This application is based on and claims the benefit of priority from Japanese Patent Application No. 2007-112369, filed on Apr. 20, 2007, the content of which is incorporated herein by reference.
BACKGROUND OF THE INVENTION1. Field of the Invention
The present invention relates to a gaming machine such as a slot machine that provides a game using a gaming medium (gaming value) such as coins or the like, the gaming machine paying out the gaming value such as credits to a player.
2. Related Art
In conventional slot machines, a game is started when a player bets a certain amount of credits. Then, a plurality of reels on which a plurality of symbols are arranged start to rotate, and are stopped after a predetermined lapse of time. As a result, a certain award is provided to the player based on a symbol combination which is displayed statically.
For example, a slot machine has been known by U.S. Pat. No. 6,599,193, which is configured in such a manner that, in a case where a predetermined combination is statically displayed, the number of times of the combination displayed is stored, and an additional award is given to a player under the condition that the number of times has reached a threshold.
However, according to the slot machine described in U.S. Pat. No. 6,599,193, the additional award is given to the player when the number of times has reached the threshold. Therefore, the player cannot expect to win an award until the number of times has come close to the threshold. In other words, before the number of times reaches the threshold, the player has only a chance to acquire a combination which does not pay any award (a losing combination) or which pays a small award. The slot machine is not a type of machine that can allow the player to feel more excited.
SUMMARY OF THE INVENTIONThe present invention has been made in view of the abovementioned problem. Accordingly, it is an object thereof to provide a novel gaming machine that can allow a player to maintain interest not only in a game but also in an award even though the player has not performed a predetermined number of games. Furthermore, it is another object of the present invention to provide a gaming machine that can allow the game to be attractive in a manner different from what a conventional gaming machine has performed with a combination entitled to a small award.
In order to solve the abovementioned problem, the present invention provides the following features.
In an aspect of the present invention, a method for playing a game with a gaming machine is provided. The method includes: starting a game in response to manipulation of the gaming machine by a player; advancing the game; displaying a plurality of symbols on a display device in accordance with proceedings of the game; when the plurality of symbols displayed on the display device matches a predetermined combination of symbols, determining a corresponding amount of award to be paid from credit; when a first combination of symbols occurs, which matches none of a plurality of predetermined combinations of symbols entitled to awards, accumulating a point; and when a second combination of symbols differing from the first combination of symbols is statically displayed on the display device, paying an award in accordance with a value of cumulative points.
With the method described above, a point is accumulated, which is to be used at payout for the second combination of symbols differing from the first combination of symbols. This point accumulation is performed when the first combination of symbols (a losing combination of symbols) occurs, which matches none of the plurality of combinations of symbols entitled to awards. In this way, the method allows the player to have expectations toward a combination of symbols (a losing combination) not entitled to an award. In addition, the method allows the player to have expectations toward a successful display of the second combination of symbols while playing a following game possessing cumulative points. Furthermore, since the method introduces a new technique of cumulative addition of a point value, which is different from a conventional technique that enhances the player's expectation with a small award, the method can attract the player to the game.
In another aspect of the present invention, a gaming machine is provide, which includes a plurality of reels, a plurality of motors, an input device, and a controller. Each of the plurality of reels has a plurality of symbols on a circumferential surface thereof. The plurality of motors rotates and stops the plurality of reels in response to reception of a signal. The input device allows a game to start in response to manipulation of the gaming machine by a player. The controller is configured with logic to: (a) execute a lottery and start a game in response to an input to the input device; (b) transmit a signal to the plurality of motors so as to cause the plurality of reels to rotate; (c) transmit a signal to the plurality of motors so as to cause the plurality of symbols to come to rest in accordance with a result of the lottery; (d) when the plurality of symbols statically displayed on the plurality of reels matches a predetermined combination of symbols, determine a corresponding amount of award to be paid from credit; (e) when a first combination of symbols occurs, which matches none of a plurality of predetermined combinations of symbols, accumulate a point; (f) when a second combination of symbols differing from the first combination of symbols is statically displayed on the display device, determine an amount of award to be paid from the credit in accordance with a value of cumulative points; and (g) pay the amount of award determined in logic (f).
In still another aspect of the present invention, a gaming machine is provided, which includes a display device, an input device, and a controller. The display device displays a rotational display of a plurality of symbols. The input device allows a game to start in response to manipulation of the gaming machine by a player. The controller is configured with logic to: (a) execute a lottery and start a game in response to an input to the input device; (b) cause the display device to display a rotational display of the plurality of symbols; (c) cause the display device to display a statical display of the plurality of symbols in accordance with a result of the lottery; (d) when the plurality of symbols statically displayed on the display device matches a predetermined combination of symbols, determine a corresponding amount of award to be paid from credit; (e) when a first combination of symbols occurs, which matches none of a plurality of predetermined combinations of symbols entitled to awards, accumulate a point; (f) when a second combination of symbols differing from the first combination of symbols is statically displayed on the display device, determine an amount of award to be paid from the credit in accordance with a value of cumulative points; and (g) pay the amount of award determined in logic (f).
BRIEF DESCRIPTION OF THE DRAWINGSFIG. 1 is a flowchart showing a subroutine of win determination processing;
FIG. 2 is a perspective view of aslot machine1;
FIG. 3 is a longitudinally-sectional view of themain display4 andreels22;
FIG. 4 is an exploded perspective view of themain display4;
FIG. 5 is a view showing symbols drawn on thereels22L,22C, and22R, and code numbers;
FIG. 6 is a view showing an electric configuration of theslot machine1;
FIG. 7 is a view showing an electrical configuration of asub control circuit171 of theslot machine1;
FIG. 8 is a flowchart showing a routine of game execution processing of theslot machine1;
FIG. 9 is a flowchart showing a subroutine of lottery processing which is called to execute in the game execution processing shown inFIG. 8;
FIG. 10 is a flowchart showing a subroutine of thewin determination processing1, which is called to execute in the game execution processing shown inFIG. 8;
FIG. 11 is a flowchart showing a subroutine of bonus game processing, which is called inwin determination processing1 as shown inFIG. 10;
FIG. 12 is a flowchart showing a subroutine of payout processing, which is called inwin determination processing1 as shown inFIG. 10;
FIG. 13 is a flowchart showing a subroutine of point addition processing which is called to execute in win determination processing as shown inFIG. 10;
FIGS. 14A and 14B are examples of images representing a trigger renderedeffect1 displayed on themain display4 and thesub display3;
FIGS. 15A and 15B show examples of images of the WIN renderedeffect1 displayed on themain display4 and thesub display3;
FIGS. 16A and 16B are examples of images representing a trigger renderedeffect2 displayed on themain display4 and thesub display3;
FIG. 17 is a flowchart showing a subroutine of payout processing2 (processing regarding HALF WILD) as an example of payout processing, which is called in win determination processing as shown inFIG. 10;
FIG. 18 is an example of an image representing a trigger renderedeffect3 displayed on themain display14;
FIG. 19 is an example of an image representing a WIN renderedeffect2 displayed on themain display14;
FIG. 20 is an example of an image (a gauge type) displaying the obtained point on thesub display3;
FIG. 21 is an example of an image (numeral value display type) displaying the obtained point on thesub display3;
FIG. 22 is an example of an image (appearance of a gauge for each winning combination) displaying the obtained point on thesub display3;
FIG. 23 shows symbols arranged onreels22L,22C, and22R (including a “RANKUP!” symbol), and code numbers;
FIG. 24 is a flowchart showing a subroutine ofwin determination processing2 with regard to “RANK UP!”;
FIG. 25 is a flowchart showing a subroutine of payout rate change processing for a symbol applicable to point addition which is called to execute inwin determination processing2 as shown inFIG. 24;
FIGS. 26A and 26B are examples of images showing the RANK UPeffect1 displayed on themain display4 and thesub display3;
FIGS. 27A and 27B are examples of images showing the RANK UP effect2-1 displayed on themain display4 and thesub display3;
FIGS. 28A and 28B are examples of images of the RANK UP effect2-2 displayed on themain display4 and thesub display3;
FIGS. 29A and 29B are examples of images of the WHEEL effect1-1 displayed on themain display4 and thesub display3;
FIGS. 30A and 30B are examples of images of the WHEEL effect1-2 displayed on themain display4 and thesub display3 in a case where a game has been executed and advanced fromFIG. 29;
FIGS. 31A and 31B are examples of images showing theWHEEL effect2 displayed on themain display4 and thesub display3 in a case where a rearranged combination matches a WHEEL winning combination;
FIG. 32 is a flowchart showing a subroutine of the win determination processing (WILD Effect processing), which is called to execute in game execution processing shown inFIG. 8;
FIG. 33 shows a transition of images displaying the HALF WILD effect displayed on themain display4;
FIG. 34 is a perspective view of aslot machine2;
FIG. 35 is a block diagram schematically showing the control system of theslot machine2;
FIG. 36 is a diagram showing a symbol and a code number displayed on thefirst sub reel26;
FIG. 37 is a flowchart showing a subroutine ofwin determination processing4, which is called to execute in game execution processing shown inFIG. 8;
FIG. 38 is an example of an image of the firstsub reel effect1 displayed on themain display4;
FIG. 39 is an example of an image of the firstsub reel effect1 displayed on themain display4 in a case where a game has been executed and advanced fromFIG. 38;
FIG. 40 shows symbols and code numbers displayed on thefirst sub reel26 and thesecond sub reel27;
FIG. 41 is a flowchart showing a subroutine ofwin determination processing5 which is called to execute in game execution processing shown inFIG. 8;
FIG. 42 is an example of an image of the first and second sub reels effect1-1 displayed on themain display4;
FIG. 43 is an example of an image of the first and second sub reels effect1-2 displayed on themain display4 in a case where a game has been executed and advanced fromFIG. 42;
FIG. 44 is an example of an image of the first and second sub reels effect1-3 displayed on thesub display3 in a case where a game has been executed and advanced fromFIG. 43;
FIG. 45 is an example of an image of the first and second sub reels effect1-4 displayed on thesub display3 in a case where a game has been executed and advanced fromFIG. 44;
FIGS. 46A and 46B are examples of images of the first and secondsub reels effect2 displayed on themain display4 and thesub display3;
FIG. 47 is a perspective view of thevideo slot1;
FIG. 48 is a block diagram schematically showing the control system of thevideo slot1;
FIGS. 49A and 49B are examples of images showing afree game effect1 displayed on themain display4 and thesub display3;
FIG. 50 is an example of an image of a free game effect2-1 displayed on themain display4;
FIG. 51 is an example of an image of the free game effect2-2 displayed on themain display4 in a case where a game has been executed and advanced fromFIG. 50;
FIG. 52 is a flowchart showing a subroutine of progressive payout processing; and
FIGS. 53A and 53B are examples of images showing the trigger renderedeffect4 displayed on themain display4 and thesub display3.
