a plurality of options displayed on the screen to add a payout. In this bonus game, as shown inFIG. 15A, abonus game image122 is displayed, in which a plurality oftouch button areas123 through125 (treasure box shape) (three in Embodiment 1) are displayed as an option. Then, when any one of these a plurality oftouch button areas123 through125 is touched by the finger of the player, as shown inFIG. 15B, a treasure box will open the lid corresponding to the thus touched button area at the lowerliquid crystal display4, from which anitem126 appears, while gradually moving upward.
In this instance, a predetermined payout is set and allocated to each of thetouch button areas123 through125 by the lottery process performed in the transition to the respective bonus games. As the result of appearance of theitem126, among payouts (“100,” “50,” “30,” “20,” “10” and “skull mark (end of bonus game),” any one of the allocated three payouts may be obtained (however, the skull mark is always allocated in one of them) refer toFIG. 16). For example, inFIG. 15B, when a payout of “50” is set in atouch button area124, such results are shown that a treasure box of thetouch button area124 is selected and “grail” newly appears immediately on thetouch button area124 as anitem126, and further, the number of “50” is displayed, by which it is recognized that the player has obtained the payout of “50” credit.
Then, in a series of these bonus games, the game can be conducted continuously until a “skull mark (end of bonus game)” which is allocated to one of the selectabletouch button areas123 through125 is picked while selecting thetouch button areas123 through125 which imitate the treasure box at the lowerliquid crystal display4. The player may obtain as a payout of the bonus game all the payouts displayed until then on the lowerliquid crystal display4.
Further, in theslot machine1 ofEmbodiment 1, when the game is shifted to the bonus game particularly in a state where one of theFIGS. 13A through 13C (theFIG. 13A is “warrior man,” theFIG. 13B is “witch” and theFIG. 13C is “female fortune teller”) is placed on theauthentication unit7, the player is notified of an option having the highest payout among thetouch button areas123 through125 by a hint in a voice related to the character of the one figure being placed on theauthentication unit7. The notification is given immediately after thebonus game image122 is displayed (refer to S46 inFIG. 24).
For example, where, among thetouch button areas123 through125, a payout of “10,” a payout of “skull mark” and a payout of “50” are respectively allocated to thetouch button area123, thetouch button area124 and thetouch button area125, as a result of the lottery process, thetouch button area125 disposed on the right side of the lowerliquid crystal display4 is an option which provides the highest in payout. In this instance,FIG. 17 shows a list of sounds outputted from thespeakers5L and5R, when the game is conducted, with the respectiveFIGS. 13A through 13C placed.
As shown inFIG. 17, when theFIG. 13A (warrior man) is used to conduct the game, a male voice is generated, saying that “smell of treasures comes from the treasure box on the right.” When theFIG. 13B (witch) is used to conduct the game, a female voice is generated, saying that “it may be good to select the box on the right.” When theFIG. 13C (female fortune teller) is used to conduct the game, a female voice is generated, saying that “feel some strong force from the right side.”
The player playing the bonus game is able to sense which of thetouch button areas123 through125 is allocated with the highest payout by the sound outputted immediately after thebonus game image122. Therefore, the player is more likely to obtain a greater number of payouts in the bonus game than a case where none of theFIGS. 13A through 13C is used, thereby making it possible to provide more opportunities to the player by using the object to be read. Further, the player may feel greater sense of expectation to the game and an increased desire to play the game.
Next, an explanation will be made for the notification effect provided when the game is in transition state to the high probability mode or to the bonus game in theslot machine1 by referring toFIGS. 18 and 19. In this instance, in the slot machine ofEmbodiment 1, the image or the sound corresponding to any one character of theFIGS. 13A through 13C is used to notify the player of the details of the game, when any one of theFIGS. 13A through 13C (refer toFIGS. 4A and 4B) is placed on theauthentication unit7 to shift the game to the high probability mode or to the bonus game.
First, an explanation will be made for the notification effect provided in transition state to the high probability mode by referring toFIG. 18. When theFIG. 13A is placed, theeffect image132 of a pattern A in which the character of “warrior man” is used (refer toFIG. 29) is displayed for a predetermined time (three seconds in Embodiment 1) on the lowerliquid crystal display4. At the same time, a male voice is generated from thespeakers5L and5R, saying that “now is the chance. go!”
When theFIG. 13B is placed, theeffect image133 of a pattern B in which the character of “witch” is used (refer toFIG. 30) is displayed for a predetermined time (three seconds in Embodiment 1) on the lowerliquid crystal display4. At the same time, a female voice is generated from thespeakers5L and5R, saying that “now is the chance. do your best!”
Further, when theFIG. 13C is placed, the effect image of a pattern C in which the character of “female fortune teller” is used (not illustrated) is displayed for a predetermined time (three seconds in Embodiment 1) on the lowerliquid crystal display4. At the same time, a female voice is generated from thespeakers5L and5R, saying that “it is time to show your power!”
Next, an explanation will be made for the notification effect provided in the transition state to the bonus game by referring toFIG. 19. When theFIG. 13A is placed, therendition image130 of a pattern D in which the character of “warrior man” is used (refer toFIG. 26) is displayed for a predetermined time (three seconds in Embodiment 1) on the lowerliquid crystal display4. At the same time, a male voice is generated from thespeakers5L and5R, saying to “psyche yourself up!”
When theFIG. 13B is placed, theeffect image131 of a pattern E in which the character of “witch” is used (refer toFIG. 27) is displayed for a predetermined time (three seconds in Embodiment 1) on the lowerliquid crystal display4. At the same time, a female voice is generated from thespeakers5L and5R, saying that “I am rooting for you.”
Further, when theFIG. 13C is placed, the effect image of a pattern F in which the character of “female fortune teller” is used (not illustrated) is displayed for a predetermined time (three seconds in Embodiment 1) on the lowerliquid crystal display4. At the same time, a female voice is generated from thespeakers5L and5R, saying that “I wish you good luck . . . ”
Therefore, providing the above effect notifies the player who is playing the game in the transition state to the bonus game and the high probability mode, and also the player gets a sense as if he or she had obtained the bonus game this time owing to placing theFIGS. 13A through 3C, thereby increasing desire for the game. Further, providing various effects corresponding toFIGS. 13A through 13C will prevent the player from being bored. It is also possible to provide a new effect as if the character actually spoke to the player by providing a voice corresponding to one of the thus placedFIGS. 13A through 13C.
Next, an explanation will be made for the main processing program in theslot machine1 ofEmbodiment 1 having the above constitution by referring toFIG. 20.FIG. 20 is a flow chart of the main processing program in the slot machine ofEmbodiment 1. Programs shown following flow charts ofFIGS. 20 through 25 are stored in theROM51 and theRAM52 provided in theslot machine1 and executed by theCPU50.
InFIG. 20, first, a start acceptance process ofFIG. 21 to be explained later is conducted in the step (hereinafter abbreviated as “S”)1. This is a process of accepting switch signals outputted from 1-BET switch57, 3-BET switch58, 5-BET switch59, 1-LINE switch60, 5-LINES switch61 and 20-LINES switch62 on the basis of the operation ofBET 1PER LINE button33, that ofBET 3PER LINE button34, that ofBET 5PER LINE button35, that ofPLAY 1LINE button37, that ofPLAY 5LINES button38 and that ofPLAY 20LINES button39. The game will be started at the time of accepting the switch signals outputted from these switches.
Then, the lottery process ofFIG. 22 to be explained later is conducted in the S2 on the basis of the switch signals output from the 1-LINE switch60, the 5-LINES switch61 and the 20-LINES switch62. In this instance, when the bonus game is obtained (the symbol of “SARDINE” is stopped and displayed in four places at the same time, irrespective of the activated winning line in thevariable display windows21 through25), the bonus game is conducted after completion of the base game (refer toFIG. 24).
In the S3, the base game process ofFIG. 23 to be explained later is conducted. Thereafter, the game proceeds to the S4, when it is determined whether the bonus game is won or not. To be more specific, when in the S2 lottery process, the symbol of “SARDINE” is stopped and displayed in four or more places in total, irrespective of the activated winning line in thevariable display windows21 through25, the bonus game is obtained (S4 :YES). Therefore, the game proceeds to the S5 to complete the main processing program after the bonus game process ofFIG. 24 to be explained later is conducted.
In contrast, in the S2 lottery process, when the symbol of “SARDINE” is not stopped and displayed in four or more places in total, irrespective of the activated winning line in thevariable display windows21 through25, the bonus game is not obtained (S4: NO) and the main processing program is completed.
Next, an explanation will be made for the start acceptance process conducted at the S1 in theslot machine1 ofEmbodiment 1 by referring toFIG. 21.FIG. 21 is a flow chart of the start acceptance processing program in the slot machine ofEmbodiment 1.
In the start acceptance process, first, theCPU50 determines whether a predetermined time (for example, 15 seconds) has elapsed in the S11 or not. When it is determined that the predetermined time has not passed (S11: NO), the game proceeds to the S13, with no action taken. When it is determined that the predetermined time has elapsed (S11: YES), the game proceeds to the S13 after a demonstration effect is provided on the upperliquid crystal display3 or the lowerliquid crystal display4 in the S12.
Then, it is determined in the S13 whether the operation of thePLAY 1LINE button37, thePLAY 5LINES button38 or thePLAY 20LINES button39 is conducted or not. In this instance, when it is determined that the operation of thePLAY 1LINE button37 or the others are not conducted (S13: NO), the game returns to the S11 and repeats the above-described processes. In contrast, when it is determined that the operation of thePLAY 1LINE button37 or others is conducted (S13: YES), the game proceeds to the S14, a figure placement determination process, even when the demonstration effect is in progress.
The determination in the S13 may be made by referring to other input signals, in addition to these operation signals.
It is determined in the S14 whether theFIGS. 13A through 13C (refer toFIGS. 4A and 4B) are placed on theauthentication unit7 or not. To be more specific, an IC tag reader/writer107 is used to determine whether data communications can be made with theIC tag93 built in thebase portion90 of each of theFIGS. 13A through 13C. When it is determined that none of theFIGS. 13A through 13C is placed (S14: NO), the game completes the start acceptance process and proceeds to the lottery process (S2).
In contrast, when it is determined that any one of theFIGS. 13A through 13C is placed on the authentication unit7 (S14: YES), the IC tag reader/writer107 is used to read data of theIC tag93 built in the thus placed figure (S15). Data read in this instance includes theFIG. 1D unique to each of theFIGS. 13A through 13C.
Then, in the S16, effect patterns given in the transition state to the high probability mode and the bonus game are specified on the basis of theFIG. 1D read at the above S15. The specified effect patterns include effect images (patterns A through F) corresponding to each character displayed on the lowerliquid crystal display4 and sounds corresponding to each character outputted from thespeakers5L and5R (refer toFIGS. 17 through 19). After the setting for the game is changed, the start acceptance process is completed and proceeds to the lottery process (S2).
Next, an explanation will be made for the lottery process conducted in the S2 with theslot machine1 ofEmbodiment 1 in referring toFIG. 22.FIG. 22 is a flow chart of the lottery process program in the slot machine ofEmbodiment 1.
In the lottery process, first, a symbol determination process is conducted in the S21. In this instance, the symbol stopped and displayed on the first winning line L1 in the base game is determined for each of thevariable display windows21 through25. More particularly, as explained previously, five random number values corresponding to each of thevariable display windows21 through25 are sampled by the randomnumber sampling circuit56 to determine the code numbers from the symbol lottery table51A. Further, among the code numbers and thefirst reel band111 through thesixth reel band116, a symbol to be stopped and displayed is determined for each of thevariable display windows21 through25 on the basis of the five reel bands used according to the present game setting. In this instance, thefirst reel band111 is used in the base mode as the symbol is stopped and displayed in thevariable display window21, whereas thesixth reel band116 is used in place of thefirst reel band111 in the high probability mode to determine the symbol to be stopped and displayed in thevariable display window21.
When the symbols to be stopped and displayed on the activated winning line are determined, a winning combination determining process is conducted in the S22, and then the process returns to the main processing program, proceeding to the base game process in the S3. Further, in the combination determining process, to be more specific, a combination and its payout are determined, for example, on the basis of the symbol determined in the S21 and the payout table51B ofFIG. 12.
Further, when theslot machine1 is still in the high probability mode, as described previously, the sixth reel band116 (refer toFIG. 14) is used in place of thefirst reel band111 to vary, stop and display the symbols in thevariable display window21. Then, since thesixth reel band116 is symboled so as to contain a greater number of symbols of “WILD” and “SARDINE” than thefirst reel band111, there is higher probability to obtain any one of winning combinations (a higher payout ratio).
Next, an explanation will be made for the base game process conducted at the S3 in theslot machine1 ofEmbodiment 1 by referring toFIG. 23.FIG. 23 is a flow chart of the base game processing program of the slot machine ofEmbodiment 1.
