BACKGROUND OF THE INVENTION1. Field of the Invention
The present invention relates to a slot machine which performs payout of a predetermined amount of credits when the number of games reaches a predetermined number.
2. Related Art
Conventionally, amusement facilities having slot machines or the like (see U.S. Pat. No. 5,820,459), for example) provide amusement services in which players play games via various types of gaming media such as coins, cash, or the like, which are inserted into the slot machines. With such amusement services, each slot machine provides a payout according to the award (game results) won by the player on his/her game.
In addition, conventional slot machines are known that provide a cashback service. With the cashback service, when the amount of credits thus spent by the player reaches a predetermined amount, the player can receive the cashback service (see U.S. Pat. No. 5,910,048, for example). That is, when the amount of credits thus spent by the player reaches a so-called upper limit, a predetermined amount of credits are paid out.
The present invention provides a slot machine with new entertainment characteristics.
SUMMARY OF THE INVENTIONThe first aspect of the present invention is a slot machine, which includes a symbol display device for displaying a plurality of symbols; memory for storing a point in relation to payout of a credit; and a controller configured with logic to: (a) rearrange the plurality of symbols on the symbol display device after accepting a bet and execute a game which pays out an amount of credits corresponding to the state of the rearrangement of the plurality of the symbols; (b) in a case where the state of the rearrangement of the plurality of symbols matches a predetermined symbol combination, store in the memory the points to which a predetermined amount of points is cumulatively added; (c) switch a mode from a non-insurance mode to an insurance mode based on a predetermined condition; (d) in a case of switching to the insurance mode, count the number of games executed after switching to the insurance mode; and (e) pay out the amount of credits corresponding to the points stored in the memory when the number of games counted by the operation (d) reaches a specified number of games.
The slot machine according to the first aspect of the present invention (a) executes a game which pays out an amount of credits corresponding to the state of the rearrangement of a plurality of the symbols; (b) in a case where the state of the rearrangement of a plurality of symbols matches a predetermined symbol combination, stores in a memory the points to which a predetermined amount of points is cumulatively added; (c) switches a mode from a non-insurance mode to an insurance mode based on a predetermined condition; (d) counts the number of games executed after switching to an insurance mode; and (e) pay out the amount of credits corresponding to the points stored in a memory when the number of games counted reaches a specified number of games.
The second aspect of the present invention is a slot machine, which includes a symbol display device for displaying a plurality of symbols; memory for storing a point in relation to payout of a credit; and a controller configured with logic to: (a) rearrange the plurality of symbols on the symbol display device after accepting a bet and execute a game which pays out an amount of credits corresponding to the state of the rearrangement of the plurality of the symbols; (b) in a case where the state of the rearrangement of the plurality of symbols matches a predetermined symbol combination, store in the memory the points to which a predetermined amount of points is cumulatively added; (c) switch a mode from a non-insurance mode to an insurance mode based on a predetermined condition; (d) in a case of switching to the insurance mode, count the number of games executed after switching to the insurance mode; (e) pay out the amount of credits corresponding to the points stored in the memory when the number of games counted by the operation (d) reaches a specified number of games; and (f) increase by a predetermined amount the amount of credits paid out in the operation (e) when the points stored in the memory reaches a predetermined value.
The slot machine according to the second aspect of the present invention (a) executes a game which pays out an amount of credits corresponding to the state of the rearrangement of a plurality of the symbols; (b) in a case where the state of the rearrangement of a plurality of symbols matches a predetermined symbol combination, stores in a memory the points to which a predetermined amount of points is cumulatively added; (c) switches a mode from a non-insurance mode to an insurance mode based on a predetermined condition; (d) counts the number of games executed after switching to an insurance mode; (e) pay out the amount of credits corresponding to the points stored in a memory when the number of games counted reaches a specified number of games; and (f) increase by a predetermined amount the amount of credits paid out in the operation (e) when the points reaches a predetermined value.
The third aspect of the present invention is a slot machine, which includes a symbol display device for displaying a plurality of symbols; memory for storing a point in relation to payout of a credit; an input device for accepting an input to determine that a player accepts a payout of the credit; and a controller configured with logic to: (a) rearrange the plurality of symbols on the symbol display device after accepting a bet and execute a game which pays out an amount of credits corresponding to the state of the rearrangement of the plurality of the symbols; (b) in a case where the state of the rearrangement of the plurality of symbols matches a predetermined symbol combination, store in the memory the points to which a predetermined amount of points is cumulatively added; (c) switch a mode from a non-insurance mode to an insurance mode based on a predetermined condition; (d) in a case of switching to the insurance mode, count the number of games executed after switching to the insurance mode; (e) in a case where the input device accepts the input, pay out the amount of credits corresponding to the points stored in the memory when the number of games counted by the operation (d) reaches a specified number of games; and (f) increase by a predetermined amount the amount of credits paid out in the operation (e) when the points stored in the memory reaches a predetermined value.
The slot machine according to the third aspect of the present invention (a) executes a game which pays out an amount of credits corresponding to the state of the rearrangement of a plurality of the symbols; (b) in a case where the state of the rearrangement of a plurality of symbols matches a predetermined symbol combination, stores in a memory the points to which a predetermined amount of points is cumulatively added; (c) switches a mode from a non-insurance mode to an insurance mode based on a predetermined condition; (d) counts the number of games executed after switching to an insurance mode; (e) in a case where the input device accepts the input, pay out the amount of credits corresponding to the points stored in the memory when the number of games counted reaches a specified number of games; and (f) increase by a predetermined amount the amount of credits paid out in the operation (e) when the points reaches a predetermined value.