DETAILED DESCRIPTION OF THE INVENTIONIn the present embodiment, aslot machine1 is provided with a plurality ofreels22L,22C, and22R having a plurality of symbols on each surface thereof, anddisplay windows23,24, and25, motors68 for rotating and stopping the plurality of reels in response to reception of a signal, and betswitches59,60, and61, and aspin switch58 as input devices to start a game on the condition of acceptance of a credit to be bet. Then, a lottery of a random number is performed in response to an input from an input device in lottery processing (Step S14 inFIG. 8 which is described later). Then, a game is started and the plurality ofreels22 is rotated and stopped in reel rotation control processing (Step S15 inFIG. 8 which is described later) so as to rearrange a plurality of symbols. Then, in win determination processing (Step S16 inFIG. 8 which is described later), a predetermined amount of credits is determined to be paid out in a case where a rearranged plurality of symbols displayed matches a predetermined combination. On the condition that a first symbol combination matching no predetermined winning combinations is formed, a point value is cumulatively added (for example, trigger renderedeffect1 inFIG. 14 which is described later). In a case where a second combination different from the first combination is statically displayed, an amount of credits to be paid out is determined based on the point value thus cumulatively added, followed by payout of the amount of credits thus determined (for example, WIN renderedeffect1 inFIG. 15 which is described later). For example, on the condition that a REACH combination is achieved in a game, points to be awarded for a complete combination “7, 7, 7” is cumulatively added. In this way, a player is led to raise expectations for a mere occurrence of REACH combination, which is too immature to pay any award. Moreover, the player can keep the expectations to a potential combination “7, 7, 7” in a following game after the point value is cumulatively added. In addition, since the present invention introduces a new technique of cumulative addition of a point value, which is different from a conventional technique of enhancing the player's expectation with a small award, the new technique can attract the player to the game.
FIG. 1 is a flowchart showing a subroutine of win determination processing which aslot machine1 executes in game execution processing. In windetermination processing CPU50 firstly determines whether a bonus game has been triggered or not (S300). In the processing, theCPU50 determines whether a rearranged symbol combination matches a combination for a bonus game. In a case where the bonus game has been triggered, theCPU50 calls bonus game processing (seeFIG. 11 described later) (Step S310). Then theCPU50 terminates the present processing.
On the other hand, in Step S300, in a case where theCPU50 determines that a bonus game has not been triggered, theCPU50 determines whether a winning combination occurs or not (Step S320). In this processing, theCPU50 determines whether the rearranged symbol combination falls into any winning combination. When theCPU50 determines an occurrence of winning combination, theCPU50 calls payout processing (seeFIG. 12 or17 described later). Then, theCPU50 terminates the present processing.
On the other hand, in Step S320, in a case where theCPU50 determines that the rearranged symbol combination does not fall into any winning combination, theCPU50 determines whether the rearranged symbol combination falls into any point giving symbol or not (Step S340). A point giving symbol may be a symbol combination which does not fall into any predetermined winning combination (a losing combination). A point giving symbol may be determined by theCPU50 in advance. In a case where theCPU50 determines that a point giving symbol is achieved, theCPU50 performs symbol applicable to point addition determination processing (Step S350). In this processing, theCPU50 determines a symbol combination to which a payout rate is applied at a time of payout (for example, “7, 7, 7” inFIG. 14). Next, theCPU50 performs point addition processing (seeFIG. 13 which is described later) (Step S360). Then, theCPU50 terminates the present processing. On the other hand, in a case where theCPU50 does not determine in Step S340 that a point giving symbol is achieved, theCPU50 then terminates the present processing.
In the following games subsequent to the current game, in a case where a symbol combination which does not fall into any predetermined winning combination (a losing combination) is achieved again, theCPU50 performs point addition processing again, and cumulatively adds points. In a case where a predetermined second symbol combination different from the symbol combination which does not fall into any predetermined winning combination is statically displayed, an amount of credits is paid out based on a value of the points cumulatively added.
First EmbodimentAslot machine1 according to the present embodiment is described below in reference toFIGS. 2 to 33. Firstly, an outline of the configuration of theslot machine1 according to the embodiment is described on the basis ofFIGS. 2 and 6.
a. Exterior Appearance ofSlot Machine1
FIG. 2 is a perspective view of theslot machine1. InFIG. 2, theslot machine1 has acabinet2 which forms the whole body thereof, and asub display3 disposed front on an upper portion of thecabinet2. In addition, amain display4 is disposed front on a center portion of thecabinet2. Here, thesub display3 is configured by a liquid crystal display, which is generally used. In addition, themain display4 is configured by a transparent liquid crystal display, which is described later. Meanwhile, a detailed structure of themain display4 is described later. A payout table, which is described later, is displayed on thesub display3, in a case of a normal gaming state and a waiting state.
On a lower side of themain display4, an operation table5 projecting toward a front side is disposed. On the operation table5, aCHANGE button6, a CASH-OUT button7, and aHELP button8 are disposed from a leftmost side. In addition, on the right side of theHELP button8, acoin insertion slot9 and abill insertion slot10 are disposed. In addition, on the front side of the operation table5, a 1-BET button11, a SPIN/REPEAT-BET button (hereinafter referred to as “SPIN button”)12, a 3-BET button13, and a 5-BET button14 are disposed from a left side.
Here, theCHANGE button6 is pressed when exchanging the bill inserted into the bill (or paper money)insertion slot10, and the exchanged coins are paid out to acoin tray16 through acoin payout opening15, which is disposed at a lower portion of thecabinet2. A CHANGE switch62 (described later) is attached to theCHANGE button6, and a switch signal is output to aCPU50 from theCHANGE switch62 in response to pressing of theCHANGE button6.
The CASH-OUT button7 is usually pressed when a normal game is terminated. When the CASH-OUT button7 is pressed, coins obtained in a game are paid out from thecoin payout opening15 to thecoin tray16. Meanwhile, a payout (CASH-OUT) switch63 (described later) is attached to the CASH-OUT button7, and a switch signal is output to theCPU50 in response to pressing of the CASH-OUT button7.
TheHELP button8 is pressed when it is unclear to the player how to play the game. When theHELP button8 is pressed, various help information is displayed on thesub display3 and themain display4. AHELP switch64, which is described later, is attached to theHELP button8. A switch signal is output to theCPU50 from theHELP switch64 in response to pressing of theHELP button8.
Meanwhile, when a payout table, which is described later, is not displayed on thesub display3 in the game, the payout table is displayed on thesub display3 through pressing of the HELP button B.
Acoin sensor65, which is described later, is disposed in thecoin insertion slot9. When a coin is inserted in thecoin insertion slot9, a coin detection signal is output to theCPU50 from thecoin sensor65. In addition, abill sensor66 is disposed in thebill insertion slot10. When a bill is inserted into thebill insertion slot10, a bill detection signal is output to theCPU50 from thebill sensor66.
As for the 1-BET button11, every time the 1-BET button11 is pressed one credit is bet, and betting can be done by pressing the 1-BET button11 up to three times as the maximum pressing time. A 1-BET switch59 is attached to this 1-BET button11. When the 1-BET button11 is pressed, a switch signal is output from the 1-BET switch59 to theCPU50 in response to pressing of the 1-BET button11.
TheSPIN button17 initiates rotation of thereels22L,22C,22R (described later) so as to start a game with a current bet amount or a previous bet amount in response to pressing of theSPIN button17. A SPIN switch58 (described later) is attached to theSPIN button17. When theSPIN button17 is pressed, a switch signal is output from theSPIN switch58 to theCPU50 in response to pressing of theSPIN switch58. Here, as the bet amount, which can be bet by pressing theSPIN button17, there may exist 1 bet, 2 bets, 3 bets, and 5 bets.
The 3-BET button13 is a button to start a game with 3 bets. A 3-BET switch60 (described later) is attached to the 3-BET button13. When the 3-BET button13 is pressed, a switch signal is output from the 3-BET switch60 to theCPU50. In addition, the 5-BET button14 is a button to be pressed when starting a game with 5 bets, and when starting a bonus game, which is described later. A 5-BET switch61 (described later) is attached to the 5-BET button14. A switch signal is output from the 5-BET switch61 to theCPU50 in response to pressing of the 5-BET button14.
In addition, thecabinet2 has thecoin payout opening15 and acoin tray16 at the lower part thereof. Thecoin tray16 receives a coin paid out from thecoin payout opening15. Acoin detection unit73, which is configured with a sensor and the like, is disposed inside of thecoin payout opening15, and detects the number of coins paid out from thecoin payout opening15.
b. Reel and Main Display
Subsequently, a detailed structure of themain display4 and the threereels22L,22C, and22R, which are disposed rotatably inside of thecabinet2 on a back surface side of themain display4, is described according toFIGS. 3 and 4.FIG. 3 is a longitudinal-sectional view of themain display4 and thereels22L,22C, and22R.FIG. 4 is an exploded perspective view of themain display4.
InFIGS. 3 and 4, themain display4, together with a transparent touch panel30 (hereinafter, referred to as “touch panel 30”) that is arranged on a front side (left side inFIG. 3) of themain display4, is disposed within adisplay window section21 of adevice front panel20 disposed front at a center portion of thecabinet2 of theslot machine1,. In addition, on a back side (right side inFIG. 3) of themain display4, the threereels22L,22C, and22R (FIG. 3 shows only one reel among the threereels22L,22C, and22R) are supported in parallel, each of which is supported so as to rotate independently.
Here, each of thereels22L,22C, and22R is described. Among the threereels22L,22C, and22R, thereel22L of theslot machine1 faces a left display window23 (see,FIG. 2), which is formed in themain display4. Thereel22C faces a center display window24 (see,FIG. 2), which is formed in themain display4. Similarly, thereel22R faces a right display window25 (see,FIG. 2), which is formed in themain display4. Structure ofrespective display windows23,24, and25 is described later in Structure of Main Display.
c. Symbol Lines of Reels
FIG. 5 shows one example of symbol lines in which nine pieces of plural types of symbols arranged on therespective reels22L,22C, and22R. This arrangement is converted into a table as data and stored in ROM51 (see,FIG. 6), which is described later. That is, code numbers of “00” to “08” are given to each symbol as shown inFIG. 5, and stored in theROM51 as a data table (see,FIG. 6), which is described later. In other words, it is possible to specify a symbol uniquely, by identification of thereels22L,22C, and22R, and the code numbers.
On a peripheral surface of each of thereels22L,22C, and22R, nine types of symbols including a blank symbol are depicted as shown inFIG. 4. More specifically, the symbols, which are formed on a peripheral surface of each of thereels22L,22C, and22R, are aWILD symbol91, aRED 7symbol92, a 7DORA symbol93, a 3BAR symbol94, a 2BAR symbol95, aBAR symbol96, ablank symbol97, aBARDORA symbol98, andHALF WILD symbol99. Then, on a peripheral surface of each of thereels22L,22C, and22R, these nine types of symbols are arranged in the order shown inFIG. 5. Each of thereels22L,22C, and22R is driven to rotate in such a manner that a symbol line moves in the direction of an arrow inFIG. 5.
In addition, various winning combinations have been set up in advance based on a plurality of types of combinations of each symbol. When a symbol combination corresponding to a winning combination comes to rest along a pay line L (seeFIG. 2), coins are paid out from thecoin payout opening15 according to the winning combination. These points are the same as those in a conventional slot machine, and therefore an explanation thereof is omitted. In addition, regarding the various symbols formed on a peripheral surface of each of thereels22, it is a typical way that a long seal printed with nine pieces of symbols, which has a width and a peripheral length fit for each of thereels22, is bonded to the peripheral surface of each of thereels22. However, it may be alternatively possible to form the symbols in different manners.
In this embodiment, only a center line is selected for the pay line L. The pay line L is displayed on themain display4 when games are carried out by rotating and stopping thereels22 in response to pressing of the 1-BET button11, the 3-BET button13, and the 5-BET button14 or theSPIN button17. On the other hand, the pay line L is eliminated from themain display4 for a bonus game which is performed in response to pressing of the 5-BET button14 when a player is entitled to various bonus games.