In the base game process, first, in the S31, each of the symbols are scrolled in thevariable display windows21 through25 on the basis of switch signals outputted from the 1-LINE switch60, the 5-LINES switch61, and the 20-LINES switch62 accepted in the start acceptance process (S1).
Then, in the S32, each of the symbols are stopped for scrolling at thevariable display windows21 through25 in which the symbols are scrolled.
Further, in the S33, the credits and others corresponding to the payouts determined on the basis of the payout table51B ofFIG. 12 are paid out according to the symbol combination stopped and displayed at thevariable display windows21 through25 in the S32.
Thereafter, in the S34, the changing mode process between the high probability mode and the base mode (including a game state other than the high probability mode such as the base game and the bonus game) is conducted. The changing mode process will be explained later. After the process in the S34, the game returns to the main processing program and proceeds to the determination process of the S4.
Next, an explanation will be made for the bonus game processing program conducted in theslot machine1 by referring toFIG. 24.FIG. 24 is a flow chart of the bonus game processing program. In theslot machine1 of the present embodiment, the process concerned is conducted when it is determined that the trigger of the bonus game is established in the S4 of the main processing program.
First, it is determined whether any one of theFIGS. 13A through 13C is placed or not on theauthentication unit7 according to the determination result in the step S14. Then, the game proceeds to the S43 when it is determined that none of theFIGS. 13A through 13C is placed (S41: NO).
On the other hand, when it is determined that any one of theFIGS. 13A through 13C is placed (S41: YES), a bonus game notification effect process is conducted to notify the player of the bonus game to be started (S42). In the bonus game notification effect process, the placed figure is specified from theFIGS. 13A through 13C by referring to data of theIC tag93 read in the figure reading process of the S16 to provide effects corresponding to an appearance of each character of these
To be more specific, when it is determined that theFIG. 13A is placed, as shown inFIG. 26, theeffect image130 using letters of “Bonus Time!” and the character of “warrior man” is displayed on the lowerliquid crystal display4, and at the same time, a male voice is generated from thespeakers5L and5R, saying to “psyche yourself up!”
When it is determined that theFIG. 13B is placed, as shown inFIG. 27, theeffect image131 using letters of “Bonus Time!” and the character of “witch” is displayed on the lowerliquid crystal display4, and at the same time, a female voice is generated from thespeakers5L and5R, saying that “I am rooting for you!”
Further, when it is determined that theFIG. 13C is placed, the effect image (not illustrated here) using letters of “Bonus Time!” and the character of “female fortune teller” is displayed on the lowerliquid crystal display4, and at the same time, a female voice is generated from thespeakers5L and5R, saying that “I wish you good luck . . . ”
Therefore, providing the above effect notifies the player who is playing the game of the transition state to the bonus game, and also the player feels a sense as if the player had obtained the bonus game this time owing to placing one of theFIGS. 13A through 13C, thereby increasing the desire for the game. Further, providing various effects corresponding toFIGS. 13A through 13C will prevent the player form being bored. It is also possible to provide a new effect as if the character of each of the thus placedFIGS. 13A through 13C actually spoke to the player by providing a voice corresponding to each character.
Thereafter, a lottery process of the bonus game is conducted (S43). The lottery process is to allocate predetermined payouts (“100,” “50,” “30,” “20,” “10” and “skull mark (end of bonus game)”) to thetouch button areas123 through125 which act as options in the bonus game.
In theslot machine1 of the present embodiment, as explained previously, the bonus game makes it possible to obtain any one of the payouts shown inFIG. 16 (“100,” “50,” “30,” “20,” “10” and “skull mark (end of bonus game)”) (refer toFIGS. 15A and 15B) by selecting any one of thetouch button areas123 through125 which are shaped like a treasure box, thereby allowing theitem126 to appear.
In the lottery process of the bonus game concerned, random number values sampled by the random number sampling circuit119 are used to allocate any one of the payouts (“100,” “50,” “30,” “20,” “10” and “skull mark (end of bonus game)”) respectively to thetouch button areas123 through125. However, in this lottery, a payout of “skull mark (end of bonus game)” is allocated inevitably at least to one of thetouch button areas123 through125.
The lottery process of the S43 may be conducted immediately after proceeding to the bonus game process.
Then, in the S44, images related to the bonus game are displayed (refer toFIG. 15A). In the bonus game, as described previously, thetouch button areas123 through125 which are shaped like a treasure box are respectively displayed. Thereafter, the game proceeds to the S45.
In the step S45, it is determined whether any one of theFIGS. 13A through 13C is placed on theauthentication unit7 on the basis of the determination result in the step S14. Then, the game proceeds to the step S47 when it is determined that none of theFIGS. 13A through 13C is placed (S45: NO).
On the other hand, when it is determined that any one of theFIGS. 13A through 13C is placed (S45: YES), the player is notified as shown inFIG. 17 of an option to which the highest payout is allocated among thetouch button areas123 through125, on the basis of the lottery result of the step S43 by a voice corresponding to each of characters of theFIGS. 13A through 13C (“warrior man” for theFIG. 13A, “witch” for theFIG. 13B and “female fortune teller” for theFIG. 13C) (S46).
The player who is playing the bonus game is able to recognize an option having the highest payout which is allocated to any one of thetouch button areas123 through125 by referring to the sound output immediately after display of thebonus game image122. Therefore, the player is more likely to have a greater number of payouts than a case where he or she does not use any one of theFIGS. 13A through 13C in the bonus game, thereby providing to the player an increased number of opportunities to use the object to be read. The player is also feels a greater sense of expectation to the game and an increased desire to play the game.
Then, in the step S47, it is determined whether any one of thetouch button areas123 through125 is selected or not. To be more specific, it is determined whether any one of thetouch button areas123 through125 displayed on the lowerliquid crystal display4 is touched by the finger of the player or not.
When it is determined that none of the touch button areas is selected (S47: NO), the process returns to the S47 and continues to display thetouch button areas123 through125 which are shaped like a treasure box on the lowerliquid crystal display4. On the other hand, when it is determined that one of the areas is selected (S47: YES), the game proceeds to the step S48.
In the step S48, any one of the payouts (“100,” “50,” “30,” “20,” “10” or “skull mark (end of bonus game)”) allocated to areas of the lowerliquid crystal display4 corresponding to the selectedtouch button areas123 through125 is displayed (refer toFIG. 15B).
Further, it is displayed that these selectedtouch button areas123 through125 have already been selected. To be more specific, for example, as shown inFIGS. 15A and 15B, when an option group is composed of treasure boxes, the selected treasure box is displayed in such an aspect as the box is opened, by which the player knows the box has been selected. However, the thus selected treasure box may be displayed to have been already selected by erasing it or superimposing letters or symbols such as “checked off” or “X” thereon.
Then, in the step S49, a payout process is conducted. In this payout process, the payout allocated to the above selectedtouch button areas123 through125 is added to the credits.
Further, in the S50, it is determined whether the bonus game is completed or not. To be more specific, it is determined whether the player picks a “skull mark (end of bonus game)”, which is allocated to one of thetouch button areas123 through125 selected in the S47 or not. In this instance, when it is determined that the bonus game is not yet completed (S50: NO), the game returns to the above described step S47 to repeat the processes in the steps S48 and S49. On the other hand, when it is determined that the bonus game has been completed (S50: YES), the game proceeds to the step S51.
In the step S51, a display of the lowerliquid crystal display4 is returned to a screen of the base game (in a state that arrays of symbols are displayed at thevariable display windows21 through25) from a screen of thebonus game122. Then, the arrays of symbols are varied, stopped and displayed at the displayedvariable display windows21 through25, thereby conducting the base game for the next game. Thereafter, the process returns to the main processing program.
Next, an explanation will be made for the changing mode process to the high probability mode to be conducted in the step S34 by referring toFIG. 25.FIG. 25 is a flow chart of the high probability mode change-over processing program of the slot machine ofEmbodiment 1.
In the high probability mode change-over process, first, theCPU50 determines whether thepresent slot machine1 is in the high probability mode or not in the step S61. Theslot machine1 is provided with two game aspects, namely, the above described base game and bonus game, and the base game is further separated into two game aspects, the high probability mode and the base mode (a game state other than the high probability mode). These modes are changed over when predetermined conditions are met.
When theslot machine1 is not in the high probability mode at present (S61: NO), it is determined whether a winning combination determined in the step S22 can be a trigger for the transition state to the high probability mode or not (S62). In theslot machine1 ofEmbodiment 1, as explained previously, when the symbol of “WILD” is stopped in five on an activated winning line, the game proceeds to the high probability mode.
Then, when the above trigger is obtained (S62: YES), the game proceeds to the high probability mode in the S63. After proceeding to the high probability mode, the reel band which displays the symbols at thevariable display window21 are changed from thefirst reel band111 to the sixth reel band116 (refer toFIGS. 13A and 13B), and thesecond reel band112 through thesixth reel band116 are used to vary, stop and control the symbols at thevariable display windows21 through25 from the next game. In this instance, as shown inFIG. 14, since thesixth reel band116 contains the symbol (alphabetic letters) “WILD” and the symbol (sardine) of “SARDINE” in a greater number than thefirst reel band111, there is an increased probability to obtain a combination of any one of the winning symbols shown inFIG. 12. Therefore, transition to the high probability mode enables the player to obtain a greater number of payouts with the same number of bets (increase in the payout ratio).
Thereafter, in the S64, it is determined on the basis of the determination result in the step S14 whether any one of theFIGS. 13A through 13C is placed on theauthentication unit7 or not. Then, when it is determined that none of theFIGS. 13A through 13C is placed (S64: NO), the high probability mode change-over process is completed.
On the other hand, when it is determined that any one of theFIGS. 13A through 13C is placed (S64: YES), the high probability mode notification effect process is conducted to notify the player of the fact that the game has been shifted to the high probability mode (S65). In the bonus game notification effect process, the placed figure is specified among theFIGS. 13A through 13C by referring to data of theIC tag93 read in the figure reading process of the S16 to provide effects corresponding to an appearance of each character of these figures for a predetermined period of time (three seconds in Embodiment 1).
To be more specific, when it is determined that theFIG. 13A is placed, as shown inFIG. 28, theeffect image132 using letters of “Special Time!!” and the character of “warrior man” is displayed on the lowerliquid crystal display4, and at the same time, a male voice is generated from thespeakers5L and5R, saying “psyche yourself up!”
When it is determined that theFIG. 13B is placed, as shown inFIG. 29, theeffect image133 using letters of “Special Time!!” and the character of “witch” is displayed on the lowerliquid crystal display4, and at the same time, a female voice is generated from thespeakers5L and5R, saying that “I will rooting for you!”
Further, when it is determined that theFIG. 13C is placed, the effect image (not illustrated here) using letters of “Special Time!!” and the character of “female fortune teller” is displayed on the lowerliquid crystal display4, and at the same time, a female voice is generated from thespeakers5L and5R, saying that “I wish you good luck . . . ”
Therefore, providing the above effect notifies the player who is playing the game of the transition state to the high probability mode, and also the player feels a sense as if he or she had obtained the bonus game at this time owing to placing one of theFIGS. 13A through 13C. Further, providing various effects corresponding toFIGS. 13A through 13C will prevent the player from being bored. It is also possible to provide a new effect as if the character of the thus placed figure among theFIGS. 13A through 13C actually spoke to the player by providing a sound corresponding to each of these characters.
When theslot machine1 is at present in the high probability mode (S61: YES), it is determined whether the conditions of completing the high probability mode are met or not (S66). In theslot machine1 ofEmbodiment 1, as explained previously, such completion conditions are set that the number of games after the transition to the high probability mode exceeds 20.
Then, when theCPU50 determines that the above conditions are met (S66: YES), the high probability mode is completed (S67). On completion of the high probability mode, a reel band which displays the symbol at thevariable display window21 is returned from thesixth reel band116 to thefirst reel band111, and thefirst reel band111 through thefifth reel band115 are used from the next game to vary, stop and control the symbols at thevariable display windows21 through25.
On the other hand, when it is determined that the completion conditions are not met (S66: NO), the high probability mode is continued and the high probability mode change-over process is completed.
As explained above, in theslot machine1 ofEmbodiment 1, the player plays the game, with one of theFIGS. 13A through 13C placed on the slot machine1 (S14: YES), thereby making it possible to read a type of figure from theIC tag93 built in theFIGS. 13A through 13C respectively (S15). At the same time, thus read type of figure is used to specify an effect pattern corresponding to an appearance of the character of the figure (S16) and when the game is shifted to the bonus game and the high probability mode, such an effect is provided so that the player is notified of being shifted to the bonus game or the high probability mode (S42, S65). Therefore, the player feels a sense as if he or she had obtained the bonus game this time owing to placing one of theFIGS. 13A through 13C. Further, the player is not bored due to various effects corresponding to theFIGS. 13A through 13C.