BRIEF DESCRIPTION OF THE DRAWINGSFIG. 1 is a flowchart showing the flow of the game to be executed in a gaming machine according to an embodiment of the present invention;
FIG. 2 is a perspective view schematically showing a gaming machine according to an embodiment of the invention;
FIG. 3 is a schematic diagram showing the-columns of symbols drawn on the outer surfaces of the respective reels;
FIG. 4 is a block diagram showing the internal configuration of the gaming machine shown inFIG. 2;
FIG. 5 is a flowchart showing a procedure of the authentication read processing for acquiring a game program and a game system program, which is performed by the mother board and the gaming board shown inFIG. 4;
FIG. 6 is a flowchart showing the subroutine of the game mode selection processing;
FIG. 7 is a diagram showing an example of images displayed on the upper image display panel and the lower image display panel in the non-insurance mode;
FIG. 8 is a diagram showing an example of an image displayed on the lower image display panel, which allows a player to select the insurance mode while in the non-insurance mode;
FIG. 9A andFIG. 9B show an example of an image displayed on the upper image display panel and the lower image display panel in the insurance mode;
FIG. 10 is a flowchart showing the subroutine of the game execution processing;
FIG. 11 is a flowchart showing the subroutine of the point addition processing;
FIG. 12 is a diagram showing a multiplication factor table;
FIG. 13 is a diagram showing an example of an image displayed when the points are acquired;
FIG. 14 is a flowchart showing a subroutine of thecombination determination processing1;
FIG. 15 is a flowchart showing a subroutine of thecombination determination processing2;
FIG. 16 is a flowchart showing a subroutine of the payout processing;
FIG. 17 is a flowchart showing a subroutine of the counting process;
FIG. 18 is a flowchart showing the subroutine which performs processing for displaying attraction preview for insurance payout;
FIG. 19 is a flowchart showing a subroutine of the stationary symbol decision processing;
FIG. 20 is a diagram showing multiple types of awards and the relation for each award between the probability that a player will win the award and the payout amount;
FIG. 21 is a flowchart showing the subroutine of the reel rotation control processing;
FIGS. 22A through 22D are side views illustrating the rotation operation of the reel;
FIG. 23 is a schematic diagram showing the correspondence between the steps and the code number;
FIG. 24 is a flowchart showing the subroutine of the insurance payout processing;
FIG. 25 is a flowchart showing the subroutine of the bonus game processing;
FIG. 26A andFIG. 26B are diagrams-showing examples of images displayed on the upper image display panel and the lower image display panel in the insurance mode;
FIGS. 27A through 27C are diagrams showing examples of images displayed on the upper image display panel and the lower image display panel in the insurance mode;
FIG. 28A andFIG. 28B are diagrams showing examples of images displayed on the upper image display panel and the lower image display panel in the insurance mode;
FIG. 29A andFIG. 29B are diagrams showing examples of images displayed on the upper image display panel and the lower image display panel in the insurance mode;
FIG. 30 is a diagram showing an example of an image displayed on the upper image display panel and the lower image display panel in the insurance mode;
FIG. 31 is a diagram showing an example of an image displayed on the upper image display panel in the insurance mode;
FIG. 32A andFIG. 32B show examples of images displayed on the upper image display panel and the lower image display panel when the game mode switches to the cashback mode;
FIG. 33 is a flowchart showing a subroutine of the MAX BET setting change processing; and
FIG. 34 is a diagram showing the table which relates setting values of MAX BET to payout values at the time of MAX BET.
DETAILED DESCRIPTION OF THE INVENTIONA description is provided regarding an embodiment of the present invention with reference to the drawings.
As shown inFIG. 1, themain CPU41 of thegaming machine10 according to the present invention executes a game which pays out the amount of credits corresponding to the state of the rearrangement of a plurality of the symbols (Step S1001); switches a mode from a non-insurance mode to an insurance mode based on a predetermined condition (Step S1002); counts the number of games executed after switching to an insurance mode (Step S1003); in a case where the state of the rearrangement of a plurality of symbols matches a predetermined symbol combination, stores in memory the point to which a predetermined amount of points is cumulatively added (Step S1004); and pays out the amount of credits corresponding to the point stored in memory when the number of games counted reaches a specified number of games (Step S1005).
FIG. 2 is a perspective view schematically showing a gaming machine according to the preferred embodiment of the invention. Agaming machine10 according to the present embodiment is a slot machine. Note that the gaming machine according to the present invention is not restricted to a slot machine. For example, thegaming machine10 may be a single gaming machine such as a video slot machine, video card gaming machine, etc. In addition, thegaming machine10 may be a so-called mass gaming machine (multi-terminal gaming machine), such as a horse racing gaming machine, a bingo gaming machine, a lottery gaming machine, etc., which requires that a predetermined period of time must elapse before the game results are displayed.
At thegaming machine10, the player plays a game using coins or bills, or equivalent electronic value information. Note that the credits used in the present invention are not restricted in particular. Examples of credits include medals, tokens, and electronic money.
FIG. 2 is a perspective view schematically showing a gaming machine according to the embodiment of the invention. Thegaming machine10 includes acabinet11. Thecabinet11 includes three reels14 (14L,14C, and14R) provided rotatably therewithin. A symbol sequence comprising22 designs (referred to as “symbols” hereinafter) is depicted on the outer face of eachreel14.
The lowerimage display panel16 is provided in the form of a front panel that covers thesereels14. The lowerimage display panel16 includes a transparentliquid crystal panel16, which displays various types of information with respect to the game or images for providing visual effects in the game. The lowerimage display panel16 serves as an output device for displaying an image according to the present invention. The lowerimage display panel16 includes a creditamount display unit31 and a payoutamount display unit32. The creditamount display unit31 displays the number of coins inserted as the credits in the form of an image. The payoutamount display unit32 provides a function whereby, in a case where the symbol combination rearranged on the pay line matches a predetermined combination, the number of coins to be paid out is displayed in the form of an image.