In addition, the BONUS trigger symbol93 (7 DORA symbol) is the one which serves as a trigger for the purpose of achieving various bonus games. In this embodiment, oneBONUS trigger symbol93 is arranged only on a peripheral surface of thereel22R. When theBONUS trigger symbol93, which exists on the peripheral surface of thereel22R, comes to rest on the pay line L, a player is entitled to various bonus games.
d. Structure ofMain Display4
Subsequently, a structure of themain display4 is described according toFIGS. 3 and 4. InFIGS. 3 and 4, themain display4 is configured with the following components arranged from the front side of the slot machine1: atouch panel30, areel glass base31, abezel metal frame32, aliquid crystal panel33, aliquid crystal holder34, adiffusion sheet35, alight guiding plate36, awhite reflector37, arear holder38, and ananti-static sheet39. In thediffusion sheet35,openings35A,35B, and35C are formed. Similarly, in thelight guiding plate36, thereflector37 and therear holder38, threeopenings36A to36C, threeopenings37A to37C, and threeopenings38A to38C are formed, respectively, so as to be aligned with theopenings35A,35B, and35C. Here, theopenings35A to38A configure the left display window23 (seeFIG. 2. Similarly, theopenings35B to38B and theopenings35C to38C configure thecenter display window24 and the right display window25 (seeFIG. 2), respectively.
Here, theopenings35A to35C in thediffusion sheet35 and theopenings36A to36C in thelight guiding plate36 configure the light transmitting areas to retain visibility while variable display is being conducted by each rotatingreel22.
In order to install themain display4 to thedisplay window21 of thedevice front panel20, as shown inFIG. 3,brackets40 extending in upward and downward directions of thereel glass base31 are screwed to the rear side of thedevice front panel20 byscrews41.
In addition, a pair of coldcathode ray tubes42 is disposed as a light source of theliquid crystal panel33, at upper and lower ends of thelight guiding plate36. In addition, a pair of coldcathode ray tubes43, which illuminates symbols formed on an outer peripheral surface of eachreel22, is disposed at upper and lower positions on the rear side of each of theopenings38A to38C in therear holder38.
Theliquid crystal panel33 is a transparent electric display panel on which transparent electrodes such as ITO are formed, and arranged in front of each of thereels22 which can be seen therethrough. The circumference of the rear side of the display part of theliquid crystal panel33 is held by theliquid crystal holder34. In thelight guiding plate36, which is made of a light transmitting resin panel, lens cut portions are formed. The lens cut portions lead light emitted from the coldcathode ray tubes43 positioned at end positions of thelight guiding plate36 to the rear side of theliquid crystal panel33. Thediffusion sheet35, which is made of a light transmitting resin sheet, scatters light led by thelight guiding plate36 and levels light irradiated to theliquid crystal panel33. Theliquid crystal holder34 for holding theliquid crystal panel33, thediffusion sheet35, and thelight guiding plate36 are assembled into a one-piece construction, with the circumference thereof inserted in abezel metal frame32. Thereby, the front side of the display part in theliquid crystal panel33 is retained by thebezel metal frame32.
The circumference of theliquid crystal holder34, thelight diffusion sheet35, and thelight guiding plate36 is further inserted into thereel glass base31. In this way, thereel glass base31 holds these components in a state in which the front display plane of theliquid crystal panel33 is open. Thetouch panel30 is attached in pressure contact to the front side of thereel glass base31, which is attached to thedevice front panel20 by way of thescrews41.
Therear holder38 made of a white resin plate retains thebezel metal frame32 supported by thereel glass base31, theliquid crystal holder34 holding theliquid crystal panel33, thelight diffusion sheet35, and thelight guiding plate36 to thereel glass base31 from the rear side thereof. Therear holder38 also functions as a reflecting plate for reflecting light emitted from the coldcathode ray tubes42 to thelight guiding plate36 toward theliquid crystal panel33. Theanti-static sheet39, which is transparent and adhered to the rear plane of therear holder38 by way of double-sided adhesive tape, covers the rear plane of each of theopenings38A to38C formed in therear holder38.
e. Electric Configuration ofSlot Machine1
Next, the configuration of the control system in theslot machine1 is described with reference toFIG. 6.FIG. 6 is a block diagram schematically showing the control system in theslot machine1.
InFIG. 6, the control system of theslot machine1 is basically configured from theCPU50.ROM51 andRAM52 are connected to theCPU50. Amain control circuit50aof theslot machine1 is configured with theCPU50, theROM51, and theRAM52. TheROM51 stores a game control program (described later), various effect programs and effect data for executing various effects on thesub display3 and themain display4 according to progress in games, a probability table (not shown) for conducting a lottery of various winning combinations, various programs necessary for controlling theslot machine1, and various data tables and the like. In addition, theRAM52 is a memory for temporarily storing various data computed by theCPU50.
In addition, a clockpulse generation circuit53 for generating standard clock pulses and afrequency divider54 are connected to theCPU50, and arandom number generator55 and a randomnumber sampling circuit56 are also connected to theCPU50. A random number sampled by the randomnumber sampling circuit56 is utilized in various lotteries of the winning combinations, the effects, and the like. Furthermore, thespin switch58 attached to theSPIN button17, the 1-BET switch59 attached to the 1-BET button11, the 3-BET switch60 attached to the 3-BET button13, the 5-BET switch61 attached to the 5 BET-button14, thechange switch62 attached to thechange button6, thecashout switch63 attached to the CASH-OUT button7, and the help switch64 attached to thehelp button8 are connected to theCPU50, respectively. TheCPU50 controls theslot machine1 to execute various operations corresponding to each button, based on a switch signal output from each switch when each button is pressed.
Furthermore, thecoin sensor65, which is disposed in thecoin insertion slot9, and thebill sensor66, which is disposed in thebill insertion slot10, are connected to theCPU50, respectively. Thecoin sensor65 detects a coin inserted from thecoin insertion slot9, and theCPU50 computes the amount of coins inserted based on a coin detection signal output from thecoin sensor65. Thebill sensor66 detects a type and an amount of a bill inserted from thebill insertion slot10, and theCPU50 computes an amount of coins which is equivalent to the amount of a bill based on a bill detection signal output from thebill sensor66.
Three steppingmotors68L,68C, and68R, which are driven through amotor driving circuit67 to rotate thereels22L,22C, and22R, respectively, are connected to theCPU50. In addition, a reelposition detection circuit69 is connected to theCPU50. When a motor driving signal is output from theCPU50 to themotor driving circuit67, each of the stepping motors68 is driven so as to rotate by themotor drive circuit67. Thereby, each of thereels22L,22C, and22R is rotated.
At this time, after each of thereels22L,22C, and22R starts to rotate, the number of driving pulses supplied to each of the stepping motors68 is calculated, and the calculated value is written in a predetermined area of theRAM52. In addition, a reset pulse is output from each of thereels22L,22C, and22R with respect to each one spin, and the reset pulse is input to theCPU50 through the reelposition detection circuit69. When the reset pulse is input to theCPU50, the calculated value written in theRAM52 is cleared to “0”, and theCPU50 recognizes a rotation position of symbols on each of thereels22L,22C, and22R, based on the calculated value corresponding to the rotational position of each of thereels22L,22C, and22R within one rotation, and a symbol table in which the rotational position of each of thereels22L,22C, and22R stored in theROM51 and the symbols formed on a peripheral surface of each of thereels22L,22C, and22R correspond with each other.
Ahopper71 is connected to theCPU50 through ahopper driving circuit70. When theCPU50 outputs a driving signal to thehopper driving circuit70, thehopper71 pays out a predetermined amount of coins through thecoin payout opening15.
In addition, acoin detection unit73 is connected to theCPU50 through a payoutcomplete signal circuit72. Thecoin detection unit73 is disposed inside of thecoin payout opening15. When thecoin detection unit73 detects a predetermined amount of coins paid out from thecoin payout opening15, a coin payout detection signal is output from thecoin detection unit73 to the payoutcomplete signal circuit72. Based on this signal, the payoutcomplete signal circuit72 outputs a payout complete signal to theCPU50.
In addition, asub control circuit171 is connected to theCPU50. Thesub display3, themain display4,speakers80L and80R, anLED78, and thetouch panel30 are connected to the sub-control circuit. In addition, two-way communication is carried out between theCPU50 and thesub-control circuit171.
f. Electric Structure of Sub-Control Circuit
Next, thesub-control circuit171 shown inFIG. 7 is described. Thesub-control circuit171 is configured by asub CPU221,sub ROM223,sub RAM222, imagedisplay control circuits74 and75, asound output circuit79, anLED control circuit77, and a touchpanel control circuit76. In addition, an IN port and an OUT port, etc. are disposed arbitrarily between themain control circuit50aand thesub-control circuit171, and between thesub CPU221 and each actuator.
Thesub CPU221 determines what is displayed on thesub display3 and themain display4 based on a gaming information command transmitted from themain control circuit50a, and transmits content to be displayed to the imagedisplay control circuits74 and75.
Thesub ROM223 stores a communication sequence program for communicating with themain control circuit50a, and a program and data necessary for a slot game and a bonus game.
Thesub RAM222 is used as a working area for executing these control programs.
The imagedisplay control circuit74 that includes video ROM (not shown) and video RAM (not shown) controls content to be displayed on thesub display3. The imagedisplay control circuit75 that also includes video ROM (not shown) and video RAM (not shown) controls content to be displayed on themain display4. The imagedisplay control circuits74 and75 cause thesub display3 and themain display4 respectively to display predetermined rendered effects based on various effect commands transmitted from themain control circuit50a.
Thesound output circuit79 that includes a sound source ROM (not shown) and work RAM (not shown) controls sound output to thespeakers80L and80R. Thesound output circuit79 makes thespeakers80L and80R generate predetermined audio based on various audio effect commands transmitted from themain control circuit50a.
TheLED control circuit77 controls light emitted fromvarious LEDs78 which decorate a game of theslot machine1. TheLED control circuit77 makes theLED78 emit light with predetermined timing, based on various LED effect commands transmitted from themain control circuit50a.
The touchpanel control circuit76 controls thetouch panel30 and detects that a player has touched a predetermined touch area image, and then conveys the detection to thesub CPU221. Then, thesub CPU221 performs predetermined control of images to allow various games to be performed and continued on thesub display3 and themain display4.
In addition, in this embodiment, thesub control circuit171, which is independent from themain control circuit50a, controls thesub display3, themain display4, thespeakers80L and80R, etc. However, the present invention is not limited to the abovementioned configuration, and may be of such a configuration in which themain control circuit50adirectly controls thesub display3, themain display4, thespeakers80L and80R, etc.
g. Control Operation ofSlot Machine1
Various control operations executed in themain control circuit50aand thesub-control circuit171 of theslot machine1 are described. In the description, a point awarding symbol refers to a symbol or a combination of symbols entitled to a point. For example, it refers to a REACH state, 7 DORA, RANK UP!, and the like. A point addition symbol refers to a symbol combination to which a awarding rate determined based on points or another method is applied when paying out. For example, it refers to the combination “7, 7, 7”.
FIG. 8 is a flowchart showing a routine of game execution processing of theslot machine1.
In the game execution processing, theCPU50 first determines whether or not the player has bet any coins (Step S10). In this processing, theCPU50 determines whether or not theCPU50 has received an input signal output from the 1-BET switch59 when a player operates the 1-BET button11, an input signal output from the 3-BET switch60 when a player operates the 3-BET button13, or an input signal output from the 5-BET switch61 when a player operates the 5-BET button14. In a case where theCPU50 determines that the player has not bet any coins, theCPU50 returns the processing to Step S10.
On the other hand, in a case where theCPU50 determined in Step S10 that a coin has been bet, theCPU50 performs processing for decrementing the credit amount stored in theRAM52, depending on the amount of coins bet (Step S11).
Next, theCPU50 determines whether theSPIN button17 is activated (Step S12). In this processing, theCPU50 determines whether or not theCPU50 has received an input signal output from thespin switch58 when theSPIN button17 has been pressed. In a case where theCPU50 determines that theSPIN button17 is not activated, theCPU50 returns the flow to Step S12. It should be noted that in a case where theSPIN button17 is not activated (for example, when an indication is input that a game is terminated without theSPIN button17 being activated), theCPU50 cancels the decrementing results obtained in Step S11.