It is possible to provide a new effect as if a character of the thus placed figure of theFIGS. 13A through 13C actually spoke to the player by providing a sound corresponding to the character. It is also possible to select the effect to be provided by changing the figure used by the player, thereby providing a highly enjoyable game which can satisfy the desires of various players.
In the bonus game, a sound corresponding to the character of any one of theFIGS. 13A through 13C notifies the player of an option to which the highest payout is allocated among thetouch button areas123 through125 (S46) so that the player playing the bonus game is able to recognize which option is allocated with the highest payout among thetouch button areas123 through125. Therefore, the player is more likely to have a greater number of payouts than a case where he or she does not use any one of theFIGS. 13A through 13C in the bonus game, thereby providing to the player an increased opportunity to use the object to be read. The player is also given a greater sense of expectation to the game and increased desire to play the game.
Embodiment 2 Then, an explanation will be made for the slot machine ofEmbodiment 2 by referring toFIGS. 30 through 32. Here, the same symbol used for the same elements of theslot machine1 ofEmbodiment 1 shown inFIGS. 1 through 29 will be used in the following explanation to indicate the same or equivalent elements of theslot machine1 and the like ofEmbodiment 1.
The overall configuration of the slot machine ofEmbodiment 2 is similar to that of theslot machine1 ofEmbodiment 1. Each control process is also similar to that of theslot machine1 ofEmbodiment 1.
In theslot machine1 ofEmbodiment 1, in stopping and controlling a symbol at thevariable display windows21 through25, five random number values corresponding to each of thevariable display windows21 through25 are sampled by the randomnumber sampling circuit56, and the thus obtained random number values, code numbers determined by the symbol lottery table51A as well as thefirst reel band111 through the fifth reel band115 (thesecond reel band112 through thesixth reel band116 in the high probability mode) are used to determine stop symbols (S21), and symbols to be stopped and displayed and the payout table51B ofFIG. 12 are used to determine a winning combination and its payout (S22). However, in the slot machine ofEmbodiment 2, random number values are used to directly decide the winning combination, which is different from theslot machine1 ofEmbodiment 1.
Further, with regard to the high probability mode, in theslot machine1 ofEmbodiment 1, a symbol to be varied, stopped and displayed at thevariable display window21 is changed from thefirst reel band111 to thesixth reel band116, thereby allowing a probability of obtaining the winning combination to change (the payout ratio is also changed as a result), whereas in the slot machine ofEmbodiment 2, a table which is used in deciding the winning combination is changed based on the random number values, which is different from theslot machine1 ofEmbodiment 1. Therefore, the slot machine ofEmbodiment 2 is not necessary to change the symbol of the reel for changing the probability of obtaining the winning combination, and can be used not only as a slot machine in which a video reel is used (an example to be explained later) but also as a slot machine in which a mechanical reel is used.
First, an explanation will be made for the lottery process conducted in the S2 for the main processing program in the slot machine ofEmbodiment 2 by referring toFIG. 30.FIG. 30 is a flow chart of the lottery process program in the slot machine ofembodiment 2. Each of programs of the flow chart inFIG. 30 is stored in theROM51 and theRAM52 provided in the slot machine ofembodiment 2 and executed by theCPU50.
In the lottery process, first, a winning combination lottery process is conducted in the S71. In this instance, theCPU50 uses winning combination lottery tables51E and51F to draw a winning combination of symbols to be stopped and controlled at thevariable display windows21 through25 in a base game (refer toFIGS. 31 and 32). Then, when the winning combination is determined, the process returns to the main processing program and proceeds to the base game process in the S3. In the base game process, the symbols are stopped and controlled on the basis of the determined winning combination.
Next, an explanation will be made for winning combination lottery tables51E and51F used in the winning combination lottery process of the S71.
In theslot machine1 ofEmbodiment 2, theROM51 stores respectively the base winning combination lottery table51E used in drawing a winning combination in a base mode and the high probability winning combination lottery table51F used in drawing a winning combination in the high probability mode. In the base mode, the base-use winning combination lottery table51E is used to determine the winning combination. In the high probability mode, the high probability winning combination lottery table51F is used to determine the winning combination.
First, an explanation will be made for the base winning combination lottery table51E used in the base mode by referring toFIG. 31.FIG. 31 is a drawing showing the base winning combination lottery table inEmbodiment 2.
As shown inFIG. 31, random number values used in the base winning combination lottery table51E are in a range from 0 to 11999, and when random number values sampled via the randomnumber sampling circuit56 are in a range from 0 to 49, a trigger of the bonus game is obtained. In this instance, irrespective of a winning line, the symbol of “SARDINE” is stopped and displayed in four or more places at the same time to shift the game state to the bonus game. Further, when random number values sampled via the randomnumber sampling circuit56 are in a range from 50 to 51, a winning combination of “LOBSTER” is obtained. Then, the symbol of “LOBSTER” is stopped and displayed in five places on the activated winning line. When random number values sampled via the randomnumber sampling circuit56 are in a range from 52 to 57, a winning combination of “SHARK” is obtained. Then, the symbol of “SHARK” is stopped and displayed in five places on the activated winning line. Hereinafter, in a similar way, when random number values are in a range from 58 to 97, a winning combination of “FISH” is obtained. When they are from 98 to 177, that of “PUNK” is obtained, when from 178 to 277, that of “OCTOPUS” is obtained, when from 278 to 477, that of “CRAB” is obtained, when from 478 to 777, that of “WORM” is obtained, when from 778 to 1177, that of “A” is obtained, when from 1178 to 1577, that of “K” is obtained, when from 1578 to 1977, that of “Q” is obtained, and when from 1978 to 2377, that of “J” is obtained. When from 2378 to 2577, the symbol of “SARDINE” is stopped and displayed in three irrespective of the winning line. Further, when from 2578 to 2877, a trigger which transits to the high probability mode is obtained and the symbol of “WILD” is stopped in five places along the winning line.
On the other hand, when random number values sampled via the randomnumber sampling circuit56 are in a range from 2878 to 11999, the game is lost and losing symbol combination which does not become winning combinations is stopped and displayed.
Next, an explanation will be made for the high probability winning combination lottery table51F used in the high probability mode by referring toFIG. 32.FIG. 32 is a drawing showing the high probability winning combination lottery table inEmbodiment 2.
As shown inFIG. 32, random number values used in the high probability winning combination lottery table51F are in a range from 0 to 11999, same as the base winning combination lottery table51E and, when random number values sampled via the randomnumber sampling circuit56 are from 0 to 74, a trigger of the bonus game is obtained. In this instance, the symbol of “SARDINE” is stopped and displayed in four or more places at the same time, irrespective of the winning line, and the game shifts to the bonus game. When random number values sampled via the randomnumber sampling circuit56 are from 75 to 77, a winning combination of “LOBSTER” is obtained. Then, the symbol of “LOBSTER” is stopped and displayed in five places on the activated winning line. When random number values sampled via the randomnumber sampling circuit56 are from 78 to 86, a winning combination of “SHARK” is obtained. Then, the symbol of “SHARK” is stopped and displayed in five places on the activated winning line. Hereinafter, in a similar way, when random number values are in a range from 87 to 146, a winning combination of “FISH” is obtained. When they are from 147 to 266, that of “PUNK” is obtained, when from 267 to 416, that of “OCTOPUS” is obtained, when from 417 to 716, that of “CRAB” is obtained, when from 717 to 1016, that of “WORM” is obtained, when from 1017 to 1616, that of “A” is obtained, when from 1617 to 2216, that of “K” is obtained, when from 2217 to 2816, that of “Q” is obtained, and when from 2817 to 3416, that of “J” is obtained. Further, when from 3417 to 3616, the symbol of “SARDINE” is stopped and displayed in three places, irrespective of the winning line.
On the other hand, when random number values sampled via the randomnumber sampling circuit56 are in a range from 3617 to 11999, a game is lost and losing symbol combination which does not become winning combinations is stopped and displayed.
In this instance, for example, the probability that the bonus trigger is obtained and the symbol of “SARDINE” is stopped and displayed in four or more places at the same time is 50/12000 in the base mode and 75/12000 in the high probability mode. Further, the probability that the winning combination of “LOBSTER” is obtained and the symbol of “LOBSTER” is stopped and displayed in five places along the activated winning line is 2/12000 in the base mode and 3/12000 in the high probability mode. In a similar way, in other winning combinations, the probability of obtaining the winning combination is higher in the high probability mode than in the base mode. Therefore, transition to the high probability mode enables the player to obtain a greater number of payouts with the same number of bets than in the base mode (increase in payout ratio).
As explained above, in theslot machine1 ofEmbodiment 2, the player plays the game, with one of theFIGS. 13A through 13C placed on theslot machine1, thereby making it possible to read a type of figure from theIC tag93 respectively built in theFIGS. 13A through 13C. The thus read type of figure is used to specify an effect pattern corresponding to an appearance of the character of the figure and when the game is shifted to the bonus game and the high probability mode, such effect that the player is notified of the shift is provided. Therefore, the player feels a sense as if he or she had obtained the bonus game this time owing to placing one of theFIGS. 13A through 13C, thereby increasing a sense of expectation to the game. Further, the player is not bored due to various effects corresponding to theFIGS. 13A through 13C. It is also possible to provide a new effect as if the character of the thus placed figure of theFIGS. 13A through 13C actually spoke to the player by providing a voice corresponding to these characters.
It should be understood that the present invention shall not be limited to the foregoing embodiments and, as a matter of course, it may be improved or modified in various ways within the scope of the present invention.
For example, inEmbodiments 1 and 2,FIGS. 13A through 13C imitating characters (“warrior man,” “witch” and “female fortune teller”) (refer toFIGS. 4A and 4B) are used to conduct the game in the slot machine when anIC tag93 storing various data is built in thebase portion90 of the figure. An IC card may be used in which an IC tag is built in place of the figure. A character corresponding to an ID stored in the IC tag (for example 0001 is “warrior man,” 0002 is “witch” and 0003 is “female fortune teller”) is printed on the IC card, by which the player is able to play the game following various effect patterns corresponding to the used IC card.
Further, inEmbodiments 1 and 2, effects are provided by an image and a sound corresponding to the placed character of theFIGS. 13A through 13C (“warrior man,” “witch” and “female fortune teller”). However, effects may be provided by using BGM and sound effects corresponding to the characters. Further, help information on the game may be provided by outputting a sound and an image corresponding to the characters, by which the player can play the game more comfortably.
The play history of each figure stored in the playhistory storage areas93B ofFIGS. 13A through 13C may be used to change effects thereof. For example, a figure that has been used many times may be used to provide more diversified effects. Further, the play history may be stored so as to correspond to each ID of the figures in the storage area inside the slot machine.
InEmbodiments 1 and 2, an explanation has been made for theslot machine1 as a gaming machine of the present invention. However, in addition to theslot machine1, for example, the present invention may be applicable to a card game machine with which a poker game, blackjack and others can be played. In this instance, besides effects, for example, hints related to the cards and others may be outputted by using images and sounds corresponding to placed characters of theFIGS. 13A through 13C (“warrior man,” “witch” and “female fortune teller”).
In the following,Embodiments 3 and 4 will be explained. The common explanation ofEmbodiments 3 and 4 to that ofEmbodiments 1 and2 will be omitted.
InEmbodiments 3 and 4, five of the respective stop-and-display areas as shown inFIG. 2 are employed. In this slot game (the base game and the bonus game), there are provided 20 winning lines which are formed with five of the respective stop-and-display areas of211 through213,221 through223,231 through233,241 through243 and251 through253. In these winning lines, if activated, a payout is made when the symbols are respectively stopped and displayed and when predetermined symbols are arranged. Here, an explanation will be made for each winning line.
In the same way ofEmbodiment 1 as shown inFIGS. 4A and 4B, theFIGS. 13A and 13B ofEmbodiment 3 is basically composed of abase portion90 and a figuremain body91.
TheIC tag93 stores aFIG. 1D unique to the character, the number of times that theFIGS. 13A and 13B have been used with theslot machine1, the character level gradually growing according to the number of times being used (refer toFIG. 36), and the like (refer toFIG. 33).
The figuremain body91 is formed with synthetic resin or the like in a shape of a doll depicting a specific character. In this instance, theFIG. 13 used in theslot machine1 ofEmbodiment 1 is available in three types of characters, namely,FIGS. 13A through 13C, which are “warrior man,” “witch” and “bard man”. The figuremain body91 for each of theseFIGS. 13A through 13C is fixed upright in relation to thebase portion90. In theFIG. 13A of warrior man, a doll depicting a male warrior is fixed to thebase portion90 as a figure main body91 (refer toFIG. 4A). Further, in theFIG. 13B of witch, a doll depicting a witch is fixed to thebase portion90 as a figure main body91 (refer toFIG. 4B). In addition, in theFIG. 13C of bard man, a doll depicting a bard man is fixed to thebase portion90 as a figure main body91 (not illustrated).FIGS. 4A and 4B illustrate only figures of thewarrior man13A and thewitch13B among these three types of figures.