The lowerimage display panel16 includes three display windows15 (15L,15C, and15R) provided in a form that allows the area behind the panel to be visually confirmed. With such an arrangement, the player can visually identify the three symbols depicted on the outer face of the correspondingreel14 by way of eachdisplay window15. The lowerimage display panel16 has a single pay line that extends across the threedisplay windows15 along the horizontal direction. The pay line determines the symbol combination. When the symbol combination rearranged along the pay line matches a predetermined combination, a predetermined number of coins are paid out according to the combination and the number of coins inserted (bet amount).
It should be noted that an arrangement may be made according to the present invention in which multiple pay lines are formed such that each line extends across the threedisplay windows15 in the horizontal direction or in oblique directions. With such an arrangement, these pay lines are set to active pay lines according to the number of coins inserted. In a case where the symbol combination rearranged along any one of the active pay lines matches a predetermined combination, a predetermined number of coins are paid out according to the combination thus rearranged.
Furthermore, a touch panel69 (not shown) is provided in front of the lowerimage display panel16, which allows the player to input various types of instructions via thetouch panel69.
The units provided below the lowerimage display panel16 include: acontrol panel20 includingmultiple buttons23 through27, which allows the player to input instructions for advancing the game; a coin reception opening21 which receives coins so that they are stored in thecabinet11; and abill identifying unit22.
Thecontrol panel20 includes aspin button23, achange button24, a cash outbutton25, a1-bet button26, and amaximum bet button27. Thespin button23 allows the player to input an instruction to start thereels14 rotating. Thechange button24 is used to call the staff of the amusement facility and request that they make change for the player. The cash outbutton25 allows the player to input an instruction to pay out the coins, which are stored as the credits, to acoin tray18.
The 1-bet button26 allows the player to input an instruction to bet a single coin on the game. Themaximum bet button27 allows the player to input an instruction to bet, from the coins stored as the credits, the maximum number of coins (50 coins in the present embodiment) which the player can bet on a single game.
It should be noted that in the present invention, the phrase “credits are inserted” indicates that the credits are spent. Examples of the situations in which credits are spent include: a situation in which the credits are bet on the game; and a situation in which the credits are spent on switching the game mode to the insurance mode, as described later. For example, the coins inserted into the coin reception opening21 are directly bet on the game. With such an arrangement, the insertion of the coins into thecoin reception opening21 corresponds to the insertion of credits. On the other hand, the coins inserted into thecoin insertion opening21 are temporarily stored as the credits. Upon the player operating the 1-bet button26 or themaximum bet button27, the coins thus stored as the credits are bet on the game, as with the present embodiment. With such an arrangement, using the coins stored as credits for betting on the game corresponds to the insertion of credits.
Thebill identifying unit22 identifies whether or not a bill is genuine, and stores the bill thus determined to be genuine in thecabinet11.
The upperimage display panel33 is provided on the front of thecabinet11. The upperimage display panel33 includes a liquid crystal panel which displays images for visual effects, images for introducing the game, and images for explaining the rules of the game. With the present embodiment, the upperimage display panel33 serves as an output device for images according to the present invention, in the same way as the lowerimage display panel16. Note that an arrangement may be made according to the present invention in which either the lowerimage display panel16 or the upperimage display panel33 serves as the output device for the images.
Furthermore, thecabinet11 includes aspeaker29. Thespeaker29 serves as an audio output device according to the present invention. Acard reader36, adata indicator37, and akeypad38 are provided underneath the lowerimage display panel16.
Thecard reader36 allows the player to read data from a smart card, and to write data to the smart card. The smart card is possessed by the player that stores data for identifying the player and data with respect to the history of the games played by the player. In addition, the smart card may store data that corresponds to coins, bills, or credits. Moreover, a magnetic stripe card may be employed instead of the smart card. Thedata indicator37 comprises a fluorescent display or the like, for displaying the data read via thecard reader36 or the data input by the player via thekeypad38.
FIG. 3 is a schematic diagram showing the columns of symbols drawn on the outer surfaces of the respective reels. A symbol sequence including22 symbols is depicted on the outer face of each of theleft reel14L, thecenter reel14C, and theright reel14R. The symbol sequences depicted on thesereels14 differ from one another. Each symbol sequence includes a combination of symbols, i.e., a “DO” symbol, “3B” symbol, “2B” symbol, “CHERRY” symbol, “1B” symbol, “PLUM” symbol, “AB” symbol, “7” symbol, and “DORA” symbol.
In a case where the three symbols rearranged along the pay line are three “DO” symbols, three “3B” symbols, three “2B” symbols, three “CHERRY” symbols, three “1B” symbols, three “PLUM” symbols, or three “AB” symbols, a predetermined amount of credits are added to the credits possessed by the player (seeFIG. 20). In addition, in a case where only one or two “CHERRY” symbols are rearranged along the pay line, a predetermined amount of credits is added to the credits possessed by the player according to the number of “CHERRY” symbols thus rearranged (seeFIG. 20).
The “7” symbol is a bonus game trigger symbol (which is a symbol that switches the game stage to the bonus game stage). In a case where three “7” symbols are rearranged along the pay line, the game stage can be switched to the bonus game stage. With the present embodiment, the bonus game is a free game (which allows the player to play the game a predetermined number of times without the need to bet coins on the game).
Furthermore, when “7”, “7”, “DORA” was rearranged on a payline sequentially from the left side, no credits were added as the credit that the player owns, but a predetermined point is given to the player. Every time the symbols “7”, “7”, “DORA” are rearranged on the payline sequentially from the left side, the predetermined point is incremented by 1 point (FIG. 11). When the points are stored at a predetermined amount, the player can obtain a larger payout amount of credits than usual (FIG. 16).
The bonus game according to the present invention is not particularly restricted, as long as the bonus game provides an advantageous game state for the player. The advantageous game state is not particularly restricted, as long as such a state provides the player with an advantage when compared with the normal game state (the game state other than the game state of the bonus game or the game state in the cashback mode). Examples of such advantageous game states include: a state that provides the player with a chance to win a greater amount of credits than in the normal game state; a state in which the probability of the player winning credits is higher than it is in the normal game state; a state in which the player can play the game by spending a smaller amount of credits than in the normal game state, etc. Specific examples of the bonus games include a free game, a second game, a mystery bonus game, etc.