Next, theCPU50 performs progressive addition (Step S13). More specifically, theCPU50 performs addition of a certain percentage of coins bet. The amount of credits thus added may be undisplayed (hidden progressive), and is preferentially paid out when a player wins a symbol applicable to point addition or awarding rate change, which is described later.
Next, theCPU50 performs lottery processing (Step S14). In the lottery processing, the CPU50 (computation processing device) executes a lottery program stored in the RAM52 (storage device) so as to determine the code number for each of thereels22 when it is stationary. Thus, the symbol combination to be rearranged is determined. It should be noted that the description is made in the present embodiment regarding an arrangement in which the symbol combination to be rearranged is determined, thereby selecting one winning combination from among multiple types of winning combinations. However, an arrangement may be made according to the present invention in which one winning combination is first selected from among the multiple types of winning combinations by lottery, followed by determining the symbol combination to be rearranged based on the winning combination thus selected.
Next, theCPU50 performs reel rotation control processing (Step S15). In this processing, after all thereels22 start to rotate, theCPU50 stops the rotation of each reel such that the symbol combination rearranged along the pay line matches the symbol combination that corresponds to the winning combination determined in Step S14. Next, theCPU50 performs win determination processing (Step S16). A detailed description is provided later regarding this processing with reference toFIGS. 10,24,32,37, and41. Thereafter, theCPU50 terminates the present processing.
FIG. 9 is a flowchart showing a subroutine of lottery processing which is called in Step S14 of the game execution processing shown inFIG. 8, thereby executing the subroutine of lottery processing. TheCPU50 executes a lottery program stored in theRAM52, thereby executing the lottery processing.
First, theCPU50 selects a random number in a range of values from 0 to 255 for each of the threereels22 by executing a random number generating program included in the lottery program (Step S20). The present embodiment describes the case of generating random numbers by way of a program (the case of using so-called software-based random numbers). In the present invention, arandom number generator55 may alternatively be provided to extract random numbers from the random number generator55 (using so-called hardware random numbers).
Next, based on the selected three random numbers, theCPU50 determines the code number of each reel22 (seeFIG. 5) (Step S21). Thereafter, theCPU50 terminates the processing.
The code number selected for eachreel22 corresponds to the symbol code number of the symbol which is to be rearranged along the pay line. TheCPU50 determines the code number for eachreel22, thereby determining a winning combination. For example, in a case where theCPU50 determines that the code numbers for thereels22 are “00”, “00”, and “00”, it indicates that theCPU50 has determined that a player wins the “WILD” winning combination. It should be noted that the reel rotation control processing is performed based on the reel code numbers.
FIG. 10 is a flowchart showing a subroutine of thewin determination processing1, which is called in Step S16 of the game execution processing shown inFIG. 8, whereby the subroutine of thewin determination processing1 is executed.
In thewin determination processing1, theCPU50 first determines whether a bonus game has been triggered or not (Step S30). In this processing, theCPU50 determines whether the rearranged symbol combination matches a winning combination for triggering a bonus game. In a case where theCPU50 determines that a bonus game has been triggered, theCPU50 calls bonus game processing (seeFIG. 11 described later) (Step S31). Thereafter, theCPU50 terminates the present processing.
On the other hand, in a case where theCPU50 determines that a bonus game has not been triggered in Step S30, theCPU50 determines whether a winning combination occurs or not (Step S32). In this processing, theCPU50 determines whether the rearranged symbol combination matches a winning combination or not. In a case where the combination matches a winning combination, theCPU50 calls payout processing (seeFIGS. 12 or17 described later) (Step S33). Thereafter, theCPU50 terminates the present processing.
On the other hand, in a case where theCPU50 determines that the rearranged symbol combination does not match a winning combination in Step S32, theCPU50 then determines whether the rearranged symbol combination matches a point awarding symbol or not (Step S34). With reference toFIG. 14, for example, the point awarding symbol may be a symbol combination such as “7, 7, BAR BAR”. TheCPU50 may determine the point awarding symbol beforehand. In a case where theCPU50 determines that the rearranged symbol combination matches a point awarding symbol, theCPU50 performs processing for determining symbols applicable to point addition (Step S35). In this processing, theCPU50 determines a symbol combination (for example, “7, 7, 7” inFIG. 14) for which a multiplication of a payout rate is to be performed at payout. Next, theCPU50 performs point addition processing (seeFIG. 13 described later) (Step S36). Thereafter, theCPU50 terminates the present processing.
On the other hand, in a case where theCPU50 determines that the rearranged symbol combination does not match a point awarding symbol in Step S34, theCPU50 then terminates the present processing.
FIG. 11 is a flowchart showing a subroutine of a bonus game processing, which is called in Step S31, forwin determination processing1 shown inFIG. 10, Step S81 ofwin determination processing2, Step S101 ofwin determination processing3, Step S121 ofwin determination processing4, or Step S131 ofwin determination processing5, thereby executing the subroutine ofbonus game processing1. In the bonus game processing, theCPU50 first executes the random number generating program included in the lottery program stored in theRAM52 so as to obtain a random number. Then, theCPU50 determines a number of bonus games T based upon the random number thus obtained (Step S40). TheCPU50 stores the number of bonus games T thus determined in theRAM52.
Subsequently, theCPU50 performs the lottery processing (Step S41) and the reel rotation control processing (Step S42). The processing in Step S41 is substantially the same as that described with reference toFIG. 9. In addition, the processing in Step S42 is substantially the same as that described with reference toFIG. 8. Since these processing steps have been described above, no description thereof follows hereafter.
Next, theCPU50 determines whether a bonus game has been triggered or not, i.e., whether a bonus game has been triggered indisplay windows23,24, and25 (Step S43). In a case where theCPU50 determines that a bonus game has been triggered, it determines a repetition number t for the bonus game by lottery (Step S44). The repetition number t thus determined is added to the number of currently remaining bonus games T (Step S45). With such an arrangement, in a case where the player has won another bonus game award in a bonus game, the remaining number of the bonus games is incremented. More specifically, in a case where the player wins another bonus game award that provides 17 rounds of games during the twelfth game of an initial bonus game of 20 rounds of games, the player wins 25 (=20−12+17) rounds of bonus games.
In a case where the bonus game has not been triggered in Step S43, theCPU50 determines whether or not the player has won a winning combination (Step S46). In a case where theCPU50 determines that the player has won a winning combination, theCPU50 performs payout processing (seeFIG. 12 or17 described later) (Step S47).
After the execution of the processing in Step S45 or S47, or in a case where theCPU50 determines in Step S46 that the player has not won any winning combination (i.e., in a case where the player has lost the game), theCPU50 reads the number of bonus games T stored in theRAM52, and subtracts 1 from the number of bonus games T thus read. Then, theCPU50 again stores the number of bonus games T after subtraction in the RAM52 (Step S48).
Next, theCPU50 determines whether or not the number of bonus games T has reached the number determined in Step S40 (Step S49). More specifically, theCPU50 determines whether or not the number of bonus games T stored in theRAM52 is equal to zero. When the number of bonus games is not equal to zero, i.e., in a case where theCPU50 determines that the number of bonus games executed has not reached the number determined in Step S40, theCPU50 returns the processing to Step S41, and repeats the aforementioned processing. On the other hand, in a case where theCPU50 determines that the number of bonus games T is equal to zero, i.e., in a case where theCPU50 determines that the number of bonus games executed has reached the number determined in Step S40, theCPU50 terminates the present subroutine.
FIG. 12 is a flowchart showing a subroutine of payout processing which is called in Step S33 ofwin determination processing1 shown inFIG. 10, Step S83 ofwin determination processing2, Step S103 ofwin determination processing3, Step S123 ofwin determination processing4, Step S133 ofwin determination processing5, or a subroutine ofpayout processing1, which is one example of payout processing called and carried out in Step S47.
Inpayout processing1, theCPU50 first determines whether the winning is a symbol applicable to point addition or not (Step S50). In a case where theCPU50 determines that the winning is a symbol applicable to point addition, theCPU50 refers to the payout rate (Step S51). Next, thePCU50 advances the processing to Step S53.
On the other hand, in Step S50, in a case where theCPU50 determines that the winning is not a symbol applicable to point addition, theCPU50 set the payout rate to 1 (Step S52).
Next, in Step S53, theCPU50 pays out the amount which is equivalent to an award of the winning combination symbol multiplied by the payout rate.
FIG. 13 is a flowchart showing a subroutine of point addition processing which is called to execute in Step S36 of win determination processing shown inFIG. 10.
In the point addition processing, theCPU50 first performs a summation of points (Step S60). Next, theCPU50 determines whether the points have exceeded a threshold or not (Step S61). In a case where theCPU50 determines that the points have not exceeded the threshold, theCPU50 terminates the present processing. On the other hand, in a case where theCPU50 determines that the points have exceeded the threshold, theCPU50 performs processing for updating the payout rate (Step S62). Thereafter, theCPU50 terminates the present processing.
h. Trigger Rendered Effect and WIN Rendered Effect
A trigger rendered effect refers to a rendered effect of point addition processing by a point awarding symbol and a WIN rendered effect refers to a rendered effect of payout processing by a symbol applicable to point addition, which are described in the abovementioned flowchart (Steps S33 and S34 to S36 inFIG. 10). Regarding the abovementioned rendered effects, an example of images displayed for a trigger renderedeffect1 and its variations, trigger renderedeffects2 and3 is described with the drawings. In addition, an example of images displayed for a WIN renderedeffect1 in the trigger renderedeffects1 and2 and a WIN renderedeffect2 in the trigger renderedeffect3 is described with reference to the drawings.
i. Trigger RenderedEffect1
FIGS. 14A and 14B are an example of images representing a trigger renderedeffect1 displayed on themain display14 and thesub display3. In the trigger renderedeffect1, a payout rate is determined based on points which are added when a rearranged symbol combination is in the REACH state. An image of the trigger renderedeffect1 shown inFIGS. 14A and 14B show that the rearranged symbol combination is in the REACH state in relation to a “17” combination, which is a situation indicating that the point is equivalent to 1 and the payout rate is 1.5. Even in a case where a player loses a game, the point is accumulated, thereby preventing a situation in which a player loses interest in the amusement service.
FIG. 14A shows an example of an image of the trigger renderedeffect1 displayed on thesub display3. The image shown inFIG. 14A indicates an obtained point, a payout rate, and a symbol combination of payout. The obtained point is represented with a circle withoblique lines102 in the trigger rendered effect1 (a display type for showing a required number). The payout rate is represented with “×1.5”, “×2”, “×3”, and “×6”. The symbol combination of payout is represented as “7, 7, 7” as indicated by a numeral104. In addition, a point is represented with anopen circle103. For example, the image shown inFIG. 14A indicates that the rate is 1.5 if the point is not more than 2, the rate is 2 if the point is 3 to 5, the rate is 3 if the point is 6 to 10, and the rate is 6 if the point is equal to or greater than 11. In other words, the image of the trigger renderedeffect1 shown inFIG. 14A indicates that the amount of normal payout multiplied by the rate 1.5 is paid out in a case where a symbol combination is “7, 7, 7”. Also in this image, the message “POINT GET!”101 represents that a player obtains a point.