Each of theseFIGS. 13A through 13C is put in a capsule with a predetermined size and distributed by a special vending machine installed separately from theslot machine1.
Then, the player is able to distinguish theseFIGS. 13A through 13C by referring to the figuremain body91, and theslot machine1 is able to distinguish theseFIGS. 13A through 13C by reading theFIG. 1D which is stored in theIC tag93 of each figure.
Here, an explanation will be made for each storage area provided in theIC tag93 built in each of theFIGS. 13A to13C.FIG. 33 is a schematic diagram showing each storage area of the IC tag.
As shown inFIG. 33, theIC tag93 is provided with aFIG.1D storage area93A in which aFIG. 1D or a unique value for each of theFIGS. 13A through 13C (for example, 0001 for theFIG. 13A (warrior man), 0002 for theFIG. 13B (witch) and 0003 for theFIG. 13C (bard man)) is stored in advance and a playhistory storage area93B in which information is stored and renewed for each game wherein the information is about how many times theIC tag93 built-inFIG. 13 is used in theslot machine1 to play the game (in this instance, one game is composed of a series of actions in which bet operations are performed on the basis of the presently available credits so that symbols are moved (or varied) and stopped to appear in the variable display windows, and other various operations (bonus game process, payout process, etc.) are conducted according to the combination of the appearing symbols). Further, a characterlevel storage area93C is also provided, in which the character level growing gradually on the basis of the play history (growing fromlevel 1 tolevel 2 and further tolevel 3 and further to a higher level as the number of usage is increased) is stored. Then, in theslot machine1 ofEmbodiment 3, as will be explained later, a notification effect of winning the bonus game performed in the game (displaying contents on the display and emitting sounds from the speakers) can be varied to theFIG. 1D (types of the figure) and the character level.
Now, since an explanation for theauthentication unit7 provided on theslot machine1 is the same as that ofEmbodiment 1 as shown inFIGS. 6 and 7, it will be omitted here.
In theslot machine1 ofEmbodiment 3 in which the above-configuredauthentication unit7 is installed, theCPU50 determines using the IC tag reader/writer107 about whether any one of theFIGS. 13A through 13C is placed on theauthentication unit7 or not, when the player inserts coins through thecoin insertion part9 to complete the acceptance of bets thereafter. As a result, when any one of theFIGS. 13A through 13C is determined to be placed, a notification effect to notify that a bonus game may be won on the lowerliquid display4 at a predetermined probability during the variable display of the symbols at thevariable display windows21 to25 based on the current character level which has been read from theIC tag93. Here, the details of the notification effects will be explained later.
Since an explanation of symbol examples to be varyingly displayed in eachvariable display window21 to25 is the same as described withEmbodiment 1, it is omitted here.
Next, an explanation will be made for a mechanism related to the control system of theslot machine1 according toEmbodiment 3 by referring toFIG. 9.FIG. 9 is a block diagram showing the control system of the slot machine.
InFIG. 9, the control system of theslot machine1 is basically composed of theCPU50 which is a core component, and theCPU50 is connected with aROM51 and aRAM52. TheROM51 stores a main processing program to be explained later, a base game processing program, a bonus game processing program, a symbol lottery table for drawing stopped-and-displayed symbols, a winning combination based on the combinations of stopped-and-displayed symbols, a payout table for setting credits paid based on the winning combination (refer toFIG. 35), a notification effect selection table for selecting a notification effect provided during a period of time that symbols are varyingly displayed with theslot machine1 based on the type of the figure and the character level (refer toFIG. 37), a notification effect generation table for determining whether the notification effect is to be generated or not based on the lottery result and the character level and the random number (refer toFIG. 38), and other various programs and data tables necessary for controlling theslot machine1. Further, theRAM52 is a memory for temporarily storing various data calculated by theCPU50.
In this instance, as shown inFIG. 10, the liquidcrystal driving circuit74 is composed of aprogram ROM81, animage ROM82, animage controlling CPU83, awork RAM84, a VDP (video/display/processor)85, avideo RAM86 and others. Then, theprogram ROM81 stores an image controlling program about displaying of the upperliquid crystal display3 and the lowerliquid crystal display4, together with other various selection tables. Theimage ROM82 also stores, for example, image-forming dot data such as effect images (refer to FIGS.46 to51) respectively corresponding toFIGS. 13A through 13C, symbol examples of the reel bands from thefirst reel band111 to thefifth reel band115 inFIGS. 8A to8E, an array of symbols on thesixth reel band116 inFIG. 14, which are displayed on the lower liquid crystal display4 (or thevariable display windows21 through25).
Theimage controlling CPU83 determines an image to be displayed on the upperliquid crystal display3 or the lowerliquid crystal display4 from the dot data previously stored in theimage ROM82 based on parameters set by theCPU50 according to the image controlling program previously stored inside theprogram ROM81. Further, thework RAM84 is configured as a temporary storage means when the image controlling program is executed by theimage controlling CPU83. TheVDP85 forms an image corresponding to display contents determined by theimage controlling CPU83 and outputs it on the upperliquid crystal display3 and the lowerliquid crystal display4. Therefore, for example, arrays of symbols displayed in thereel bands111 through115 are scrolled and displayed on the lower liquid crystal display4 (or thevariable display windows21 through25). Further, thevideo RAM86 is configured as a temporary storage means when an image is formed by theVDP85.
AnLED78 is also connected to theCPU50 via aLED driving circuit77. TheLED78 is provided in front of theslot machine1 and controlled in lighting by theLED driving circuit77 on the basis of driving signals from theCPU50, when various effects are rendered. In theslot machine1 ofEmbodiment 1 in particular, theLED78 is turned on to improve the effects in the bonus game to be explained later.
Further, asound output circuit79 andspeakers5L and5R are connected to theCPU50, and thespeakers5L and5R produce various sound effects when various effects are rendered on the basis of output signals from thesound output circuit79. In theslot machine1 ofEmbodiment 3 in particular, with any one of theFIGS. 13A through 13C being placed on theauthentication unit7, when a notification effect with a predetermined probability during the period of time that symbols are varyingly displayed, a sound corresponding to each character of theFIGS. 13A through 13C (warrior man, witch, and bard man) can provide a new effect as if the figure placed on the gaming machine among theFIGS. 13A through 13C spoke to the player.
As shown inFIG. 34, theROM51 stores a symbol lottery table51A to determine the symbols to be stopped and displayed on the respective stop-and-display areas211 through213,221 through223,231 through233,241 through243 and251 through253 atvariable display windows21 through25 (refer toFIG. 2) on the basis of random number values, a payout table51B of storing winning combinations of the stopped and displayed symbols at each of the stop-and-display areas and payouts, a notification effect selection table51C (refer toFIG. 37) to be used to select a notification effect rendered during a period of time that the symbols are varyingly displayed with theslot machine1 based on the type of the figure and the character level, a notification effect generation table51D (refer toFIG. 38) to be used to determine whether the notification effect is to be generated during the selection based on the lottery result and the character level and the random number, and a voicedata storage area51E including a sound data for each character to be outputted from thespeakers5L and5R when the notification effect is rendered. Here, the notification effect rendered during the period of time that the symbols are varyingly displayed will be explained in detail later.
Next, an explanation will be made for a symbol lottery table51A which is stored in theROM51 and used in determining the symbols stopped and displayed on each of the stop-and-display areas211 through213,221 through223,231 through233,241 through243 and251 through253 (refer toFIG. 2), when fivevariable display windows21 through25 are used in theslot machine1 to conduct the base game and the bonus game.
The symbol lottery table51A is a lottery table in which the symbols stopped along the first activated winning line L1 corresponding to the second stop-and-display areas212,222,232,242 and252 are determined on the basis of random number values sampled by the randomnumber sampling circuit56. Then, the symbols are stopped and displayed on the first stop-and-display areas211,221,231,241 and251, and the third stop-and-display areas213,223,233,243, and253 are determined based on the results of the symbols in the second stop-and-display areas because the order of symbols in each array of at each reel band is fixed (refer toFIG. 8). To be more specific, each symbol having each code number smaller by one than the code number determined by the random number value is stopped and displayed on the first stop-and-display area211,221,231,241 and251, whereas each symbol having each code number greater by one than the code number determined by the random number value is stopped and displayed on the third stop-and-display area213,223,233,243 and253.
In theslot machine1 ofEmbodiment 3, symbols stopped and displayed along the first winning line L1 are determined for each of thevariable display windows21 through25. The symbol lottery table51A allocates the code numbers of “00” through “29” in sequence from the top of the array of symbols displayed in each of the reel bands from thefirst reel band111 to thefifth reel band115 ofFIG. 8, and the lottery table51A also sets random number values corresponding to each code number.
Then, theCPU50 samples five random number values via the randomnumber sampling circuit56 so as to correspond to each of thevariable display windows21 through25 at the time of starting a game, and determines a symbol which stops on the second stop-and-display areas212,222,232,242 and252 at each of thevariable display windows21 through25 (for example, in a case where the sampled random number value is “9,” a symbol of “FISH” allocated to the code number of “09” is stopped and displayed at the second stop-and-display area).
Next, an explanation will be made for a winning combination and its payout when fivevariable display windows21 through25 are used in theslot machine1 to conduct the base game and the bonus game by referring toFIG. 35.FIG. 35 is a payout table51B′ showing a winning combination and its payout when five variable display windows are used to conduct the game, and showing the payout when the number of bets is “1.” Therefore, when the number of bets is “1,” values of the payout shown inFIG. 35 are added to the credits. However, when the number of bets is “2” or more, values shown inFIG. 35 are multiplied by the number of bets to obtain the values of the payout and the payout values are added to the credits.
In this instance, a concrete explanation will be made for a winning combination and its payout when the base game is conducted. As shown inFIG. 35, when a symbol of “LOBSTER” is stopped and displayed in a row on an activated winning line at thevariable display windows21 through22 (in the case of “2K” in which the symbol appears in two consecutive places from the left end), a payout of “10” is obtained. When the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through23 (in the case of “3K” in which the symbol appears in three consecutive places from the left end), a payout of “320” is obtained. Further, when the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through24 (in the case of “4K” in which the symbol appears in four consecutive places from the left end), a payout of “2500” is obtained. In addition, when the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through25 and at thevariable display windows21 through25 (in the case of “5K” in which the symbol appears in five consecutive places from the left end), a payout of “6000” is obtained.
When the symbol of “SHARK” is also stopped and displayed in a row on an activated winning line at thevariable display windows21 through22 (in the case of “2K” in which the symbol appears in two places from the left end), a payout of “3” is obtained. When the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through23 (in the case of “3K” in which the symbol appears in three consecutive places from the left end), a payout of “25” is obtained. Further, when the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through24 (in the case of “4K” in which the symbol appears in four consecutive places from the left end), a payout of “150” is obtained. In addition, when the symbol is stopped and displayed in a row on an activated winning line at thevariable display windows21 through25 (in the case of “5K” in which the symbol appears in five consecutive places from the left end), a payout of “1000” is obtained.
Hereinafter, similar payouts are given respectively to the symbol (fish) of “FISH,” the symbol (man with guitar) of “PUNK,” the symbol (octopus) of “OCTOPUS,” the symbol (crab) of “CRAB,” the symbol (worm) of “WORM,” the symbol (alphabetic letter A) of “A,” the symbol (alphabetic letter K) of “K,” the symbol (alphabetic letter Q) of “Q” and the symbol (alphabetic letter J) of “J” as shown inFIG. 35.
When these symbols appear on the activated winning lines, the total number of the payouts is added to the credits.
On the other hand, as to the symbol (sardine) of “SARDINE”, it is a scatter symbol. In the case of “2K” in which the symbol appears (or is stopped and displayed) in two places in thevariable display windows21 through25, a payout of “2” is obtained, irrespective of the activated winning line. In the case of “3K” in which the symbol appears (or is stopped and displayed) in three places, a payout of “5” is obtained. In the case of “4K” in which the symbol appears (or is stopped and displayed) in four places, a payout of “10” is obtained. In the case of “5K” in which the symbol appears (or is stopped and displayed) in five places, a payout of “125” is obtained.
Only for the payout by the symbol of “SARDINE,” the number obtained by multiplying the value of the payouts shown inFIG. 35 with the total number of bets (product of the number of bets with the number of activated winning lines) is added to the credits. When there is any payout other than that caused by the symbol of “SARDINE,” such payout is also added to the credits.