When thespin button23 is pushed after the 1-bet button26 or themaximum bet button27 has been pushed so as to start the game, the rotation of thereels14 causes the sequence of symbols depicted on eachreel14 to be displayed through thedisplay window15 in motion from the top to bottom. Then, eachreel14 stops rotating after a predetermined period of time, whereupon the symbols are rearranged in thedisplay windows15. Furthermore, various types of awards (seeFIG. 20), each corresponding to a symbol combination, are predetermined. When a combination of the symbols, which is stationary after being rearranged, along the pay line matches any one of the awards, a predetermined amount of coins are paid out according to the award, and are added to the credits possessed by the player. In addition, in a case where the symbol combination thus rearranged corresponds to the bonus game trigger, the player wins the bonus game.
FIG. 4 is a block diagram showing the internal configuration of the gaming machine shown inFIG. 2. Agaming board50 includes a CPU (Central Processing Unit)51,ROM55 andboot ROM52, acard slot53S compatible with amemory card53, anIC socket54S compatible with a GAL (Generic Array Logic)54, which are connected to one another via an internal bus.
Thememory card53 comprises a nonvolatile memory such as compact flash (trademark) or the like, which stores a game program and a game system program. The game program includes a lottery program. The lottery program is used for determining the symbol (code number that corresponds to the symbol) rearranged along the pay line for eachreel14. The lottery program includes symbol weighting data that corresponds to each of multiple types of payout ratios (e.g., 80%, 84%, and 88%). The symbol weighting data is data for each of the threereels14, and indicates the correspondence between the code number of each symbol (seeFIG. 3) and one or multiple random numbers in a predetermined number range (0 to 256). The payout ratio is determined based upon the payout ratio setting data output from theGAL54. The lottery is performed based upon the symbol weighting data that corresponds to the payout ratio.
Furthermore, thecard slot53S has a configuration that allows thememory card53 to be detachably inserted, and is connected to themotherboard40 via an IDE bus. Such an arrangement allows the types or content of the game provided by thegaming machine10 to be changed by performing the following operation. More specifically, thememory card53 is first extracted from thecard slot53S, and another game program and another game system program are written to thememory card53. Then, thememory card53 thus rewritten is inserted into thecard slot53S. In addition, the types or content of the games provided by thegaming machine10 can be changed by replacing thememory card53 storing a game program and a game system program with anothermemory card53 storing another game program and game system program. The game program includes: a program for advancing the game; a program for providing a bonus game; and a program for providing a cash-back mode. Furthermore, the game program includes: image data and audio data which are output in the game; and image data and audio data used to notify the player that the game mode has been switched to the insurance mode.
TheGAL54 is a type of PLD that has a fixed OR array structure. TheGAL54 includes multiple input ports and output ports. Upon reception of predetermined data via each input port, output data that corresponds to the input data is output via the corresponding output port. The data thus output via each output port is the payout ratio setting data. On the other hand,IC socket54S has a structure that allows theGAL54 to be detachably mounted, and is connected to themotherboard40 via a PCI bus. Such an arrangement allows the payout ratio setting data, which is output from theGAL54, to be changed by performing the following operation. Specifically, theGAL54 is first extracted from theIC socket54S, and the program stored in theGAL54 is replaced. Then, theGAL54 is mounted to theIC socket54S. Furthermore, the payout ratio setting data can be changed by replacing theGAL54 with anotherGAL54.
TheCPU51, theROM55, and theboot ROM52, which are connected to one another via the internal bus, are connected to themotherboard40 via the PCI bus. The PCI bus provides signal transmission between themotherboard40 and thegaming board50. Furthermore, electric power is supplied from themotherboard40 to thegaming board50 via the PCI bus. TheROM55 stores the country identification information and an authentication program. Theboot ROM52 stores a preliminary authentication program, a program (boot code) which instructs theCPU51 to start up the preliminary authentication program, etc.
The authentication program is a program (forgery check program) for authenticating the game program and the game system program. The authentication program is defined to follow the procedure (authentication procedure) for confirming and authenticating that the game program and the game system program, which are to be acquired after the authentication, have not been forged, i.e., the procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is defined to follow the procedure for authenticating that the authentication program has not been forged, i.e., the procedure for authenticating the authentication program (authentication procedure).
Themotherboard40 includes a commercially available motherboard (a printed circuit board connected to basic components of a personal computer), and includes amain CPU41, ROM (Read Only Memory)42, and RAM (Random Access Memory)43. Themain CPU41 is a computation processing device according to the present invention.
TheROM42 comprises a memory device such as flash memory or the like, and stores programs to be executed by themain CPU41 such as the BIOS (Basic Input/Output System) etc., and permanent data. Upon themain CPU41 executing the BIOS, predetermined peripheral devices are initialized, and the game program and the game system program stored in thememory card53 are acquired by way of thegaming board50. It should be noted that with the present invention, replacement of the content stored in theROM42 may or may not be permitted.
TheRAM43 stores data and programs used for operating themain CPU41. Furthermore, theRAM43 can store the authentication program, the game program, and the game system program, which are read by way of thegaming board50. TheRAM43 is a storage device according to the present invention.
Furthermore, theRAM43 has a storage region provided for storing an insurance mode flag. The insurance mode flag is a flag indicating whether the game mode is the insurance mode or in the non-insurance mode. The insurance mode flag storage region includes a storage region of a predetermined amount of bits, for example. The insurance mode flag exhibits the “ON state” or “OFF state” according to the content stored in this storage region. The “ON state” of the insurance mode flag indicates that the game mode is in the insurance mode. On the other hand, the “OFF state” of the insurance mode flag indicates that the game mode is in the non-insurance mode. Moreover, theRAM43 stores the credit amount and the data such as the credit amount inserted for each game, the credit amount paid out for each game, etc. In addition, theRAM43 has a storage region for a game counter for counting the games.