FIG. 14B shows an example of an image of the trigger renderedeffect1 displayed on themain display4. The image shown inFIG. 14B illustrates symbols rearranged, and then the combination “7,7, BARBAR”, which is in the REACH state in relation to the combination “7, 7, 7”, is displayed in theleft display window23, thecenter display window24, and theright display window25. A message “YOU'VE GOT A POINT!”105 represents that a player has obtained a point.
j. WIN RenderedEffect1
FIGS. 15A and 15B show an example of images of the WIN renderedeffect1 displayed on themain display4 and thesub display3. In the WIN rendered effect, a certain amount is paid out based on a rate according to point addition in a case where a rearranged symbol combination is equivalent to symbols applicable to point addition. The images of the WIN renderedeffect1 shown inFIGS. 15A and 15B indicate that since the rearranged symbol combination is “7, 7, 7”, a certain amount is paid out based on a rate according to point addition.
FIG. 15A shows an example of an image of the WIN renderedeffect1 displayed on thesub display3. The image represents 5 points obtained by a player, as indicated by circles withoblique lines102. In addition, “7, 7, 7”104 and “×2” indicate that a player obtains double amount of normal payout in a case where a symbol combination is “7, 7, 7”.
FIG. 15B shows an example of an image of the WIN renderedeffect1 displayed on themain display4. The image represents a rearrangement of symbols and the resulting combination “7, 7, 7” displayed in theleft display window23, thecenter display window24, and theright display window25. A message “WIN! 100×2”111 indicates that a player obtains double the normal payout of 100 credits.
k. Trigger RenderedEffect2
In the trigger renderedeffect1, a payout rate is determined based on points which are added when a rearranged symbol combination is in the REACH state. On the other hand, in the trigger renderedeffect2, a payout rate is determined based on points added when one of the rearranged symbols has a DORA symbol. An embodiment regarding the foregoing is described with reference toFIG. 16.
FIGS. 16A and 16B are an example of images representing a trigger renderedeffect2 displayed on themain display14 and thesub display3. The images of the trigger renderedeffect2 shown inFIGS. 16A and 16B show that points are added in a case where one of the rearranged symbols is “7 DORA”.
FIG. 16A is an example of an image representing the trigger renderedeffect2 displayed on thesub display3. An image shown inFIG. 16 indicates that the amount of a normal payout multiplied by the rate 1.5 is paid out in a case where a symbol combination is “7, 7, 7 DORA”.
FIG. 16B shows an example of an image of the trigger renderedeffect2 displayed on themain display4. The image represents a rearrangement of symbols and the resulting combination “BAR BAR, BAR, 7 DORA”, which includes a DORA symbol, displayed in theleft display window23, thecenter display window24, and theright display window25.
In addition, as a variation for awarding points, such an arrangement may alternatively be made in which when a symbol with a DORA symbol is displayed, a lottery is performed to determine whether points are given or not, as well as an arrangement in which points are added, whenever a symbol with a DORA symbol is displayed.
1. Trigger Rendered Effect3 (HALF WILD)In the trigger renderedeffect1, a payout rate is determined based on points which are added when a rearranged symbol combination is in the REACH state. On the other hand, in the trigger renderedeffect3, a payout rate is determined based on points which are added when one of the rearranged symbols is a specified symbol (“HALF WILD”). An embodiment regarding the foregoing is described with reference toFIGS. 17 to 19.
m. Flowchart of Payout Processing2 (HALF WILD)
FIG. 17 is a flowchart showing a subroutine ofpayout processing2 as an example of payout processing which is called to execute in Step S33 of win determination processing shown inFIG. 10, Step S83 ofwin determination processing2, Step S103 ofwin determination processing3, Step S123 ofwin determination processing4, Step S131 ofwin determination processing5 or Step S47 of bonus game processing.
Inpayout processing2, theCPU50 first determines whether the winning includes a symbol applicable to point addition or not (Step S70). In a case where theCPU50 determines that the winning includes a symbol applicable to point addition, theCPU50 refers to a payout rate (Step S71). Next, theCPU50 advances the processing to Step S73.
On the other hand, in Step S70, in a case where theCPU50 determines that the winning does not include a symbol applicable to point addition, theCPU50 sets the payout rate to 1 (Step S72).
Next, in Step S73, theCPU50 determines whether the rearranged symbol combination includes a HALF WILD symbol or not. In a case where theCPU50 determines that the rearranged symbol combination includes a HALF WILD symbol, theCPU50 pays out half of the amount of an award for a winning symbol multiplied by a payout rate (Step S74). Thereafter, theCPU50 terminates the present processing.
On the other hand, in Step S73, in a case where theCPU50 determines that a HALF WILD symbol is not included, theCPU50 pays out an amount which is equivalent to the award for the winning symbol multiplied by the payout rate (Step S75). Thereafter, theCPU50 terminates the present processing.
FIG. 18 is an example of an image representing a trigger renderedeffect3 displayed on themain display14. The image represents a rearrangement of symbols and the resulting combination “7, 7, HALF WILD” displayed in theleft display window23, thecenter display window24, and theright display window25. Since one of the rearranged symbols is “HALF WILD”, it shows that points are added.
n. WIN RenderedEffect2
FIG. 19 is an example of an image representing a WIN renderedeffect2 displayed on themain display14. The image represents a rearrangement of symbols and the resulting combination “7, 7, HALF WILD” displayed in theleft display window23, thecenter display window24, and theright display window25. Since a winning of HALF WILD occurs, the image represents that a certain amount multiplied by the payout rate based on points is paid out. A message “WIN! 80×3 240 CREDITS!”113 indicates the payout of 240 credits that are equivalent to half the amount (160 credits) multiplied by 3 for a case where the payout rate is 3 based on the currently obtained points and normal payout of the combination “7, 7, 7” is 160 credits.
o. Regarding Variations of Points Display
An image of the trigger rendered effect indicates obtained points, a payout rate, and a symbol combination of a payout. As an example of an image, a display type for showing required points to upgrade the payout rate is shown inFIG. 14. Here, other display types are described. Examples for the other display types are as follows: apoint saving effect1, which does not show at which points a payout rate is upgraded (seeFIG. 20 described later); apoint saving effect2, which does not show information as to current points that a player has obtained (seeFIG. 21 described later); and apoint saving effect3, which accumulates points for each winning combination (seeFIG. 22 described later). Each of these types can be displayed in combination with a trigger rendered effect. Details of each display type are described below with reference to the drawings.
p.Points Saving Effect1
FIG. 20 is an example of an image displaying the obtained points on thesub display3. This display type (gauge type) does not show any specific information such as current points that a player has obtained, points by which a payout rate is upgraded, and the like. In the image shown inFIG. 20, a message “RANK UP BAR”121 indicates that agauge123 represents progress of upgrading to the next level, and “NEXT×2”122 indicates that a payout rate becomes double by an upgrade to the next level through incrementing of points. More specifically, this example shows that a certain amount is paid out based on a rate according to point addition, and a payout rate becomes double as a result of upgrading for a case where the rearranged symbol combination is “7, 7, 7”.
q.Points Saving Effect2
FIG. 21 is an example of an image displaying the obtained point on thesub display3. This display type (a numeral value display type) does not show any information as to what points a player possesses. Anarrow131 divided into three pieces represents a current payout rate and a probability that the current payout rate is upgraded to the next level of payout rate if a predetermined condition is fulfilled. “7 DORA”133 represents a symbol applicable to point addition. “×3 Hit”132 represents that the current payout rate is upgraded to the next level of payout rate if the number of appearances of a symbol applicable to point giving reaches three times. That is, the present example represents that the current payout rate is 1.5 and the payout rate becomes double if the number of appearances of “7 DORA” reaches three times. In a case where a payout rate is changed, for example, the displayed “×1.5”134 changes to “×2” and the displayed “×2”135 changes to “×3”.
r.Points Saving Effect3
FIG. 22 is an example of an image displaying the obtained points on thesub display3. This display includes a gauge that is divided to show the points required for each winning combination. When points are accumulated, a gauge applicable to the next upgrading appears on the display. In the rendered image shown inFIG. 22, animage141 indicates that the payout is 100 credits in a case where a rearranged symbol combination is “7, 7, 7”. This example shows that the current payout rate is 1.5, three points are required for upgrading, and the current points obtained a player is two. Similarly, animage142 indicates that the payout is 50 credits in a case where a rearranged symbol combination is “3 BAR, 3 BAR, 3 BAR”. This example shows that the current payout rate is 2, six points are required for upgrading, and the current points obtained by a player is three. Furthermore, animage143 indicates that the payout is 30 credits in a case where a rearranged symbol combination is “BAR, BAR, BAR”. This example shows that the current payout rate is 1, two points are required for upgrading, and the current points obtained by a player is one.
In an aspect of thepoint saving effect3, for example, theCPU50 may add points for the combination “7-7-7” (the image141) in a case where a rearranged symbol combination is “7, 7, BAR”, and may add points for the combination “3BAR-3BAR-3BAR” in a case where a rearranged symbol combination is “3BAR-3BAR-7”. That is, a symbol combination entitled to receiving points may be different depending on each winning combination.
s. Variation2: RANK UP!
A variation that provides a symbol “RANKUP!” is described here. In a case where the symbol “RANK UP!” appears in an rearrangement, points are added. When the accumulated points exceed a threshold, a symbol applicable to point addition is updated. This example is described with reference toFIGS. 23 to 28.
FIG. 23 shows symbols arranged on thereels22L,22C, and22R, and code numbers.FIG. 23 shows one example of a symbol line that includes seven pieces of symbols, a plurality types of symbols, which are shown on eachreel22L,22C, and22R have been arranged. Symbol lines with a plurality of types of symbols inFIG. 23 are similar to those ofFIG. 5 except for the “RANK UP!”symbol100.
FIG. 24 is a flowchart showing a subroutine ofwin determination processing2 with regards to “RANK UP!”. Windetermination processing2 is called and executed in Step S16 of game execution processing shown inFIG. 8 in a case where the “RANK UP!”symbol100 occurs among the plurality of types of symbols shown on thereels22L,22C, and22R.
Inwin determination processing2, theCPU50 first determines whether a bonus game has been triggered or not (Step S8). In the processing, theCPU50 determines whether the rearranged symbol combination matches a winning combination for triggering a bonus game. In a case where theCPU50 determines that a bonus game has been triggered, theCPU50 calls bonus game processing (seeFIG. 11) (Step S81), and then terminates the present processing.
On the other hand, in a case where theCPU50 determines that the bonus game has not been triggered, theCPU50 determines whether or not a player has won any award (Step S82). In this processing, theCPU50 determines whether the rearranged symbol combination matches a winning combination. In a case where the rearranged symbol combination matches a winning combination, theCPU50 calls payout processing (seeFIG. 12 or17) (Step S83) and terminates the present processing.
On the other hand, in a case where theCPU50 determines that the rearranged symbol combination does not match a winning combination, theCPU50 then determines whether the rearranged symbol combination achieves “RANK UP!” or not (Step S84). In this processing, theCPU50 determines whether the rearranged symbols include a “RANK UP!” symbol or not. In a case where theCPU50 determines that the rearranged symbol includes a “RANK UP!”, theCPU50 performs payout rate change processing for a symbol applicable to point addition (seeFIG. 25 described later) (Step S85). Thereafter, theCPU50 terminates the present processing.
On the other hand, in a case where theCPU50 determines that the rearranged symbol combination does not achieve “RANK UP!” in Step S84, theCPU50 then terminates the present processing.
FIG. 25 is a flowchart showing a subroutine of payout rate change processing for a symbol applicable to point addition, which is called to execute in Step S85 ofwin determination processing2 as shown inFIG. 24.
In payout rate change processing for a symbol applicable to point addition, theCPU50 first performs point addition processing (Step S90). Next, theCPU50 determines whether point value has exceeded a threshold or not (Step S91). In a case where theCPU50 determines that the point value has not exceeded the threshold, theCPU50 terminates the present processing.