Further, the symbol of “SARDINE” is a trigger symbol to shift the game state to the bonus game and the player can move to the bonus game as well as obtain the above payout when the symbol appears (or is stopped and displayed) in four or more places at the same time in thevariable display windows21 through25, irrespective of the activated winning line.
Now, an explanation will be made for the bonus game. The bonus game is generally referred to as a game to be started when a special condition is met during the base game. In general, the bonus game is often advantageous to the player. Here, when the game is shifted to the bonus game, the player can automatically play15 to25 games continuously without bets on the basis of the lottery result at the time of shifting to the bonus game (so-called free game).
Here, in the bonus game, the number of the bets and the number of the activated winning lines at the bonus shift are kept and used. Also, the winning combination and the payout thereof are the same as in the base game, but the symbol (shark) of “SHARK” is treated as the symbol (lobster) of “LOBSTER” and if the symbol (sardine) of “SARDINE” appears (stopped and displayed) in four places, the game can be shifted back to the bonus game again. Here, higher payouts are assigned to the symbol (lobster) of “LOBSTER” than to the symbol (shark) of “SHARK” if it is won as shown inFIG. 35. Therefore, it is likely for the player to obtain a lot of credits without consuming the credits.
Next, a notification effect generated at a predetermined probability during the period that the symbols are varyingly displayed will be explained in reference to FIGS.36 to39 as the base game is played with the fivevariable display windows21 through25 in theslot machine1. Here, in theslot machine1 according toEmbodiment 3, the notification effect is generated to notify the probability to win the bonus game (the symbol of “SARDINE” appears (stopped and displayed) in four or more places) with the gaming machine during the period that the symbols are varyingly displayed. In particular, when any one of theFIGS. 13A to13C (refer toFIGS. 4A and 4B) is placed in the slot machine, the notification effect using an image and a sound (voice) corresponding to the type and the character level of the figure of theFIGS. 13A through 13C is performed.
First, various kinds of notification effects changing based on the type and the character level of theFIGS. 13A through 13C are explained. Here, the character level is a parameter set based on the number of times that each of the figures has been used in the game. In the following, a growing pattern of the character level based on the number of times that the figure has been used in reference toFIG. 36.
As shown inFIG. 36, three kinds ofFIGS. 13A through 13C have the character levels growing (increasing) in a stepwise manner as the number (n) of times that the figures are used is increased. However, the growing patterns of the figures differ from each other among theFIGS. 13A through 13C. If theFIG. 13A (warrior man) is used, the character level is set as “Level 1” with the number less than 30 while the character level is set as “Level 2” with the number thereof equal to or more than 30.
Also, if theFIG. 13B (witch) is used, the character level thereof is set as “Level 1” with the number (n) of times being used less than 50 and the character level is set as “Level 2” with the number (n) of times equal to or more than 50 but less than 100.
Also, if theFIG. 13C (bard man) is used, the character level is set as “Level 1” with the number (n) less than 100, is set as “Level 2” with the number (n) equal or more than 100 but less than 200, is set as “Level 3” with the number (n) equal or more than 200 but less than 300, and is set as “Level 4” with the number (n) equal or more than 400.
As described above, theFIG. 13A has a relatively higher growing rate of the character level if compared to the others, but the maximum character level is set lower. On the other hand, theFIG. 13C has the character level with a slower growing rate, but the character level thereof has the high upper limit. And theFIG. 13B has the character level with a medium growing rate and the upper limit of the character level is set medium. Therefore, the player can put one of theFIGS. 13A through 13C in theslot machine1 such that the player may enjoy different games with different figures having different character levels with various growing patterns. In particular, if the player would like to increase the character level for a short period of time, it is possible to do so by playing the game with theFIG. 13A placed in the slot machine. And if the player would like to grow the character level higher for a long period of time, the player can do so by playing the game with theFIG. 13C. Therefore, the player can play the game with a variety of game states so as to change the effect contents whenever the player plays the game so that the player may not be bored. Thus, the player can choose some of the variety of growing patterns of the character level so that it is possible to provide the game which may satisfy desires of various players.
Therefore, the contents of the notification effect as shown inFIG. 37 are determined by the character lever of theFIGS. 13A through 13C.
For example, a case where theFIG. 13A is placed is explained. If the notification effect using the character of “warrior” is performed in the lowerliquid crystal display4 and if the character level is “Level 1”, a pattern A of the notification effect is performed. Also, if the character level is “Level 2”, a pattern B of the notification effect is performed. And, in the pattern A of notification effect, awarrior image320 in a regular clothes is displayed (refer toFIG. 46) and a male voice saying “Good!” is outputted from thespeakers5L and5R. Also, in the pattern B notification effect, awarrior image321 in an armor and with a sword is displayed (refer toFIG. 47) and a male voice saying “Go for it!” is outputted from thespeakers5L and5R.
Next, there is explained a case where theFIG. 13B is placed. If the notification effect using the character of “witch” is performed in the lowerliquid crystal display4 and if the character level is “Level 1”, the pattern C notification effect is performed. Also, if the character level is “Level 2”, the pattern D of the notification effect is performed. And if the character level is “Level 3”, the pattern E of the notification effect is performed. And in the pattern C of notification effect, awitch image322 in a regular clothes is displayed (refer toFIG. 48), and a female voice saying “Ei!” is outputted from thespeakers5L and5R. Also, in the pattern D of notification effect, awitch image323 in a cloak is displayed (refer toFIG. 49) and a female voice saying “You can do it!” is outputted from thespeakers5L and5R. Further, in the pattern E of notification effect, awitch image324 in a cloak and a hat with a wand is displayed (refer toFIG. 50) and a female voice saying “Now, make it!” is outputted from thespeakers5L and5R.
Next, a case where theFIG. 13C is placed is explained. If a notification effect using the character of “bard man” is performed and the character level is “Level 1”, the pattern F of the notification effect is performed. Also, if the character level is “Level 2”, the pattern G of the notification effect is performed. Also, if the character level is “Level 3”, the pattern H of the notification effect is performed. Also, if the character level is “Level 4”, the pattern I of the notification effect is performed. And in the pattern F of the notification effect, a bard man image (not shown) in a regular clothes is displayed and a male voice singing “La-a-” is outputted from thespeakers5L and5R. Also, in the pattern G of the notification effect, a bard man image (not shown) in a turban is displayed and a male voice singing “La-a-La-” is outputted from thespeakers5L and5R. Also, in the pattern H of notification effect, a bard man image (not shown) playing the flute is displayed and a sound of the flute sounding “pea, pea” is outputted from thespeakers5L and5R. Also, in the pattern I of notification effect, a bard man image (not shown) play the harp is displayed and a sound of the harp sounding “poron, poron” is outputted from thespeakers5L and5R.
On the other hand, if none of theFIGS. 13A through 13C is placed, a pattern J of notification effect is made. In the pattern J of notification effect, animage325 consisting of the letters: “Go!!” is displayed (refer toFIG. 51).
Therefore, the player can realize the character level of the figure currently used based on the contents of the voice or the sound outputted from thespeakers5L and5R and displayed image on the lowerliquid crystal display4. And the player can play the game with various notification effects set for each character level and the type of the figures. Also, the player can feel the expectation that the symbols to be stopped and displayed this time may be a combination of symbols advantageous to the player by the notification effect to be displayed so that the player may feel more desire to play the game.
Next, a notification effect generation table51D for determining whether the notification effect is to be generated or not in this game during a period of varyingly displaying the symbols in reference toFIG. 38.
As shown inFIG. 38, whether the notification effect is generated or not is determined by a lottery result with random values from 0 to 9 having been sampled via the randomnumber sampling circuit56, the character level, whether the figure exists or not, and a lottery result of stopped symbols.
For example, if the bonus game is internally won in the internal lottery, and if the character with thecharacter level 1 is used, the notification effect is generated as the random numbers sampled are within a range from 0 to 2.
On the other hand, if the bonus game is not internally won in the internal lottery, and if the figure with thecharacter level 1 is used in the same way, the notification effect is generated as the random numbers sampled are within a range from 0 to 4.
If the bonus game is internally won in the internal lottery, and if the figure with thecharacter level 2 is used, the notification effect is generated as the random numbers sampled are within a range from 0 to 3.
On the other hand, if the bonus game is not internally won in the internal lottery, and the figure with thecharacter level 2 is used, the notification effect is generated as the random numbers sampled are within a range from 0 to 3.
Also, if the bonus game is internally won in the internal lottery, and if the figure with thecharacter level 3 is used, the notification effect is generated as the random numbers sampled are within a range from 0 to 5.
On the other hand, if the bonus game is not internally won in the internal lottery, and if the character with thecharacter level 3 is used, the notification effect is generated as the random numbers sampled are within a range from 0 to 2.
Also if the bonus game is internally won in the internal lottery, and the figure with thecharacter level 4 is used, the notification effect is generated as the random numbers sampled are within a range from 0 to 7.
On the other hand, the bonus game is not internally won in the internal lottery, and the character with thecharacter level 4 is similarly used, the notification effect is generated as the random numbers sampled are 0.
Also, the bonus game is internally won in the internal lottery, and if the figure is not used, the notification effect is generated as the random numbers sampled are 0.
On the other hand, if the bonus game is not internally won in the internal lottery, and if the figure is likewise not used, the notification effect is generated as the random numbers sampled are within a range from 0 to 4.
Next, the reliability of notification effect to the winning of the bonus game is explained in reference toFIG. 39 if the notification effect is generated in each condition. Here, the reliability is presented in a calculated value in a predetermined formula to compare the probabilities to obtain a combination of symbols stopped and displayed so that the bonus game is actually won when the effect is generated. More specifically, the index value of the reliability may be calculated by dividing “the percentage to generate the notification effect when the bonus game is won” by the sum of “the percentage to generate the notification effect when the bonus game is won” and “the percentage to generate the notification effect if the bonus game is not won”.
For example, if theFIGS. 13A through 13C with thecharacter level 1 are used, and as the random numbers are defined in the notification effect generation table51D inFIG. 38, the reliability of the generated notification effect may be given by:
( 3/10)/( 3/10+ 5/10)=⅜=38%.
Similarly, if theFIGS. 13A through 13C with thecharacter level 2 are used, the reliability of the notification effect is calculated to be 50%. If theFIGS. 13A through 13C with thecharacter level 3 are used, the reliability of the notification effect is 67%. And if theFIGS. 13A through 13C with thecharacter level 4 are used, the reliability of the notification effect is 89%. On the other hand, if none of theFIGS. 13A through 13C is used, the reliability of the notification effect may be 17%.
Therefore, the reliability of the notification effect is higher when the figure is used than when none of the figures is used, therefore, the player may feel more expectation to the bonus game winning. Also, in the case of using the figure, the reliability of the notification effect is higher if the character with higher character level is used, therefore, the player may feels more expectation to the bonus game winning.
Also, the player can play the game based on more and more reliable notification effect by playing the game over and over again with theFIGS. 13A through 13C placed in theslot machine1. Therefore, it is possible to make the player buy theFIGS. 13A through 13C and make the player use them more often and the player may have more expectation to the game such that the player may have more desire to play the game.
Next, an explanation will be made for the main processing program in theslot machine1 ofEmbodiment 3 having the above constitution by referring toFIG. 40.FIG. 40 is a flow chart of the main processing program in the slot machine ofEmbodiment 1. Programs shown in the following flow charts ofFIGS. 40 through 45 are stored in theROM51 and theRAM52 provided in theslot machine1 and executed by theCPU50.
InFIG. 40, first, a start acceptance process ofFIG. 41 to be explained later is conducted in the step (hereinafter abbreviated as “S”)1. This is a process of accepting switch signals outputted from 1-BET switch57, 3-BET switch58, 5-BET switch59, 1-LINE switch60, 5-LINES switch61 and 20-LINES switch62 on the basis of the operation ofBET 1PER LINE button33, that ofBET 3PER LINE button34, that ofBET 5PER LINE button35, that ofPLAY 1LINE button37, that ofPLAY 5LINES button38 and that ofPLAY 20LINES button39. The game will be started at the time of accepting the switch signals outputted from these switches.
Then, the lottery process ofFIG. 22 to be explained later is conducted in the S2 on the basis of the switch signals output from the 1-LINE switch60, the 5-LINES switch61 and the 20-LINES switch62. In this instance, when the bonus game is obtained (the symbol of “SARDINE” is stopped and displayed in four places at the same time, irrespective of the activated winning line in thevariable display windows21 through25), the bonus game is conducted after completion of the base game (refer toFIG. 44).
In the S3, the base game process ofFIG. 42 to be explained later is conducted. Thereafter, the game proceeds to the S4, when it is determined whether the bonus game is won or not. To be more specific, when in the S2 lottery process, the symbol of “SARDINE” is stopped and displayed in four or more places in total, irrespective of the activated winning line in thevariable display windows21 through25, the bonus game is obtained (S4 :YES). Therefore, the game proceeds to the S5 to conduct the bonus game process ofFIG. 22 to be explained later, and the game proceeds to a renewal processing to be described later (S6).