Furthermore, a main PCB (Printed Circuit Board)60 and a sub-PCB80 described later are connected to themotherboard40 via USB. Moreover, apower supply unit45 is connected to themotherboard40. Upon electric power being supplied to themotherboard40 from thepower supply unit45, themain CPU41 provided to themotherboard40 starts up. In addition, the electric power is supplied to thegaming board50 via the PCI bus, which starts up theCPU41.
Apparatuses and devices, each of which generates an input signal to be input to themain CPU41, are connected to themain PCB60 and the sub-PCB80. Furthermore, apparatuses and devices, having operations controlled according to control signals output from themain CPU41, are connected to themain PCB60 and the sub-PCB80. According to the input signal input to themain CPU41, themain CPU41 executes the game program and the game system program stored in theRAM43, which provides a function of executing predetermined computation processing and storing the computation results in theRAM43, and a function of executing control processing for the apparatuses and devices in the form of transmission of a corresponding control signal to each of the apparatuses and devices.
More specifically, alamp30, a sub-CPU61, ahopper66, acoin detection unit67, agraphic board68, aspeaker29 which serves as an output device, thetouch panel69, thebill identifying unit22, thecard reader36, akey switch38S, and thedata indicator37 are connected to themain PCB60. Thelamp30 blinks in a predetermined pattern according to the control signal output from themain CPU41.
The sub-CPU61 controls the starting and stopping of the rotation of the reels14 (14L,14C, and14R). An FPGA (Field Programmable Gate Array)63 and amotor driving circuit62 including adriver64 are connected to the sub-CPU61. TheFPGA63 is a programmable electronic circuit such as an LSI etc, which serves as a control circuit for a stepping motor70. Thedriver64 has a function as an amplification circuit for pulses to be input to the stepping motor70. The stepping motors70 (70L,70C, and70R), which rotate therespective reels14, are connected to themotor driving circuit62. Each stepping motor70 is a single- or two-phase stepping motor.
With the present invention, the driving method for each stepping motor is not particularly restricted. For example, a two-phase driving method or a single-phase driving method may be employed. In addition, a DC motor may be employed instead of each stepping motor. When employing DC motors, a deviation counter, a D/A converter, and a servo amplifier are connected in that order to the sub-CPU61, and each DC motor is connected to the servo amplifier. Furthermore, the rotational position of each DC motor is detected by a rotary encoder. The rotary encoder supplies the current rotational position of each DC motor to the deviation counter as data.
Furthermore, anindex detection circuit65 and a positiondeviation detection circuit71 are connected to the sub-CPU61. Theindex detection circuit65 detects the position (index described later) of eachreel14 as it rotates. Furthermore, theindex detection circuit65 has a function of detecting if any of thereels14 are out of step. It should be noted that a detailed description is provided later with reference to the drawings regarding the control of the starting operation and stopping operation of thereels14.
The positiondeviation detection circuit71 detects deviations in the position of eachreel14 after thereels14 have stopped rotating. For example, the positiondeviation detection circuit71 detects a deviation in the positions of thereels14 when they are stationary by way of the player forcibly altering the positions of thereels14 in such a manner as to create a specified symbol combination that matches a winning symbol combination, even though the player should not achieve the winning symbol combination in this stage. The positiondeviation detection circuit71 has a configuration for detecting fins (not shown) mounted on the inner side of eachreel14, for example, thereby detecting deviations in the positions of thereels14 when they are stationary.
Thehopper66 is provided within thecabinet11, and pays out a predetermined amount of coins to thecoin tray18 via acoin payout opening19 according to a control signal output from themain CPU41. Thecoin detection unit67 is provided within thecoin payout opening19. Upon detection of the payout of a predetermined amount of coins via thecoin payout opening19, thecoin detection unit67 outputs an input signal to themain CPU41.
Thegraphic board68 controls the image display operation for the upperimage display panel33 and the lowerimage display panel16, each of which serves as an output device, according to control signals output from themain CPU41. The creditamount display unit31 provided at the lowerimage display panel16 displays the credit amount stored in theRAM43. On the other hand, the payoutamount display unit32 provided at the lowerimage display panel16 displays the number of coins paid out. Thegraphic board68 includes a VDP (Video Display Processor), which generates image data based on the control signal output from themain CPU41, a video RAM which temporarily stores image data thus created by the VDP, and the like. It should be noted that the image data used by the VDP for creating the image data is included in the game program which has been read from thememory card53, and has been stored in theRAM43.
Thebill identifying unit22 checks whether or not a bill is genuine. In a case where the bill thus checked is genuine, the bill is accepted and stored in thecabinet11. Upon reception of a genuine bill, thebill identifying unit22 outputs an input signal to themain CPU41 based upon the value of the bill thus received. Themain CPU41 stores the credit amount in theRAM43 according to the value of the bill transmitted in the form of the input signal.
Thecard reader36 reads the data from the smart card, and transmits the data thus read to themain CPU41. Furthermore, thecard reader36 writes data to the smart card according to the control signal received from themain CPU41. Thekey switch38S is provided on thekeypad38. Upon the player operating thekeypad38, thekey switch38S outputs a predetermined input signal to themain CPU41. Thedata indicator37 displays the data read via thecard reader36 or the data input by the player via thekeypad38 according to the control signal output from themain CPU41.
Thecontrol panel20, areverter21S, a coin counter21C, and a cold-cathode tube81 are connected to thesub PCB80. Thecontrol panel20 includes aspin switch23S that corresponds to thespin button23, achange switch24S that corresponds to thechange button24, a cashout switch25S that corresponds to thecashout button25, a 1-bet switch26S that corresponds to the 1-bet button26, and amaximum bet switch27S that corresponds to themaximum bet button27. Upon the player operating any one of thesebuttons23 through27, the corresponding switch from among theswitches23S through27S outputs an input signal to themain CPU41.