On the other hand, in a case where theCPU50 determines that the point value has exceeded the threshold in Step S91, theCPU50 changes a symbol applicable to point addition (Step S92) (seeFIG. 27 described later). Next, theCPU50 determines whether the symbol combination is “7, 7, 7” or not (Step S93). In a case where theCPU50 determines that the symbol combination is not “7, 7, 7”, theCPU50 terminates the present processing. On the other hand, in a case where theCPU50 determines that the symbol combination is “7, 7, 7”, theCPU50 changes the payout rate (Step S94) (seeFIG. 28 described later). Thereafter, theCPU50 terminates the, present processing.
t.RANK UP Effect1
FIGS. 26A and 26B are one example of images showing the RANK UPeffect1 displayed on themain display4 and thesub display3. An image of the RANK UPeffect1 shown inFIGS. 26A and 26B indicate that points are added in a case where a rearranged symbol includes a “RANK UP!” symbol and that a symbol applicable to point addition is updated in a case where the point value thus added exceeds a threshold.
FIG. 26A is an example of an image of the RANK UPeffect1 displayed on thesub display3. In the image shown inFIG. 26A, “BARBAR BARBAR BARBAR - - - 50”, as indicated by a numeral156, represents that an amount of payout is 50 credits in a case where a rearranged symbol combination is “BARBAR”. Similarly, “BAR BAR BAR - - - 100”, as indicated by a numeral155, represents that an amount of payout is 100 credits in a case where a rearranged symbol combination is “BAR”. In addition, “7 7 7 - - - 300”, as indicated by a numeral154, represents that an amount of payout is 300 credits in a case where a rearranged symbol combination is “7, 7, 7”. Furthermore, “×2” represents that a payout rate is double. In addition, anarrow158 indicates that a symbol applicable to point addition is updated in a case where a game is executed, a “RANK UP!” symbol appears following a rearrangement of symbols, and the point value thus added exceeds a predetermined threshold. In the present example identified by abold line157 enclosing “×2”, a symbol applicable to point addition is 2BAR (BARBAR), and the payout rate is double.
FIG. 26B is an example of an image of the RANK UPeffect1 displayed on themain display4. In the image shown inFIG. 26B, symbols are rearranged and the combination “BAR, 7, RANK UP!” is displayed on theleft display window23, thecenter display window24, and theright display window25, respectively.Marks151,152, and153 represent that a “RANK UP!” symbol has appeared and points have been added. The present example represents that themark151 is turned on when the “RANK UP!” symbol appears once. In a case where the “RANK UP!” symbol appears three times, the point value thus added exceeds a threshold. Then, a symbol applicable to point addition is changed from 2BAR (BARBAR) to “BAR BAR BAR - - - 100”.
u.RANK UP Effect2
FIGS. 27A and 27B are an example of images showing the RANK UPeffect2 displayed on themain display4 and thesub display3.FIGS. 27A and 27B illustrates updating of a payout rate for a case where points accumulated based on the number of appearances of the “RANK UP!” symbol exceeds a threshold, and one round of updating of symbols applicable to point addition is completed.
FIG. 27A is an example of an image of the RANK UPeffect2 displayed on thesub display3. In the image shown inFIG. 27A, “BARBAR BARBAR BARBAR - - - 50”156, “×2”, and the like are similar to those ofFIG. 26A. Anarrow160 indicates that the payout rate is upgraded to triple for a case when the following conditions are met: a game is executed, the “RANK UP!” symbol appears following a rearrangement of symbols, the point value added exceeds a predetermined threshold, and a symbol applicable to point addition is updated from “7, 7, 7 ; - - - 300×2” to the next one. Similarly, thearrow160 indicates the payout rate is further upgraded to quadruple when another round of updating of the symbol applicable to point addition occurs.
FIG. 27B is an example of an image of the RANK UPeffect2 displayed on themain display4. The image shows a rearrangement of symbols and the resulting combination “BARBAR, BAR, RANK UP!” displayed in theleft display window23, thecenter display window24, and theright display window25, respectively. Since the points thus added are three, all themarks151,152, and153 are turned on. Thesub display3 shows that the symbol applicable to point addition is changed to “BAR BAR BAR - - - 100”.
FIGS. 28A and 28B are an example of images of the RANK UPeffect2 displayed on themain display4 and thesub display3 after a transition of game state shown inFIGS. 27A and 28B.
FIG. 28A is an example of an image of the RANK UPeffect2 displayed on thesub display3. In the image shown inFIG. 28A, “×3” with abold line161 indicates that an award is 100 credits and its payout rate is triple in a case where a rearranged symbol combination forms “BAR BAR BAR”.
FIG. 28B is an example of an image of the RANK UPeffect2 displayed on themain display4. In the image shown inFIG. 28B, symbols are rearranged and the combination “BAR, BAR, BAR” is displayed in theleft display window23, thecenter display window24, and theright display window25, respectively. Since the combination “BAR, BAR, BAR” is achieved, the message “WIN! 100×3 300 CREDITS!!”162 is displayed, which indicates that the payout is 300 credits.
v. Variation3: WHEEL
A variation that provides a symbol “WHEEL” is described here. In a case where a “WHEEL” symbol is arranged, a payout rate or an award is determined by lottery. A WHEEL winning combination is determined here. WHEEL winning combination refers to a symbol combination to which an award determined by lottery is provided along with a payout rate, which is also determined by lottery. This example is described with reference toFIGS. 29 to 31.
w.WHEEL Effect1
FIGS. 29A and 29B are an example of images of theWHEEL effect1 displayed on themain display4 and thesub display3. As shown inFIGS. 29A and 29B, a payout rate or an award is selected for a case where a “WHEEL!” symbol is rearranged.
FIG. 29A is an example of an image of theWHEEL effect1 displayed on thesub display3. The image shown inFIG. 29A shows that a payout rate or an award on four elliptical sections190 (hereinafter referred to as “layers 190”) is selected based on a result of a lottery. When a “WHEEL” symbol appears, a payout rate or an award on afirst layer191 is to be selected by a lottery. Based on the result of the lottery, a payout rate such as “×2” or an arrow oriented to a second layer is selected. In this example, “×2” is selected, and a circle with abold line195 and the message “BONUS WHEEL! ×2”196 indicate that the payout rate is double. The WHEEL winning combination may be determined by lottery when a “WHEEL!” symbol has appeared or may alternatively be determined in advance.
For example, theCPU50 determines any one of a payout rate and an arrow on the first layer by lottery of random numbers. In a case where an arrow is selected based on the result of the lottery, a game shifts to the second layer. Subsequently, theCPU50 determines any one of a payout rate, an award, and an arrow on the second layer. In a case where theCPU50 selects “30” indicating an award, theCPU50 provides a normal award plus 30 credits every time a WHEEL winning combination (7-7-WILD) is formed in a subsequent game. In addition, for example, in a case where theCPU50 selects “×2”, theCPU50 provides double the amount of a normal payout every time a WHEEL winning combination (7-7-WILD) is formed in a subsequent game. In addition, every time a “WHEEL!” symbol appears and the WHEEL effect is performed, theCPU50 changes a status of payout rate such as “×2”, “×3”, and “30”. Furthermore, in a case where a game reaches a fourth layer by the WHEEL effect, theCPU50 provides a progressive award. In addition, regarding a way of lottery on the WHEEL effect, a symbol may be determined for each layer or may be determined for all the layers (the first layer to the fourth layer) based on a result of a single lottery.
FIG. 29B is an example of an image of theWHEEL effect1 displayed on themain display4. The image indicates a rearrangement of symbols and the resulting combination “BAR, 7, WHEEL!” displayed in theleft display window23, the central display window, and the right display window, respectively. The message “BONUS WHEEL!”197 indicates that a rendered effect starts as a result of an appearance of “WHEEL!”.
FIGS. 30A and 30B are an example of images of theWHEEL effect1 displayed on themain display4 and thesub display3 in a case where a game has been executed and advanced fromFIG. 29.
FIG. 30A is an example of an image of theWHEEL effect1 displayed on thesub display3 in a case where a rearranged combination matches a WHEEL winning combination. In the image shown inFIG. 30A, a circle with abold line181 and the message “BONUS WHEEL! ×3” indicate that a payout rate is triple selected by a lottery on thesecond layer192.
FIG. 30B is an example of an image of theWHEEL effect1 displayed on themain display4. The image indicates a rearrangement of symbols and the resulting combination “7, 7, WILD” forming a WHEEL winning combination displayed in theleft display window23, thecenter display window24, and theright display window25. The message “WIN! 300×3 900 CREDITS!!”183 indicates that 900 credits are paid out for the rearranged symbol forming a WHEEL winning combination.
x.WHEEL Effect2
FIGS. 31A and 31B are an example of images showing theWHEEL effect2 displayed on themain display4 and thesub display3 in a case where a rearranged combination matches a WHEEL winning combination. The image of theWHEEL effect2 shown inFIG. 31A indicates that an arrow orienting to the second layer and “30” on the second layer are selected by a lottery of random numbers.
FIG. 31A is an example of an image showing theWHEEL effect2 displayed on thesub display3. In the image shown inFIG. 31A, a circle with abold line185 and the message “BONUS WHEEL! 30”186 indicate that a payout as a fixed award is 30 credits based on a lottery on thesecond layer192. Suppose that although “×2” has been selected as a payout rate as described above, a player wins an arrow orienting to the second layer and an award “30” by a lottery of random numbers. When the player achieves a WHEEL winning combination, she earns a total of 330 credits, which includes a normal award of 300 and an additional award of 30. That is, the payout rate “×2” is cancelled and a predetermined award “30” is paid out instead. Then theCPU50 terminates the WHEEL effect.
FIG. 31B is an example of an image ofWHEEL effect2 displayed on themain display4. The image indicates a rearrangement of symbols and the resulting symbol combination “7, 7, WILD”, which matches a WHEEL winning combination, displayed in theleft display window23, thecenter display window24, and theright display window25, respectively. The message “WIN! 300+30 330 CREDITS!!” indicates that 330 credits are paid out for the rearranged symbols matching a WHEEL winning combination.
y. WILD
Here, a case is described in which a “WILD” symbol is rearranged. The “WILD” symbol can represent any symbol in a rearranged combination. For example, in a case where a rearranged symbol combination is “BAR BAR WILD”, this combination is equivalent to a combination “BAR BAR BAR” . The equivalent symbol combination in this case (“BAR BAR BAR”), in which one “BAR” symbol is represented by a “WILD” symbol, is called an “supplemented combination”. The wild effect is described with reference toFIGS. 32 and 33. In addition, since the payout rate is not determined based on added points in the following embodiments, explanations are made using the term “a symbol applicable to payout rate change” instead of using “a symbol applicable to point addition”.
FIG. 32 is a flowchart showing a subroutine of the win determination processing3 (WILD Effect), which is called to execute in Step S16 of game execution processing shown inFIG. 8.
In thewin determination processing3, theCPU50 first determines whether a bonus game has been triggered or not (Step S100). In this processing, theCPU50 determines whether the rearranged symbol combination matches a winning combination for triggering a bonus game. In a case where theCPU50 determines that a bonus game has been triggered, theCPU50 calls bonus game processing (seeFIG. 11 described later) (Step S101). Thereafter, theCPU50 terminates the present processing.
On the other hand, in a case where theCPU50 determines that a bonus game has not been triggered in Step S100, theCPU50 determines whether the combination of symbols is a winning combination or not (Step S102). In this processing, theCPU50 determines whether the rearranged symbol combination matches a winning combination or not. In a case where the combination matches a winning combination, theCPU50 calls payout processing (seeFIGS. 12 or17 described later) (Step S103). Thereafter, theCPU50 terminates the present processing. In the payout processing, theCPU50 also performs payout processing for occurrence of a “supplemented combination”, as described later.