In contrast, in the S2 lottery process, when the symbol of “SARDINE” is not stopped and displayed in four or more places in total, irrespective of the activated winning line in thevariable display windows21 through25, the bonus game is not obtained (S4: NO) and the renewal process is conducted with the current condition (S6). In the renewal process, the play history of theFIG. 13 and the character level are renewed. Then, the main processing program is completed.
Next, an explanation will be made for the start acceptance process conducted at the S1 in theslot machine1 ofEmbodiment 3 by referring toFIG. 41.FIG. 41 is a flow chart of the start acceptance processing program in the slot machine ofEmbodiment 3.
In the start acceptance process, first, theCPU50 determines whether a predetermined time (for example, 15 seconds) has elapsed in the S11 or not. When it is determined that the predetermined time has not passed (S11: NO), the game proceeds to the S13, with no action taken. When it is determined that the predetermined time has elapsed (S11:YES), the game proceeds to the S13 after a demonstration effect is provided on the upperliquid crystal display3 or the lowerliquid crystal display4 in the S12.
Then, it is determined in the S13 whether the operation of thePLAY 1LINE button37, thePLAY 5LINES button38 or thePLAY 20LINES button39 is conducted or not. In this instance, when it is determined that the operation of thePLAY 1LINE button37 or the others are not conducted (S13: NO), the game returns to the S11 and repeats the above-described processes. In contrast, when it is determined that the operation of thePLAY 1LINE button37 or others is conducted (S13: YES), the game proceeds to the S14, a figure placement determination process, even when the demonstration effect is in progress.
The determination in the S13 may be made by referring to other input signals, in addition to these operation signals.
It is determined in the S14 whether theFIGS. 13A through 13C (refer toFIGS. 4A and 4B) are placed on theauthentication unit7 or not. To be more specific, an IC tag reader/writer107 is used to determine whether data communications can be made with theIC tag93 built in thebase portion90 of each of theFIGS. 13A through 13C. When it is determined that none of theFIGS. 13A through 13C is placed (S14: NO), the game completes the start acceptance process and proceeds to the lottery process (S2).
In contrast, when it is determined that any one of theFIGS. 13A through 13C is placed on the authentication unit7 (S14: YES), the IC tag reader/writer107 is used to read data of theIC tag93 built in the thus placed figure (S15). Data read in this instance includes theFIG. 1D unique to each of theFIGS. 13A through 13C, a present character level (level 1 or higher) of the used figure, and the number (n) of games having been conducted with the placed figure in theslot machine1. In this instance, one game is a series of actions in which a bet operation is performed on the basis of the presently available credits so that the symbols are varyingly displayed and stopped to appear in the variable display windows, and various processes (bonus game process, payout process, etc.) according to a combination of the stopped and displayed symbols are conducted.
Then, in the S17, theRAM52 stores information of the specified type of theFIG. 13A, 13B, or13C, the number (n) of times that the figure has been used by now, and the specified character level based on theFIG. 1D and the number (n) of times the figure has been used before which are read in the previous step S15. After the process, the start acceptance process is completed and it proceeds to the lottery process (S2).
Next, an explanation will be made for the lottery process conducted in the S2 with theslot machine1 ofEmbodiment 3 in referring toFIG. 22.FIG. 22 is also a flow chart of the lottery process program in the slot machine ofEmbodiment 3.
In the lottery process, first, a symbol determination process is conducted in the S21. In this instance, the symbol stopped and displayed on the first winning line L1 in the base game is determined for each of thevariable display windows21 through25. More particularly, as explained previously, five random number values corresponding to each of thevariable display windows21 through25 are sampled by the randomnumber sampling circuit56 to determine the code numbers from the symbol lottery table51A. Further, based on the code numbers and thefirst reel band111 through thesixth reel band116, symbols to be stopped and displayed are determined for each of thevariable display windows21 through25.
When the symbols to be stopped and displayed on the activated winning line are determined, a winning combination determining process is conducted in the S22, and then the process returns to the main processing program, proceeding to the base game process in the S3. Further, in the combination determining process, to be more specific, a combination and a payout thereof are determined, for example, on the basis of the symbol determined in the S21 and the payout table51B ofFIG. 12.
Next, an explanation will be made for the base game process conducted at the S3 in theslot machine1 ofEmbodiment 3 by referring toFIG. 42.FIG. 42 is a flow chart of the base game processing program of the slot machine ofEmbodiment 3.
In the base game process, first, in the S31, each of the symbols are scrolled in thevariable display windows21 through25 on the basis of switch signals outputted from the 1-LINE switch60, the 5-LINES switch61, and the 20-LINES switch62 accepted in the start acceptance process (S1).
Then, in S31A, a notification effect processing is conducted to generate a notification effect to notify the player of the bonus game when a predetermined condition is met at a varying state before the symbols are stopped in thevariable display windows21 through25. Here, the notification effect processing will be explained in detail later.
After that, the scrolling of the symbols being displayed varyingly in thevariable display windows21 through25 is stopped (S32).
Further in the S33, the credit and the like equivalent to the payouts determined based on the payout table51B ofFIG. 37 are paid out according to the winning symbol combination displayed in thevariable display windows21 through25 in the step S32. Thus, after the payout process, the process returns to the main processing program and proceeds to the determination process of the step S4.
Next, the notification effect processing executed in the step S31A in theslot machine1 ofEmbodiment 3 is explained in reference toFIG. 43.FIG. 43 is a flow chart of the notification effect processing program with the slot machine according toEmbodiment 3.
In the notification effect processing, first in the step S141, random numbers generated by the randomnumber sampling circuit56 are sampled in a range from 0 to 9. And it is determined in the step S142 whether the notification effect is generated or not.
The determination whether the notification effect is generated or not is made by (1) whether the figures exist or not based on the determination result in the step S14, (2) whether the bonus game is won or not based on the determination result in the step S22, (3) the current character level of the figure specified in the step S17, and the random number obtained in the step S141 in reference to the notification effect generation table51D (refer toFIG. 38).
For example, if the bonus game is won and the figure with thecharacter level 2 is placed, it is determined that the notification effect is generated if the obtained random number is “3”. Also, if the bonus game is not won and the character with thecharacter level 1 is placed, it is determined that the notification effect is not generated if the obtained random number is “3”.
And, if it is determined that the notification effect is not generated (S142: No), the notification effect processing is terminated without generating the notification effect.
Then, if it is determined that the notification effect is to be generated (S142: Yes), in the subsequent step S143, the concrete effect pattern of the notification effect is selected. The selection of the effect pattern is made based on the type of theFIGS. 13A through 13C and the current character level in reference to the notification effect selection table51C (refer toFIG. 37).
For example, if theFIG. 13A (warrior man) with thecharacter level 2 is placed, the pattern B of the effect pattern is selected. And if none of theFIGS. 13A through 13C is placed, then the pattern J of the effect pattern is selected.
After that, the notification effect using the lowerliquid crystal display4 and thespeakers5L and5R based on the effect pattern of the notification effect pattern selected in the step S143 is performed in the step S144.
For example, a case where theFIG. 13A is placed is explained. If the character level is “Level 1”, awarrior image320 in a regular clothes (refer toFIG. 46) is displayed and a male voice saying “Good!” is outputted from thespeaker5L and5R for about two second. Also, if the character level is “Level 2”, a warrior image321 (refer toFIG. 47) in an armor and with a sword is displayed and a male voice saying “You can do it” is outputted from thespeakers5L and5R.
A case where theFIG. 13B is placed is explained. If the character level is “Level 1”, awitch image322 in a regular clothes is displayed (refer toFIG. 48), and a female voice saying “Ei!” is outputted from thespeakers5L and5R. And if the character level is “Level 2”, awitch image323 in a cloak is displayed (refer toFIG. 49) and a female voice saying “You can do it!” is outputted from thespeakers5L and5R. If the character level is “Level 3”, awitch image324 in a cloak and a hat with a wand is displayed (refer toFIG. 50) and a female voice saying “Now, make it!” is outputted from thespeakers5L and5R.
Also, if none of theFIGS. 13A through 13C is placed, animage325 consisting of the letters: “Go!!” is displayed (refer toFIG. 51).
The place where theFIG. 13C is placed is explained here, in a similar manner, different images for respective character levels are displayed on the lower liquid crystal display for about two second, and predetermined voice and sound are outputted from thespeakers5L and5R. Then, the notification effect processing is completed after the image display is completed.
Subsequently, in theslot machine1 ofEmbodiment 3, a bonus game processing is explained in reference toFIG. 44.FIG. 44 is a flow chart to show a bonus game processing program.
In the bonus game processing, first the number (T) of the games is set in the step S151. The number of bonus games is chosen from the numbers of 10 to 25 by the lottery based on the random values sampled by the random number sampling circuit. The set number (T) of the bonus games is stored inRAM52.
Here, in the step s152, the symbol determination processing in the bonus game is conducted. Here, the symbols stopped and displayed along the first winning line L1 are determined for respectivevariable display windows21 to25. More specifically, five random number values corresponding to the respectivevariable display windows21 to25 are sampled via random number sampling circuit and the code number is determined from the symbol selection table51A. Further, the symbols stopped and displayed in the respectivevariable display windows21 to25 are determined based on the code numbers and thefirst reel111 through thefifth reel115.
And, when the symbols stopped and displayed along the activated winning lines are determined, in the step S153, the winning combination and the payout are determined based on the symbols in the step S152 and the payout table51B. Here, in the bonus game, the symbol (shark) of “SHARK” is treated as the symbol (lobster) of “LOBSTER”.
Further, in the step S153 of winning processing, it is determined whether the trigger winning combination (the case that the symbol (sardine) of “SARDINE” appears at the same time in four or more places in thevariable display windows21 through25 irrespective of the activated winning lines) is made or not (S154). And if the trigger winning combination is won (S154: Yes), the repetition number (t) of the bonus games is determined by a lottery and the repetition number (t) is added to the current number (T) of bonus games (S155). Thus, if the bonus game is won in the bonus game, the remaining number of the bonus games to be played is increased. More specifically, for example, if the game shifts to the bonus game for the first time where the player can play20 bonus games, and if another bonus game is won in the 12th bonus game to obtain 17 bonus games, 25 bonus games (20−12+17) may be played after that. If the trigger winning combination is not made (S154: No), the process proceeds to the step S156.
Thus, each symbol is scrolled automatically in thevariable display windows21 through25 in the symbol varying processing of the step S156.
Then, each symbol scroll is stopped in thevariable display windows21 through25 in the stop control processing of the step S157.
And, according to the symbol combination of the winning combination as stopped and displayed in thevariable display windows21 through25 in the step S157, the credits and the like are paid out in the payout processing of the step S158 wherein the credits and the like are equivalent to the determined payouts based on the payout table51B inFIG. 35 (here, the symbol (shark) of “SHARK” is treated as the symbol (lobster) of “LOBSTER” in the bonus game).
After that, in the step S159, theCPU50 reads the game number (T) of the bonus games stored inRAM52, and the game number (T) is reduced by one. Then, the reduced game number (T) is stored in theRAM52 again.
Next, in the step S160, theCPU50 determines whether the number (T) of the bonus games reaches the number determined in the step S151. More specifically, it is determined whether the game number (T) stored in theRAM52 becomes “0” or not, if the game number (T) is not “0”, that is, the number of the played bonus games does not reach the number determined in the step S151 (S160: No), the process returns to the step S152 and repeat the above-described processing. On the other hand, if the game number (T) is “0”, that is, if it is determined that the number determined in the step S151 is reached (S160: Yes), the bonus game processing program is terminated.
Next, the play history renewal processing in the step S6 is explained in reference toFIG. 45.FIG. 45 is a flow chart showing the play history renewal processing program according to the slot machine ofEmbodiment 3.
In the play history renewal processing, first it is determined in the step S161 whether theFIGS. 13A through 13C are placed or not based on the determination result in the step S14. And if it is determined that none of theFIGS. 13A through 13C is placed (S161: No), the play history renewal processing is terminated.
On the other hand, if it is determined that any one of theFIGS. 13A through 13C is placed (S161: Yes), the number (n) of times that the figure has been used is read (S162) by the IC tag reader/writer107 from the playhistory storage area93B (refer toFIG. 5) of theIC tag93 built in the placed figure.
Subsequently, in the step S163, theCPU50 adds “one” to the used number (n) having been read. And the added number of being used is again stored back to theRAM52 to renew the play history (S164).