The coin counter21C is provided within thecoin reception opening21, and checks whether or not a coin inserted by the player via thecoin reception opening21 is genuine. Coins other than those thus determined to be genuine are discharged via thecoin payout opening19. Furthermore, upon detection of a genuine coin, the coin counter21C outputs an input signal to themain CPU41.
Thereverter21S operates according to a control signal output from themain CPU41. Thereverter21S provides a function whereby, in a case that the coin counter21C has determined that a coin is genuine, the coin thus determined to be genuine is transferred to a cash box (not shown) provided within thegaming machine10 or thehopper66. That is, in a case where thehopper66 is filled with coins, the coins thus determined to be genuine are transferred to the cash box by thereverter21S. On the other hand, thereverter21S directs the legitimate coins into thehopper66 when thehopper66 is not filled with the coins. The cold-cathode tube81 has a function as a backlight provided on the back face side of the lowerimage display panel16 and the upperimage display panel33. The cold-cathode tube81 emits light according to a control signal output from themain CPU41.
Next, a description is provided regarding the processing performed by thegaming machine10.FIG. 5 is a flowchart illustrating a procedure for authentication read processing performed by themotherboard40 and thegaming board50 shown inFIG. 4 for reading the game program and the game system program. Thememory card53 has been inserted into thecard slot53S provided to thegaming board50, and theGAL54 has been mounted to theIC socket54S.
First, when the power supply switch for thepower supply unit45 is turned on (upon supplying power), themotherboard40 and thegaming board50 start up (Steps S1-1 and S1-2). After themotherboard40 and thegaming board50 start up, separate procedures are executed in parallel. That is, in thegaming board50, theCPU51 reads the preliminary authentication program stored in theboot ROM52, and a preliminary authentication is performed so as to confirm and authenticate that the authentication program has not been forged before the authentication program is read (Step S2-2). On the other hand, in themotherboard40, themain CPU41 executes the BIOS stored in theROM42, the compressed data incorporated in the BIOS is decompressed, and the data thus decompressed is stored in the RAM43 (Step S1-2). Then, themain CPU41 executes the BIOS thus decompressed and stored in theRAM43, which performs diagnostic processing and initializing processing for various types of peripheral devices (Step S1-3).
In this stage, theROM55 provided to thegaming board50 is connected to themain CPU41 via the PCI bus. Themain CPU41 reads the authentication program stored in theROM55, and stores the authentication program thus read in the RAM43 (Step S1-4). In this step, themain CPU41 stores the authentication program in theRAM43 while confirming that the stored data is error-free by performing a checksum according to the ADDSUM method (standard check function), which is a function provided by the BIOS.
Next, after themain CPU41 has confirmed what is connected to the IDE bus, themain CPU41 accesses thememory card53 that has been inserted into thecard slot53S via the IDE bus, and reads the game program and the game system program from thememory card53. With such an arrangement, themain CPU41 reads the game program data and the game system program data in four byte increments. Subsequently, themain CPU41 performs authentication processing according to the authentication program stored in theRAM43, in order to confirm and authenticate that the game program and the game system program thus read have not been forged (Step S1-5). After the authentication processing has been completed successfully, themain CPU41 stores the game program and the game system program which were the authentication targets (which have been authenticated) in the RAM43 (Step S1-6). Next, themain CPU41 accesses theGAL54 mounted to theIC socket54S via the PCI bus, reads the payout ratio setting data from theGAL54, and stores the payout ratio setting data thus read in the RAM43 (Step S1-7). Then, themain CPU41 reads the country identification information stored in theROM55 provided to thegaming board50, and stores the country identification information in the RAM43 (Step S1-8).
After the aforementioned processing has been performed, themain CPU41 sequentially reads the game program and the gaming system program, and executes the programs thus read, thereby preparing the game.
After the processing illustrated inFIG. 5 has been performed, themain CPU41 performs the game mode selection processing.FIG. 6 is a flowchart which shows a subroutine of the game mode selection processing. It should be noted that during the execution of this subroutine, upon detection of a detection signal output from the coin counter21C according to detection of a coin inserted via thecoin reception opening21, interrupt processing is performed to add to the credit amount stored in theRAM43.
First, themain CPU41 determines whether or not the insurance mode flag is in the “ON state” (Step S11). In a case where determination has been made that the insurance mode flag is not in the “ON state”, i.e., when the insurance mode flag is in the “OFF state”, themain CPU41 displays a non-insurance mode image (step S12). In this processing, themain CPU41 transmits to the graphic board68 a rendering instruction to display the non-insurance mode image. In thegraphic board68, the VDP extracts image data from theRAM43, decompresses the image data thus extracted, and stores the image data thus decompressed in the video RAM according to the rendering instruction, thereby creating image data for one frame. The image data thus created is output to the upperimage display panel33 and the lowerimage display panel16. As a result, the upperimage display panel33 and the lowerimage display panel16 display images as shown inFIG. 7, for example.
FIG. 7 is a diagram illustrating an example of images (anupper image301 and a lower image401) displayed on the upperimage display panel33 and the lowerimage display panel16 in the non-insurance mode. In thelower image401, the reference numerals15 (15L,15C, and15R) denote display windows.Reference numeral31 denotes a credit amount display unit.Reference numeral32 denotes a payout amount display unit.Reference numeral PAYLINE214 denotes a pay line. Furthermore, animage210, which shows “BET FOR RESCUE PAY MORE INFO”, is displayed in the lower right portion of thelower image401. With such an arrangement, upon the player touching a predetermined portion of thetouch panel69 that corresponds to the display region of theimage210, the screen is switched to another screen that allows the player to select the insurance mode.