In a case where theCPU50 determines that the rearranged symbol combination does not match a winning combination in Step S102, theCPU50 determines whether the rearranged symbol combination matches “a REACH combination and WILD” or not (Step S104). Here, “REACH combination” refers to a winning combination including symbols displayed on thefirst reel22L and thesecond reel22C together with WILD. For example, a REACH combination in S110 ofFIG. 33 is “BAR BAR”. In addition, an “supplemented combination”, as described later, refers to a symbol combination in which symbols included in a REACH combination are displayed on thefirst reel22L, thesecond reel22C, and thethird reel22R. For example, in a case where a “REACH combination” is “BAR BAR”, the “supplemented combination” is “BAR BAR BAR”.
Next, in Step S105, theCPU50 determines whether a REACH combination stored in theRAM52 previously is the same as the current rearranged REACH combination or not. In a case where theCPU50 determines that those combinations are different from each other, theCPU50 advances the processing to Step S106. That is, in a case where a “REACH combination and WILD” is achieved after the rearrangement, theCPU50 consistently stores the REACH combination as a symbol applicable to payout rate change. Then, the REACH combination is stored in theRAM52 and retained even in subsequent games. Here, the symbol applicable to payout rate change refers to a symbol combination for which a payout rate is changed as shown inFIG. 33.
In a case where theCPU50 determines that those combinations are different from each other, theCPU50 sets a symbol applicable to payout rate change to an supplemented combination corresponding to the current REACH combination in Step S106. Thereafter, theCPU50 advances the processing to Step S108.
On the other hand, in a case where theCPU50 determines that those combinations are identical with each other, theCPU50 changes a payout rate to be used when an supplemented combination is achieved. In other words, theCPU50 changes a payout rate for credits which are paid out when a player wins an supplemented combination (Step S107).
Next, after the processing of Step S106 or Step S107, theCPU50 provides credits to be paid out when the supplemented combination is achieved in Step S10. Thereafter, theCPU50 terminates the present processing.
z. HALF WILD Effect
FIG. 33 shows a transition of images depicting the HALF WILD effect displayed on themain display4. Here, a HALF WILD symbol differs from a WILD symbol in that an amount of payout for a HALF WILD combination is half the amount of payout for a WILD combination. However, a symbol on thethird reel22R serves as a wild card in the HALF WILD combination, which is the same as that in the WILD combination. Therefore, although a description is made regarding HALF WILD in the following embodiments, the description is also applicable to a description regarding WILD.
If a REACH combination and a “HALF WILD” symbol are arranged and the same REACH combination and a “HALF WILD” symbol are rearranged while performing a HALF WILD effect, the payout rate is increased. On the other hand, in a case where a different REACH combination and a “HALF WILD” symbol are rearranged, a symbol applicable to payout rate change is updated. InFIG. 33, it is assumed that the payout is 100 credits for the rearranged symbol combination of “BAR BAR BAR”, and the payout is 200 credits for the rearranged symbol combination of “7, 7, 7”.
FIG. 33 (S110) shows that a symbol applicable to payout rate change is “BAR” and a payout rate of double is set for an occurrence of the combination “BAR, BAR, HALF WILD”. In addition,FIG. 33 shows that since the combination thus achieved includes a “HALF WILD” symbol, 50 credits, which is half of 100, is obtained.
FIG. 33 (S111) shows that 200 credits, which is double of 100 credits, has been obtained for an occurrence of the combination “BAR, BAR, BAR”.
FIG. 33 (S112) shows that as a result of a recurrence of the combination “BAR, BAR, HALF WILD” following Step S110, which is the same REACH combination, a payout rate to be paid when a winning combination is achieved is changed from double to triple.
FIG. 33 (S113) shows that 300 credits, which is triple of 100 credits, is obtained for the combination “BAR, BAR, BAR” occurred following Step S112.
FIG. 33 (S114) shows that as a result of an occurrence of the combination “7,7, HALF WILD” following Step S110, whose REACH combination is “7, 7”, a symbol applicable to payout rate change is updated from “BAR, BAR, BAR” to “7, 7, 7”, and the payout rate is double.FIG. 33 (S114) also shows that since the combination thus achieved includes a “HALF WILD” symbol, 100 credits, which is half of 200, is obtained. In this case, a payout rate of the previous REACH combination “BAR, BAR, BAR” is reset, and its payout rate “×2” is not maintained for the subsequent occurrence of “BAR, BAR” REACH combination.
FIG. 33 (S115) shows that 400 credits, which is double of 200 credits, is obtained for an occurrence of the combination “7, 7, 7” following Step S114.
Second EmbodimentIn the following, aslot machine1 with a sub reel according to a second embodiment is described with reference toFIGS. 34 to 46. Firstly, the portions different from the first embodiment are described based onFIGS. 34 and 35 regarding the outline configuration of theslot machine1 according to the present embodiment.
FIG. 34 is a perspective view of aslot machine2. Theslot machine2 has a configuration in which afirst sub reel26 and asecond sub reel27 are added to theslot machine1 of the first embodiment. Thefirst sub reel26 is provided on amain display4. A symbol on thefirst sub reel26 is rotated and rearranged upon a rearrangement of threereels23,24, and25. Thesecond sub reel27 is provided on asub display3. A symbol on thesecond sub reel27 is rotated and rearranged upon a rearrangement of thefirst sub reel26.
FIG. 35 is a block diagram schematically showing a control system of theslot machine2. With such a configuration in which thefirst sub reel26 and thesecond sub reel27 are added to theslot machine1 of the first embodiment, the following are additional components: amotor driving circuit82, a steppingmotor82R, and a reelposition detecting circuit85 for thefirst sub reel26; and amotor driving circuit83, a steppingmotor83R, and a reelposition detecting circuit84 for thesecond sub reel27.
a. Example of First Sub Reel
Examples using thefirst sub reel26 are described with reference toFIGS. 36 to 39.
b. Symbol Arrangement of First Sub Reel
FIG. 36 is a diagram showing a symbol and a code number displayed on thefirst sub reel26.FIG. 36 shows one example of a symbol line in which six pieces, a plurality of types of symbols, are arranged on thefirst sub reel26. This arrangement is converted into a table as data, and stored in ROM51 (seeFIG. 35). Code numbers of “00” to “05” are given to each symbol, as shown inFIG. 36, and stored in theROM51 as a data table (seeFIG. 35). That is, it is possible to specify a symbol uniquely by identification of thefirst sub reel26 and the code number.
On a peripheral surface of thefirst sub reel26, four types of symbols are arranged as shown inFIG. 36. More specifically, symbols arranged on the peripheral surface of thefirst sub reel26 are a “×1”symbol210, “×2”symbol211, “×10”symbol212, and “×3” symbol213. On a peripheral surface of thefirst sub reel26, these four types of symbols are arranged in the order shown inFIG. 36. Thefirst sub reel26 is driven to rotate in such a manner that the symbol line moves in an arrow direction ofFIG. 36.
FIG. 37 is a flowchart showing a subroutine ofwin determination processing4, which is called to execute in Step S16 of game execution processing shown inFIG. 8.
Inwin determination processing4,CPU50 first determines whether a bonus game has been triggered or not (Step S120). In the processing, theCPU50 determines whether the rearranged symbol combination matches a winning combination for triggering a bonus game. In a case where theCPU50 determines that a bonus game has been triggered, theCPU50 calls bonus game processing (seeFIG. 11) (Step S121). Thereafter, theCPU50 terminates the present processing.
On the other hand, in a case where theCPU50 determines that the bonus game has not been triggered in Step S120, theCPU50 determines whether or not a player has won any award (Step S122). In this processing, theCPU50 determines whether the rearranged symbol combination matches a winning combination. In a case where the rearranged symbol combination matches a winning combination, theCPU50 calls payout processing (seeFIG. 12 or17) (Step S123). Thereafter, theCPU50 terminates the present processing.
On the other hand, in Step S122, in a case where theCPU50 determines that the rearranged symbol combination does not match a winning combination, theCPU50 then determines whether the rearranged symbol combination achieves “RANK UP” or not (Step S124). In a case where theCPU50 determines that a symbol is “RANK UP!”, theCPU50 performs the first sub reel rotation processing (Step S125). Next, theCPU50 performs payout rate determination processing when a supplemented combination is achieved (Step S126). The “supplemented combination” here may be the same as that described in WILD of thefirst embodiment 1. Alternatively, theCPU50 may determine in advance a predetermined combination as a supplemented combination. Thereafter, theCPU50 terminates the present processing.
In a case where thefirst sub reel26 is rotated again after the rearrangement, the payout rate determined previously based on the payout rate determination processing (S126) is reset. A new payout rate is determined based on the result of a rearrangement of thefirst sub reel26, which is newly driven to rotate.
FIG. 38 is an example of an image of the firstsub reel effect1 displayed on themain display4. The image indicates the combination “7, BAR, RANK UP!” displayed in theleft display window23, thecenter display window24, and theright display window25, respectively. Anarrow241 of thefirst sub reel26 indicates that thefirst sub reel26 is rotating, following an occurrence of a “RANK UP!” symbol.
FIG. 39 is an example of an image of the firstsub reel effect1 displayed on themain display4 in a case where a game has been executed and advanced fromFIG. 38. The image shown inFIG. 39 indicates the rotation of thefirst sub reel26, a rearrangement of symbols, and the resulting appearance of a “×1” symbol, a “×2” symbol, and a “×10” symbol. Aframe242 on thefirst sub reel26 and a “×2”symbol243 indicate that the determined payout rate is “×2”.
c. Examples of First and Second Sub Reels
Examples using the first and second sub reels are described with reference toFIGS. 40 to 46.
d. Symbol Arrangement of the First and Second Sub Reels
FIG. 40 shows symbols and code numbers displayed on thefirst sub reel26 and thesecond sub reel27.FIG. 40 shows one example of a symbol line in which seven pieces, a plurality of types of symbols, are arranged on thefirst sub reel26. This arrangement is converted into a table as data, and stored in the ROM51 (seeFIG. 35). More specifically, code numbers of “00” to “06” are given to each symbol, as shown inFIG. 40, and stored in theROM51 as a data table (seeFIG. 35). That is, it is possible to specify a symbol uniquely by identification of thefirst sub reel26 and the code number.
On a peripheral surface of thefirst sub reel26, seven types of symbols including a blank symbol are formed, as shown inFIG. 40. More specifically, symbols formed on the peripheral surface of thefirst sub reel26 are aWILD symbol200, aRED 7symbol201, a 7DORA symbol202, a 3BAR symbol203, a 2BAR symbol204, aBAR symbol205, and ablank symbol206. These seven types of symbols are arranged in the order shown inFIG. 40. Thefirst sub reel26 is driven to rotate in such a manner that the symbol line moves in the arrow direction ofFIG. 40.
FIG. 40 shows one example of a symbol line in which six pieces, a plurality of types of symbols, are arranged on thesecond sub reel27, respectively. This arrangement is converted into a table as data, and stored in the ROM51 (see,FIG. 35). Code numbers of “00” to “06” are given to each symbol, as shown inFIG. 40, and stored in theROM51 as a data table (see,FIG. 35). That is, it is possible to specify a symbol uniquely by identification of thesecond sub reel27 and the code number.
On a peripheral surface of thesecond sub reel27, four types of symbols are formed, as shown inFIG. 40. More specifically, symbols arranged on the peripheral surface of thesecond sub reel27 are a “×1”symbol230, “×2”symbol231, “×10”symbol232, and “×3”symbol233. These four types of symbols are arranged in the order shown inFIG. 40. Thesecond sub reel27 is driven to rotate in such a manner that the symbol line moves in the arrow direction ofFIG. 40.
FIG. 41 is a flowchart showing a subroutine ofwin determination processing5, which is called to execute in Step S16 of game execution processing shown inFIG. 8.