Further, it is determined whether the used number (n) that is renewed in the step S164 reaches a predetermined number in the step S165. In theslot machine1 ofEmbodiment 3, the character level is set according to the used number (n) as described before, as shown inFIG. 36, the character levels of the three kinds ofFIGS. 13A through 13C may grow (increase) in a stepwise way as the number of being used is increased. For example, in a case that theFIG. 13A (warrior man) is used, the use number (n) is less than 30, the character level is set as “Level 1”, and if the use number (n) is 30 or more, the character level is set as “Level 2”.
Then, when it is determined that the number (n) of times that the figure has been used reaches a predetermined value, that is, when the number (n) of times being used set as the next level has been reached, the present character level is elevated by one and values at the character level storage area are renewed. Thereafter, the history renewal process is completed.
On the other hand, when it is determined that the number (n) of times being used has not reached the predetermined value, the history renewal process is completed with the state as it is.
As explained above, in theslot machine1 ofEmbodiment 3, the player plays the game, with one of theFIGS. 13A through 13C placed on the slot machine1 (S14: YES), thereby making it possible to read a type and a play history of the figure from theIC tag93 built in theFIGS. 13A through 13C respectively (S15), and specify the character level determined based on the read type and play history of the figure (S17) such that the notification effect of the bonus game with a predetermined probability set on the basis of the specified type and the number of times being used (S144). Therefore, the player can play the game according to a variety of effect patterns corresponding to the usedFIGS. 13A through 13C. And it is possible to provide a variety of game which will prevent the player from being bored.
Also, the growing pattern of the character level based on the type of figure and the play history may be different from each other so that it is possible to provide a game with a variety of game states with changing contents of the game effect at every time that the game is played. Thus, it is possible to prevent the player from being bored. Also since it is possible for the player to choose various growing patterns of the character level so as to provide the game with high gaming excitement which can satisfy various players.
Since it is set that the notification effect in the game with the figure used has higher reliability as compared to the game without using the figure, the player feels more expectation to obtain the bonus game during the transition state. Further, the player can use theFIGS. 13A through 13C with theslot machine1 over and over again so that the player can play the game based on a notification effect with gradually higher reliability as the player plays the game with the figures. Therefore, it is possible to let the player buy and used theFIGS. 13A through 13C in the game and the player may feel more expectation and more desire to the game.
Embodiment 4 Then, an explanation will be made for the slot machine ofEmbodiment 4 by referring toFIGS. 30 and 52. Here, the same symbol used for the same elements of theslot machine1 ofEmbodiments 1 to 3 shown in theFIGS. 1 through 29 will be used in the following explanation to indicate the same or equivalent elements of theslot machine1 and the like ofEmbodiments 1 to 3.
The overall configuration of the slot machine ofEmbodiment 4 is similar to that of theslot machine1 ofEmbodiment 3. Each control process is also similar to that of theslot machine1 ofEmbodiment 3.
In theslot machine1 ofEmbodiment 3, in stopping and controlling symbols at thevariable display windows21 through25, five random number values corresponding to each of thevariable display windows21 through25 are sampled by the randomnumber sampling circuit56, and the thus obtained random number values, code numbers determined by the symbol lottery table51A as well as thefirst reel band111 through the fifth reel band115 (thesecond reel band112 through thesixth reel band116 in the high probability mode) are used to determine stop symbols (S21), and symbols to be stopped and displayed and the payout table51B ofFIG. 35 are used to determine a winning combination and a payout thereof (S22). However, in the slot machine ofEmbodiment 4, random number values are used to directly determine the winning combination, which is different from theslot machine1 ofEmbodiment 3.
First, an explanation will be made for the lottery process conducted in the S2 for the main processing program in the slot machine ofEmbodiment 4 by referring toFIG. 30.FIG. 30 is a flow chart of the lottery process program in the slot machine ofembodiment 2. Each of the programs of the flow chart inFIG. 30 is stored in theROM51 and theRAM52 provided in the slot machine ofembodiment 2 and executed by theCPU50.
In the lottery process, first, a winning combination lottery process is conducted in the S71. In this instance, theCPU50 uses winning combination lottery tables51E and51F′ to draw a winning combination of symbols to be stopped and controlled at thevariable display windows21 through25 in a base game. Then, when the winning combination is determined, the process returns to the main processing program and proceeds to the base game process in the S3. In the base game process, the symbols are stopped and controlled on the basis of the determined winning combination.
Next, an explanation will be made for the winning combination lottery table51F′ used in the winning lottery process in the step S71.FIG. 52 is a drawing showing the high probability winning combination lottery table inEmbodiment 2.
As shown inFIG. 52, a random number value used in the winning combination lottery table51F′ is in a range from 0 to 11999, when the random number value sampled via the randomnumber sampling circuit56 is from 0 to 49, a trigger of the bonus game is obtained. In this instance, the symbol of “SARDINE” is stopped and displayed in four or more places at the same time, irrespective of the winning line, and the game shifts to the bonus game. When the random number value sampled via the randomnumber sampling circuit56 is from 50 to 51, a winning combination of “LOBSTER” is obtained. Then, the symbol of “LOBSTER” is stopped and displayed in five places on the activated winning line. When the random number value sampled via the randomnumber sampling circuit56 is from 52 to 57, a winning combination of “SHARK” is obtained. Then, the symbol of “SHARK” is stopped and displayed in five places on the activated winning line. Hereinafter, in a similar way, when the random number value is in a range from 58 to 97, a winning combination of “FISH” is obtained. When it is from 98 to 177, that of “PUNK” is obtained, when it is from 178 to 277, that of “OCTOPUS” is obtained, when it is from 278 to 477, that of “CRAB” is obtained, when it is from 478 to 777, that of “WORM” is obtained, when it is from 778 to 1177, that of “A” is obtained, when from 1178 to 1577, that of “K” is obtained, when it is from 1578 to 1977, that of “Q” is obtained, and when it is from 1978 to 2377, that of “J” is obtained. Further, when it is from 2378 to 2577, the symbol of “SARDINE” is stopped and displayed in three places, irrespective of the winning line.
On the other hand, when the random number value sampled via the randomnumber sampling circuit56 is in a range from 2578 to 11999, a game is lost and losing symbol combination which does not become winning combinations is stopped and displayed.
As explained above, in theslot machine1 ofEmbodiment 4, the player plays the game, with one of theFIGS. 13A through 13C placed on theslot machine1, thereby making it possible to read a type and a play history of the figure from theIC tag93 respectively built in theFIGS. 13A through 13C. The thus read type of the figure and the read number of times that the figure has been used are used to specify the character level and the notification effect of the bonus game with a predetermined probability set based on the specified type of the figure and the character level of the figure is generated. Therefore, the player can play the game with a variety of effect patterns corresponding to the used figure among theFIGS. 13A through 13C. It is also possible to realize a variety of game, which may prevent the player from being bored.
It should be understood that the present invention shall not be limited to the foregoing embodiments and, as a matter of course, it may be improved or modified in various ways within the scope of the present invention.
For example, inEmbodiments 3 and 4,FIGS. 13A through 13C imitating characters (“warrior man,” “witch” and “bard man”) (refer toFIGS. 4A and 4B) are used to conduct the game in the slot machine when anIC tag93 storing various data is built in thebase portion90 of the figure. An IC card may be used in which an IC tag is built in place of the figure. A character corresponding to an ID stored in the IC tag (for example 0001 is “warrior man,” 0002 is “witch” and 0003 is “bard man”) is printed on the IC card, by which the player is able to play the game following various effect patterns corresponding to the used IC card.
Also, inEmbodiments 3 and 4, although the play history and the character level of each figure stored are stored in the IC tae of each figure, they may be stored in the storage area in associated with eachFIG. 1D.
InEmbodiments 3 and 4, the notification effect of the bonus game is changed or modified depending on the types ofFIGS. 13A through 13C and the character levels thereof. However, effects other than notification of the bonus game may be changed or modified.
According to the foregoing description, the following is also disclosed in this specification by way of example.
In the present invention, the form of notifying the game result may be changed according to an object to be read, which is used by the player. Therefore, the gaming machine may provide a new effect based on contents of the information which is related to an actual action by the player. The gaming machine also provides to the player a feeling that the object to be read affects the game result. Therefore, according to the present invention, the object to be read may provide the gaming machine with a variety of game. For example, it is possible to make the outputted sound corresponding to the object to be read based on the game state. Also, the effect may be made with gradually varying images corresponding to the number of times the object has been used.
In order to achieve the above described object, according to the present invention, there is provided a gaming machine (for example, a slot machine1) comprising: image display means (for example, a lower liquid crystal display4) for displaying an image; game control means for conducting a game with a plurality of game states including a base game state and a special game state which provides conditions more advantageous to a player than a base game state; and display control means for controlling the display of the image display means on the basis of the game state conducted by the game control means, wherein the gaming machine comprises: an object to be read (for example, IC tag93) which stores predetermined identification information (for example, FIG. ID) and reading means (for example, IC tag reader/writer107) which reads the identification information stored in the object to be read, and wherein the display control means controls the image display means on the basis of the identification information read by the reading means in such a way that an image (for example, the effect images130-133) corresponding to the object to be read can be displayed, upon shifting from the base game state to the special game state.
Further, there is provided a gaming machine (for example, a slot machine1) comprising: image display means (for example, a lower liquid crystal display4) for displaying an image; and display control means for controlling the display of the image display means on the basis of the game state, wherein the gaming machine further comprises: an object to be read (for example, IC tag93) which stores predetermined identification information (for example, FIG. ID) and reading means (for example, IC tag reader/writer107) which reads the identification information stored in the object to be read; history storing means (for example, IC tag93) for storing play history of the object to be read; renewal means for renewing the play history stored in the history storing means according to the progress of a game, parameter storing means (for example, IC tag93) for storing variable parameters corresponding to the object to be read; and parameter varying means for varying the variable parameters at a plurality of levels on the basis of the play history renewed by the renewal means, wherein the display control means controls the image display means so as to display an image (for example, preliminary notice effect images320-325) corresponding to the object to be read and the variable parameters at a predetermined timing on the basis of the identification information read by the reading means and the variable parameters stored in the variable parameter storing means.
Further, in this instance, the special game state which provides conditions advantageous to the player includes a “free game state” which allows the player to conduct the game without inserting game media such as medals and a “high probability mode state” in which there is provided a higher probability to obtain a winning combination than in usual or normal state. Then, the conditions to shift the game state from the base game state to the special game state include a case where a predetermined symbol is stopped and displayed at a predetermined place in a slot machine, a case where JP (jackpot) is obtained, a case where the payout ratio has become lower than a predetermined value (for example, 80%), and a case where a predetermined time has passed since the start of a game. Further, the conditions which allow the special game state once transited to return to the base game state include a case where a predetermined symbol is stopped and displayed in a slot machine, a case where the payout ratio exceeds a predetermined value (for example, 90%), a case where a predetermined period of time has elapsed since the beginning of the high probability mode, and a case where a predetermined number of credits have been paid out since the beginning of the high probability mode.
In this instance, the “variable parameter” described in the present specification is defined as a character level in the following embodiments and the character level is to change (or grow) step by step fromlevel 1 tolevel 4 on the basis of the play history.
A gaming machine comprises: image display means (for example, lower liquid crystal display4) for displaying an image; game control means for conducting a game with a plurality of game states including a base game state and a special game state where more advantageous condition is provided to a player than in the base game state; display control means for controlling the image displayed on the image display means depending on one of the game states in which the game is conducted by the game control means; an object to be read which stores predetermined identification information; and reading means (for example, IC tag reader/writer107) for reading the identification information stored in the object to be read. The display control means controls the image display means in such a way that the displayed image corresponds to the object to be read based on the identification information read by the reading means as the game state is shifted from the base game state to the special game state.
The above described gaming machine further comprises: image storing means (for example, image ROM) for storing a plurality of images corresponding to various types of objects wherein the various types of objects are used as the object to be read; and image information selection means for selecting among the plurality of images the image being composed of image information and corresponding to the identification information stored in the object and read by the reading means among the plurality of images. Here, the display control means controls the image display means so as to display the image being composed of the image information having been selected by the image information selection means.
The above described gaming machine further comprises: variable display means (for example, variable display windows21-25) being composed of a plurality of arrays, on which a plurality of symbols are variably displayed, stop control means for controlling the variable display means to display stopped symbols in the arrays and awarding means for providing an award to the player when the symbols stopped in the arrays of the variable display means by the stop control means are in a predetermined combination of winning symbols. Here, a probability of displaying the predetermined combination of winning symbols being stopped by the stop control means in the special game state is higher than a probability thereof in the base game state.
A gaming machine comprises: image display means (for example, lower liquid crystal display4) for displaying an image; display control means for controlling the image display means based on a game state; an object to be read which stores predetermined identification information, reading means (for example, IC tag reader/writer107) for reading the identification information stored in the object to be read; history storing means for storing a play history of the object to be read; renewal means for renewing the play history stored in the history storing means based on a game progress; parameter storing means for storing a variable parameter corresponding to the object to be read; and parameter varying means for varying the variable parameter in response to each of a plurality of levels based on the play history renewed by the renewal means, wherein the display control means controls the image display means in such a way that the image (for example, notification effect images320-325) corresponding to the object to be read and the variable parameter stored in the variable parameter storing means is displayed at a predetermined timing based on the identification information read by the reading means.