FIG. 8 is a diagram illustrating an example of an image displayed on the lower image display panel, which allows the player to select the insurance mode while in the non-insurance mode. Upon the player touching a predetermined portion of thetouch panel69 that corresponds to the display region of theimage210, alower image402 is displayed on the lowerimage display panel16. Furthermore, animage220 is displayed in the lower portion of thelower image402, which prompts the player to make a selection with respect to the insurance mode. Theimage220 thus displayed includesYES221, which is an image that allows the player to select the insurance mode, and NO222, which is an image that allows the player to select the non-insurance mode, in addition to a description with respect to a predetermined amount of credit paid out in the cashback mode (rescue payout). With such an arrangement, an instruction is input to select the insurance mode when the player touches a predetermined portion of thetouch panel69 that corresponds to the display region of theYES image221.
Let us consider a case in which the insurance mode is selected. In this case, when the game count reaches a predetermined number (e.g., 1000) or more without the player acquiring a predetermined amount of credits (180 in the present embodiment) or more in a game unit, and without the player winning any bonus games, thegaming machine10 transits to the cashback mode. In the cashback mode, the player can acquire an amount of credits multiplied by the multiplication factor corresponding to the acquired point (360 credits in the present embodiment) or coins that correspond to the credits. That is, such an arrangement allows the player to play the game in an insurance mode that provides an insurance function whereby, in a case where the player does not win a predetermined amount of credits or a bonus game over a long period of time, the player is compensated for all of or a part of the lost credits.
On the other hand, in a case where an instruction has not been input to select the insurance mode, the non-insurance mode is selected. Let us consider a case in which the non-insurance mode is selected. In this case, the gaming machine does not transit to the cashback mode even if the player has not won any bonus games over a long period of time.
After the processing in Step S12, themain CPU41 determines whether or not an instruction has been input to display a help image (Step S13). Upon the player touching a predetermined portion of thetouch panel69, the instruction to display the help image is input.
Upon the input of an instruction to display the help image, the help image is displayed (Step S14). In this processing, themain CPU41 transmits to the graphic board68 a rendering instruction to display the help image. Thegraphic board68 performs processing for displaying images on the upperimage display panel33 and the lowerimage display panel16.
In a case that the processing has been executed in Step S14, or in a case where an instruction has not been input in Step S13 to display the help image, themain CPU41 determines whether or not an instruction has been input to select the insurance mode (Step S15). As described above, upon the player touching a predetermined portion of thetouch panel69 that corresponds to theYES image221 included in theimage220, the instruction to select the insurance mode is input.
In a case where the instruction to select the insurance mode is input, themain CPU41 sets the insurance mode flag stored in theRAM43 to the “ON state” (Step S16). Subsequently, themain CPU41 subtracts a predetermined value from the credit amount stored in the RAM43 (Step S17).
In a case where determination has been made in Step S11 that the insurance mode flag is in the “ON state”, or when the processing has been executed in Step S17, the processing is performed for displaying an insurance mode image (step S18). In this processing, the main CPU41 (computation processing device) transmits to the graphic board68 a rendering instruction to display an insurance mode image. In thegraphic board68, the VDP extracts image data, which is image data used for images that provide notifications to the player, from the RAM43 (storage device), decompresses the image data thus extracted, and stores the image data thus decompressed in the video RAM according to the aforementioned rendering instruction, thereby creating image data for one frame. The image data thus created is displayed on the upperimage display panel33 and the lowerimage display panel16. As a result, the upperimage display panel33 and the lowerimage display panel16 display images as shown inFIGS. 9A and 9B, for example.
FIG. 9A andFIG. 9B show an example of an image displayed on the upperimage display panel33 and the lowerimage display panel16 in the insurance mode.FIG. 9A is a diagram illustrating an example of the images (upper image302 and lower image403) displayed on the upperimage display panel33 and the lowerimage display panel16 in the insurance mode, which the game mode has been switched to according to the player's operation of selecting theYES221 inFIG. 8. In this stage, the player plays the game in the insurance mode. Accordingly, theupper image302 displays animage230 that shows “RESCUE ON”. On the other hand, animage235, which shows “RESCUE ON MORE INFO” and indicates that the game mode is in the insurance mode, is displayed in the lower-right portion of thelower image403. Furthermore, animage236, which shows “If you do not win any award in 1000 games with the MAX BET, you will receive a rescue payout of 360 credits”, which indicates the conditions, etc. according to when the game mode is switched from the insurance mode to the cashback mode, is displayed in the lower-right portion of thelower image403. Here, the term “MAX BET” as used here represents the maximum bet amount, which is the maximum credit amount that the player can bet on one game.
FIG. 9B is a diagram illustrating an example of an image (lower image404) displayed on the lowerimage display panel16 after the player has executed a unit game in the insurance mode. Thelower image404 displays animage237, which shows “If you do not win any award in 999 games with the MAX BET, you will receive a rescue payout of 360 credits”, indicating information with respect to the number of remaining games, and is a condition for switching to the cashback mode (in which credits are paid out as rescue payout).
After the processing in Step S18, themain CPU41 performs game execution processing according to the insurance mode (Step S19). A description is provided below later regarding this processing with reference toFIG. 10. In brief, in the insurance mode, the upperimage display panel33 displays theupper image302, and the lowerimage display panel16 displays thelower image403.
On the other hand, in a case where an instruction has not been input in Step S15 to select the insurance mode, themain CPU41 performs the game execution processing according to the non-insurance mode (Step S20). This processing is approximately the same as that according to the insurance mode (seeFIG. 10), except that themain CPU41 does not perform the processing for switching the game mode to the cashback mode, and does not perform the processing for counting the games. Accordingly, a description of the game processing according to the non-insurance mode is omitted here. After the execution of the processing in Step S19 or S20, the flow returns to Step S11.