Inwin determination processing5, theCPU50 first determines whether a bonus game has been triggered or not (Step S130). In the processing, theCPU50 determines whether the rearranged symbol combination matches a winning combination for triggering a bonus game. In a case where theCPU50 determines that a bonus game has been triggered, theCPU50 calls bonus game processing (seeFIG. 11) (Step S131). Thereafter, theCPU50 terminates the present processing.
On the other hand, in a case where theCPU50 determines that the bonus game has not been triggered in Step S130, theCPU50 determines whether or not a player has won any award (Step S132). In this processing, theCPU50 determines whether the rearranged symbol combination matches a winning combination. In a case where the rearranged symbol combination matches a winning combination, theCPU50 calls payout processing (seeFIG. 12 or17) (Step S133). Thereafter, theCPU50 terminates the present processing.
On the other hand, in Step S132, in a case where theCPU50 determines that the rearranged symbol combination does not match a winning combination, theCPU50 then determines whether the rearranged symbol combination achieves “RANK UP” or not (Step S134). In a case where theCPU50 determines that a “RANK UP!” symbol is achieved, theCPU50 performs the first sub reel rotation processing (Step S135). Then, theCPU50 determines a supplemented combination (Step S136). Next, theCPU50 performs the second sub reel rotation processing (Step S137). Then, theCPU50 performs processing for determining a payout rate to be used when a supplemented combination is achieved. Thereafter, theCPU50 terminates the present processing.
On the other hand, in Step S134, in a case where theCPU50 determines that a “RANK UP!” symbol has not been achieved, theCPU50 terminates the present processing.
FIG. 42 is an example of an image of the first and secondsub reels effect1 displayed on themain display4. The image of the first and second sub reels effect1-1 indicates a rearrangement of symbols and the resulting combination “7, BAR, RANK UP!” displayed in theleft display window23, thecenter display window24, and theright display window25, respectively. Anarrow245 of thefirst sub reel26 indicates that thefirst sub reel26 is rotating as a result of an appearance of a “RANK UP!” symbol.
FIG. 43 is an example of an image of the first and secondsub reels effect1 displayed on themain display4 in a case where a game has been executed and advanced fromFIG. 42. The image of the first and second sub reels effect1-2 shown inFIG. 43 indicates the rotation of thefirst sub reel26, a rearrangement of symbols, and the resulting appearance of a “7” symbol, a “7” symbol, and a “BAR” symbol. Then, aframe246 on thefirst sub reel26 and a message “RANK UP7!”247 indicate that a “7” symbol is selected. Consequently, a supplemented combination is determined to be “7, 7, 7”.
FIG. 44 is an example of an image of the first and secondsub reels effect1 displayed on thesub display3 in a case where a game has been executed and advanced fromFIG. 43. The image of the first and second sub reels effect1-3 shown inFIG. 44 depicts anarrow248 of the second sub reel indicating that thesecond sub reel27 is rotating.
FIG. 45 is an example of an image of the first and secondsub reels effect1 displayed on thesub display3 in a case where a game has been executed and advanced fromFIG. 44. The image of the first and second sub reels effect1-4 shown inFIG. 45 indicates a rearrangement of a symbol on thesecond sub reel27 and the determination of the resulting symbol “×2”. A message “×2 GET!”249 indicates that a payout rate of double is used when the supplemented combination “7, 7, 7” is achieved.
FIGS. 46A and 46B are an example of images of the first and secondsub reels effect2 displayed on themain display4 and thesub display3. The image shown inFIG. 46B indicates that a “RANK UP!” symbol appears while performing the first and secondsub reels effect2. In order to explain operations, a main display ofFIG. 46B is described first.
FIG. 46B is an example of an image of the first and secondsub reels effect2 displayed on themain display4. The image shown inFIG. 48 indicates a rearrangement of symbols and the resulting combination “7, BAR, RANKUP!” displayed in theleft display window23, thecenter display window24, andright display window25, respectively.FIG. 46B also indicates that symbols are rearranged and a “BAR” symbol is achieved. Consequently, a message “RANK UP BAR!” indicates that a supplemented combination is determined to be “BAR, BAR, BAR”. After the supplemented combination is determined on thefirst sub reel26, thesecond sub reel27 starts rotation.
FIG. 46A is an example of an image of the first and secondsub reels effect2 displayed on thesub display3. The image shown inFIG. 46A indicates a rearrangement of a symbol on thesecond sub reel27 and the resulting symbol “×10”. A message “×10 GET!”251 indicates that when the supplemented combination “BAR, BAR, BAR” is achieved, a player wins a payout rate of tenfold. Although the abovementioned first andsecond sub reels26 and27 are described as mechanical reels, those may alternatively be virtual reels displayed on themain display4.
Third EmbodimentAvideo slot1 according to a third embodiment is described with reference toFIGS. 47 to 51. Firstly, the different portions from the first embodiment are described based onFIGS. 47 and 48 regarding the outline configuration of thevideo slot1 according to the present embodiment.
FIG. 47 is a perspective view of thevideo slot1. Thevideo slot1 is different from theslot machine1 of the first embodiment in that thevideo slot1 does not havedisplay windows23,24, and25 since thevideo slot1 does not havereels22L,22C, and22R. Symbols are arranged in a symbol display frame provided on a display. In the case of the present embodiment, five symbol display frames301,302,303,304, and305 are provided on the display (seeFIG. 49 described later).
FIG. 48 is a block diagram schematically showing a control system of thevideo slot1. Thevideo slot1 does not include a reel, a stepping motor, or a reel position detecting circuit, which is different from theslot machine1 of the first embodiment.
FIGS. 49A and 49B are an example of images showing afree game effect1 displayed on themain display4 and thesub display3. Similar to the bonus game shown in the flowchart ofFIG. 11, a free game is performed in such a manner that a predetermined number of free games are performed, and when a winning combination with a symbol applicable to payout rate change is achieved, a payout is performed based on a payout rate thus determined. These winning combination and payout rate are determined by lottery in thefree game effect1. Then, a free game is started and a payout is performed in afree game effect2. The images of thefree game effect1 shown inFIGS. 49A and 49B indicate that the winning combination with a symbol applicable to payout rate change is “7”, and the payout rate is “×2”. These results are determined through a rearrangement of symbols, an appearance of “RANK UP!” symbol, and a lottery performed as a result of the appearance of “RANK UP!” symbol, which is intended to determine a winning combination with a symbol applicable to payout rate change and a predetermined payout rate.
FIG. 49A is an example of an image of thefree game effect1 displayed on thesub display3. The image shown inFIG. 49A indicates that a symbol “7”311 with the payout rate “×2” is selected among a symbol “7”311, a symbol “BAR”312, and a symbol “BAR”313. This selection is performed through a rearrangement of symbols in asymbol display frame314 of thesub display3 following an appearance of “RANK UP!” symbol on themain display4.
FIG. 49B is an example of an image of thefree game effect1 displayed on themain display4. The image shown inFIG. 49B indicates a rearrangement of symbols in the symbol display frames301,302,303,304, and305 and the resulting combination of symbols “7, BAR, BARBAR, 7, RANK UP!”, each symbol displayed in each frame. The image also shows a message “7×2 GET!”306 indicating that a player obtains the payout rate of double for an amount of payout for a symbol combination “7, 7, 7, 7, 7”.
FIG. 50 is an example of an image of afree game effect2 displayed on themain display4. In thefree game effect2, symbols are rearranged, and when scatter symbols “S” appear in three windows, a free game starts. When a winning combination with a symbol applicable to payout rate change is achieved, a payout is conducted based on a determined payout rate. The image of the free game effect2-1 shown inFIG. 50 shows a rearrangement of symbols and the resulting combination “S, 7, S, BAR, S” displayed in thesymbol display windows301,302,303,304, and305 respectively. The image also shows an appearance of scatter symbols “S” in the three windows and a message “10 FREE GAMES START”321 indicating that the number of free games determined is ten.
FIG. 51 is an example of an image of thefree game effect2 displayed on themain display4 in a case where a game was executed and progressed fromFIG. 50. The image shows a rearrangement of symbols and the resulting combination “7, 7, 7, 7, 7” displayed in thesymbol display windows301,302,303,304, and305 respectively. The image also shows a message “FREE GAME 3 GAMES TO GO”322 indicating that the remaining number of free games is three. In addition, the image shows a message “WIN! 300×2 600 CREDITS!!”323 indicating that 600 credits are paid out, which is double the payout of a “7, 7, 7, 7, 7” combination having a payout of 300 credits, based on thefree game effect1, which determines a symbol “7” applicable to payout rate change and the payout rate “×2”.
a. Another Variation: Progressive Payout
FIG. 52 is a flowchart showing a subroutine of progressive payout processing.FIG. 52 shows an example of payout processing which is called and executed in progressive payout processing.
In progressive payout processing, theCPU50 first determines whether a payout is requested or not (Step S140). In a case where theCPU50 determines that a payout is not requested, theCPU50 returns the processing to Step S140.
On the other hand, in Step S140, in a case where theCPU50 determines that a payout is requested, theCPU50 then determines whether or not an amount of progressive addition is equal to or greater than zero (Step S141).
In Step S141, in a case where theCPU50 determines that the amount of progressive addition is equal to or greater than zero, theCPU50 performs a payout preferentially from the amount of progressive addition (Step S142). Thereafter, theCPU50 terminates the present processing.
On the other hand, in Step S141, in a case where theCPU50 determines that the amount of progressive addition is not equal to or greater than zero, theCPU50 performs a normal payout (Step S143). Thereafter, theCPU50 terminates the present processing.
b. Another Variation: Trigger RenderedEffect4
FIGS. 53A and 53B are an example of images showing the trigger renderedeffect4 displayed on themain display4 and thesub display3. The images show an addition of points for a case where a combination falls into a predetermined losing symbol combination. Since points are added even if a combination falls into a predetermined losing symbol combination, a situation in which a player loses interest in the amusement service is prevented. A predetermined losing symbol combination may be determined in advance or may alternatively be determined at predetermined timing by lottery.
FIG. 53A is an example of an image of the trigger renderedeffect4 displayed on thesub display3. The image indicates that 1.5 times as the amount of a normal payout is paid out for a symbol combination “7, 7, 7”, and the obtained point is one.
FIG. 53B is an example of an image of thetrigger effect4 displayed on themain display4. The image shows a rearrangement of symbols and the resulting predetermined losing symbol combination “BAR BAR, BAR, 7”, which does not fall into any predetermined winning combination, displayed on theleft display window23, thecenter display window24, and theright display window25.FIG. 53B indicates that since the rearranged symbol combination matches the predetermined losing symbol combination, a player is allowed to earn points.
The present example does not explicitly describe the case in which point value added by a “RANK UP!” symbol exceeds the threshold with the state of “777 300×2” in the RANK UPeffect 1. In this case, an amount of payout credits of BARBAR may be upgraded to “BARBAR BARBAR BARBAR - - - 100”. Accordingly, since an amount of payout credits may possibly be updated when a “RANK UP!” symbol is rearranged, a situation in which a player loses interest in the amusement service is prevented.
Although the embodiments are described above for the purpose of exemplification, they are not intended to limit the present invention. For example, the present invention is not limited to a symbol combination displayed on thereels22L,22C, and22R of a slot machine and the like, and can be applied to a symbol combination of a table game (such as a card game and a mahjong game). Designs of various elements thereof also can be modified appropriately. In addition, the advantages, which are shown in the embodiments, are simply listed as most preferable advantages generated from the embodiments, and the advantages according to this invention are not limited to what have been described. In addition, a payout rate and other numerical values may be changed arbitrarily for the purpose of heightening and modifying the gaming nature of theslot machine1 orvideo slot1.