In the above described gaming machine, the object to be read comprises a plurality of types. And the image (for example, notification effect images320-325) corresponding to the object to be read and the variable parameter comprises various kinds corresponding to each of the plurality of types. And the display control means displays one of the various kinds corresponding to the object to be read which stores the identification information read by the reading means (for example, IC tag reader/writer107).
In the above described gaming machine, the variable parameter to vary based on the play history has a different variable pattern for the type of the object to be read.
The above described gaming machine may further comprise lottery means for drawing a lottery of the game, wherein the image (for example, notification effect images320-325) corresponding to the object to be read and the variable parameter comprises various kinds in response to various levels of the variable parameter. And the display control means may display the image corresponding to the object to be read and the variable parameter based on the lottery result of the lottery means comprising predetermined probabilities set for the plurality of kinds.
The above described gaming machine may further comprise: variable display means (for example, variable display windows21-25) for displaying variably a plurality of symbols in a plurality of arrays; stop control means for controlling the variable display means to display symbols stopped in response to the lottery result of the lottery means; and awarding means for providing an award to the player when the symbols being stopped by stop control means and appearing in the plurality of arrays of the variable display means are in a predetermined combination of winning symbols. The display control means may control the image display means (for example, lower liquid display4) in such a way that the image corresponding to the object to be read and the variable parameter is displayed while the symbols are varyingly displayed in the plurality of arrays.
The above described gaming machine may comprise: sound output means (for example,speakers5L,5R) for outputting a sound; sound output control means for controlling the sound output means in response to a game state; an object to be read which stores predetermined identification information (for example, FIG. ID); reading means (for example, IC tag reader/writer107) for reading the identification information stored in the object to be read; history storing means for storing the play history of the object to be read; renewal means for renewing the play history stored in the history storing means in response to the progress of a game; parameter storing means for storing a variable parameter corresponding to the object to be read; and parameter varying means for varying the variable parameters in a plurality of levels based on the play history renewed by the renewal means. The sound output control means may control the sound output means in such a way that the sound corresponding to the object to be read and the variable parameter is outputted at a predetermined timing based on the identification information read by the reading means and the variable parameter stored by the variable parameter storing means.
In the above described gaming machine, the object to be read comprises a plurality of types. The sound corresponding to the object to be read and the variable parameter may comprise various sorts corresponding to each of the plurality of types. The sound output control means may output one of the various sorts corresponding to the object to be read which stores the identification information read by the reading means (for example, IC tag reader/writer107).
In the gaming machine, the variable parameter to vary in response to the play history may have a different variable pattern corresponding to each type of the objects to be read.
The above described gaming machine may further comprise: lottery means for drawing a lottery of the game. The sound corresponding to the object to be read and the variable parameter may comprise a plurality of sorts in response to levels of the variable parameter. And the sound output control means may output the sound corresponding to the object to be read and the variable parameter at a predetermined probability which is set for each of the plurality of sorts based on a lottery result of the lottery means.
The above described gaming machine may further comprises: variable display means (for example, variable display windows21-25) for displaying variably a plurality of symbols in a plurality of arrays; stop control means for controlling the variable display means to display the stopped symbols based on a lottery result of the lottery means; awarding means for providing an award to the player when the stopped symbols appearing in the plurality of arrays of the variable display means by the stop control means are in a predetermined combination of winning symbols. The sound output control means may control the sound output means (for example,speakers5L,5R) in such a way that the sound corresponding to the object to be read and the variable parameter is outputted while the symbols are varyingly displayed in the plurality of arrays.
A gaming machine comprises: sound storing means (for example, ROM51) for storing sound information; sound output means (for example,speakers5L,5R) for outputting a sound for a player at a predetermined timing based on the sound information stored in the sound storing means; sound control means for controlling the sound outputted by the sound output means based on a game state; an object to be read which stores predetermined identification information (for example, FIG. ID); and reading means (for example, IC tag reader/writer107) for reading the identification information stored in the object to be read. The sound control means may control the sound output means in such a way that the sound output means outputs the sound corresponding to the object to be read in response to the identification information read by the reading means.
In the above described gaming machine, the object to be read may comprise a plurality of types. The sound storing means (for example, ROM51) may store sound information corresponding to each of the plurality of types. The sound control means may select a piece of the sound information stored in the sound storing means corresponding to the object to be read which stores the identification information read by the reading means.
The above described gaming machine may further comprise: lottery means for drawing a lottery of the game. The sound control means may output the sound corresponding to the object to be read based on a lottery result of the lottery means.
In the above described gaming machine, the object to be read may comprise a storage medium attached to a member (for example,FIGS. 13A-13C) expressing a predetermined character (for example, warrior man, witch and female fortune teller). The sound corresponding to the object to be read may comprise a sound associated with an appearance of the character.
In the above described gaming machine, the sound control means may control the sound output means (for example,speakers5L,5R) in such a way that help information (for example, hint for selecting options in the bonus game) to assist the player with the game is provided by outputting the sound.
In the above described game machine, it may be possible for the player to recognize that the game state has been shifted to the special game state since the image display means displays the image corresponding to the object to be read based on the identification information read by the reading means as the game state is shifted from the base game state to the special game state. Therefore, the player may feel that the shift to the special game state is obtained by using the object to be read. And it may be possible to increase the opportunities for the player to use the object to be read and the player may feel more expectation so as to have more desired to play the game. Further, a variety of effects corresponding to the object to be read are provided to the player such that the player may not be bored with the game.
In the above described game machine, it may be possible for the player to play the game with effects of various images corresponding to the object to be read since the image display means displays the image corresponding to the object to be read and the variable parameter stored in the variable parameter storing means at a predetermined timing based on the identification information read by the reading means as the variable parameter is varied in response to each of a plurality of levels in the game progress based on the play history renewed by the renewal means. The player is able to play the game with effects of various images corresponding to the object to be read which is used in the game so as not to be bored with the game due to a diversified game variety.
In the above described game machine, it may be possible for the player to play the game with effects of various images corresponding to the object to be read since the object to be read comprises a plurality of types of objects and the display control means displays one of the plurality of kinds corresponding to the object to be read which stores the identification information read by the reading means. It may be possible for the player to play the game with a variety of game states as the contents of the effects may vary at each time when the game is conducted with a plurality of objects to be read.
In the above described game machine, it may be possible for the player to recognize the game state of the gaming machine by referring to the sound corresponding to the object to be read since the sound output means outputs the sound corresponding to the object to be read in response to the identification information read by the reading means. Therefore, the player is able to play the game in a new game aspect in which the player can listen to a sound corresponding to the object to be read which is used by the player himself. Also, a variety of effects may be conducted corresponding to the object to be read so that the player may not be bored.
In the above described game machine, it may be possible for the player to play the game by referring to a notification image of the special game state corresponding to the object to be read since the image information corresponding to the object to be read storing the identification information is selected by the image information selection means based on the identification information read by the reading means while the object to be read comprises a plurality of types of objects. Also the player can play the game with a variety of game states in which varying notification images may be displayed as the game is played with another type of object to be read such that the gaming machine can prevent the player from being bored. The notification image further can be selected directly by choosing the object to be read by the player, thereby making it possible to provide the game with high gaming excitement which can satisfy various players.
In the above described game machine, it may be possible for the player to select a variable pattern of variable parameter from many kinds of patterns since the variable parameter to vary based on the play history has different variable patterns for the types of the objects to be read. Therefore, it may be possible to provide the game with high gaming excitement which can satisfy various players.
In the above described game machine, it may be possible for the player to play the game, listening to a sound corresponding to the object to be read since the object to be read comprises a plurality of types of the objects and the sound is outputted by selecting the sound information thereof among a plurality of types of sound information corresponding to the object to be read among the plurality of types of objects to be read based on the identification information read by the reading means. Also, the player can play games with a variety of game states such that the type of sound in each game may vary as a plurality of types of objects to be read are used. Therefore, the player may not be bored. Further, it may be possible for the player to select the type of sound as the player chooses the object by himself such that it may be possible to provide the game with high gaming excitement which can satisfy various players.
In the above described game machine, it may be possible for the player to recognize the transition of the game state which becomes more advantageous to the player by referring to the image corresponding to the object to be read in the slot machine since the image corresponding to the object to be read is displayed based on the identification information of the object to be read which is read by the reading means as the game state is shifted to a game state where the probability that the combination of winning symbols are stopped and displayed is higher than in the base state with the so-called slot machine, in which a plurality of symbols can be variably displayed. Therefore, the player can feel that the game state advantageous to the player with the slot machine is obtained by using the object to be read such that it may be possible for the player to use the object to be read more often and the player may have higher expectation and more desire to play the game. Also it may be possible to prevent the player from being bored by providing a variety of effects corresponding to the objects to be read.
In the above described game machine, it may be possible for the player to have expectation to have more advantageous game result at this time by referring to the image corresponding to the object to be read since a plurality of kinds of respective images corresponding to respective objects to be read and respective variable parameters are displayed based on the lottery results of the lottery means wherein respective probabilities are set for the plurality of kinds of respective images. Also it may be possible to provide a variety of games.
In the above described game machine, it may be possible for the player to have expectation that the combination of symbols stopped and displayed at this time may be a predetermined combination advantageous to the player since the image corresponding to the object to be read and the variable parameter is displayed while the symbols are varyingly displayed in the plurality of arrays of the so-called slot machine. Therefore, it may be possible for the player to play the game according to various image effects corresponding to the object to be read which is used in the game. Then, it may be possible to prevent the player from being bored since the game has more variety.
In the above described game machine, it may be possible for the player to play the game according to various sound effects corresponding to the object to be read which is used in the game since the sound corresponding to the object to be read and the variable parameter is outputted at a predetermined timing based on the identification information read by the reading means and the variable parameter as the variable parameter is varied according to the plurality of levels corresponding to the object to be read based on the play history that is renewed according to the game progress by the renewal means. Then, it may be possible to prevent the player from being bored since the game has more variety.
In the above described game machine, it may be possible for the player to play the game according to various sound effects corresponding to the object to be read which is used in the game since the object to be read comprises a plurality of sorts and one of the various sorts of sounds is outputted wherein the one corresponds to the object to be read which stores the identification information read by the reading means. Also, the player can play games with a variety of game states such that the type of sound in each game may vary as a plurality of types of objects to be read are used. Therefore, the player may not be bored.
In the above described game machine, it may be possible for the player to select a variable pattern of variable parameters among various kinds of patterns with his hand since the variable parameter to vary in response to the play history has a different variable pattern corresponding to each type of the objects to be read. Therefore, it may be possible to provide the game with high gaming excitement which can satisfy various players.
Also, in the above described game machine, it may be possible for the player to have expectation that the game result may be advantageous at this time by referring to the outputted sound since the sound corresponding to the object to be read and the variable parameter is outputted at a predetermined probability which is set for each of the plurality of sorts of sounds based on the lottery result of the lottery means. Therefore, it may be possible for the gaming machine to provide a variety of game.
Also, in the above described game machine, it may be possible for the player to have expectation that this combination of symbols stopped and displayed may be a combination advantageous to the player since the sound corresponding to the object to be read and the variable parameter is outputted while the symbols are varyingly displayed in the plurality of arrays with the so-called slot machine displaying a plurality of symbols variably. Then, it may be possible to prevent the player from being bored since the game has more variety.
Also, in the above described game machine, it may be possible for the player to recognize the lottery result of the game from the sound corresponding to the object to be read which is used in the game since the sound corresponding to the object to be read is outputted based on the lottery result of the lottery means. Then, it may be possible to prevent the player from being bored since a variety of effects corresponding to the object to be read are made.
Also, in the above described game machine, it may be possible to provide a new effect as if the character were speaking to the player since the sound output means outputs sound (or voice) associated with an appearance of the character wherein the object to be read comprises a storage medium attached to the member expressing a predetermined character. Further, the character can be changed directly with the hand of the player, thereby making it possible for the player to select effects (image, sound, voice, etc. (audio and visual effects)) which are used in the game. Therefore, it may be possible to provide the game with high gaming excitement which can satisfy various players.
Also, in the above described game machine, it may be possible for the player to play the game more comfortably as compared with a case where no object to be read is used and more likely to obtain larger amount of payout since help information to assist the player with the game is provided in the sound. Therefore, it may be possible for the player to use the object to be read more often and the player may have higher expectation and more desire to play the game.
The foregoing shows some examples of the present invention, therefore, the present invention is not limited to the examples. It should be understood that various modifications and changes in symbol can be made without departing from the scope of the present invention.