A description has been provided in the present embodiment regarding an arrangement in which, based upon the notification data, the upperimage display panel33 and the lowerimage display panel16, each of which serves as an output device, display theupper image302 and thelower image403, respectively, each of which notifies the player that the game mode has been switched to the insurance mode.
FIG. 10 is a flowchart which shows the subroutine of the game execution processing in the insurance mode which is called in Step S19 of the subroutine shown inFIG. 6 so as to be executed. In this flowchart, the value used by the game counter for counting the games is represented by G.
In the game execution processing, themain CPU41 first determines whether or not the player has bet any coins (Step S21). In this processing, themain CPU41 determines whether or not themain CPU41 has received an input signal output from the 1-bet switch26S according to the player operating the 1-bet button26, or an input signal output from themaximum bet switch27S according to the player operating themaximum bet button27. In a case where themain CPU41 has determined that the player has not bet any coins, the flow returns to Step S21.
On the other hand, in a case that determination has been made in Step S21 that the player has bet coins, themain CPU41 subtracts the credit amount stored in theRAM43 according to the number of coins thus bet (Step S22).
Next, themain CPU41 determines if thespin button23 is activated (Step S23). In this processing, themain CPU41 determines whether or not themain CPU41 has received an input signal output from thespin switch23S according to the player pushing thespin button23. In a case where themain CPU41 has determined that thespin button23 is not activated, the flow returns to Step S23. It should be noted that in a case where thespin button23 is not activated (in a case of reception of an instruction to end the game before thespin button23 is activated), themain CPU41 cancels the subtraction results obtained in Step S22.
Next, themain CPU41 determines whether or not the player has bet the MAX BET credits (Step S24). In this processing, themain CPU41 determines whether or not the amount thus bet matches the maximum bet amount. In a case where themain CPU41 has determined that the MAX BET credits have been bet, themain CPU41 adds to the game count (G) (Step S25). With such an arrangement, in a case that the game mode has switched to the insurance mode, the value of game count (G) is cleared (G is reset to 0).
After the execution of the processing in Step S25, or in a case where determination has been made in Step S24 that the MAX BET credits have not been bet, themain CPU41 performs lottery processing (Step S26). In the lottery processing, the main CPU41 (computation processing device) executes a lottery program stored in the RAM43 (storage device) so as to determine the code number for eachreel14 when it is stationary. Thus, the symbol combination to be rearranged is determined. A detailed description is provided later regarding this processing with reference toFIGS. 14 and 15. 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 award from among multiple types of awards. In addition, an arrangement may be made according to the present invention in which, one award is first selected from among the multiple types of awards by lottery, followed by determining the symbol combination to be rearranged based upon the award thus selected.
Next, themain CPU41 performs reel rotation control processing (Step S27). In this processing, after all thereels14 start to rotate, themain CPU41 stops the rotation of each reel such that the symbol combination rearranged along the pay line matches the symbol combination that corresponds to the award determined in Step S26. A detailed description is provided later regarding this processing with reference toFIGS. 17 to 19. Next, themain CPU41 performs processing for adding a point (Step S28). A detailed description is provided later regarding this processing with reference toFIG. 11. Next, themain CPU41 determines combination determination processing (Step S29). A detailed description is provided later regarding this processing with reference toFIGS. 14 and15. Next, themain CPU41 performs count processing (Step S30). A detailed description is provided later regarding this processing with reference toFIG. 17.
FIG. 11 is a flowchart showing a subroutine which performs processing for adding a point, which is called in Step S28 shown inFIG. 10 so as to be executed. It should be noted that processing for adding a point may be performed not only in the insurance mode, but also in the non-insurance mode.
First, themain CPU41 determines whether or not a point giving symbol has been achieved, i.e. whether or not the symbol combination “7” “7” “DORA” sequentially from the left side was rearranged (Step S31). In a case of a YES determination, themain CPU41 moves the processing to Step S32. In a case of a NO determination, themain CPU41 terminates the subroutine.
In Step S32, processing for adding a point is performed. In this processing, themain CPU41 adds 1 point to the point counter stored in a predetermined region of theRAM43. Upon terminating the processing, themain CPU41 terminates this subroutine.
The multiplication factor table is described with reference toFIG. 12. This multiplication table is referred to when the main CPU determines the payout amount of credits in Step S63 ofFIG. 16 and in Step122 ofFIG. 24 described later. For example, when a point (value in the point counter) is 1 to 4, the multiplication factor is determined to be “1.5”.
FIG. 13 shows an example of an image displayed on the upperimage display panel33 which won the points. The image ofFIG. 13 represents the points that the player has won and the multiplication factor in the case of payout. The points that the player has won is represented as a circle withoblique lines102. The multiplication factors in the case of payout are “x 1.5”, “x 2”, “x 4”, and “x 8”, respectively. Furthermore, the remaining points necessary for increasing a multiplication factor (for example, from 1.5 to 2) is represented as anopen circle103. For example, the image ofFIG. 13 represents that the points from 1 to 4 correspond to a multiplication factor of 1.5, the points from 5 to 9 correspond to a multiplication factor of 2, the points from 10 to 14 correspond to a multiplication factor of 4, and the points over 15 correspond to a multiplication factor of 8. Themessage101 “POINT GET!” indicates that the player got a point.
FIG. 14 is a flowchart showing a subroutine ofcombination determination processing1 which is one example of the subroutines of the combination determination processing which is called in Step S29 of the subroutine shown inFIG. 10 so as to be executed.
First, themain CPU41 determines whether or not a bonus trigger has occurred, i.e., whether or not the symbol combination as rearranged in thedisplay windows15 matches the “7” symbol combination (Step S41). In a case that determination has been made that the bonus game trigger has occurred, the main CPU41 (computation processing device) reads a program from the RAM43 (storage device) for providing a bonus game, and executes the bonus game processing (Step S42). A description is provided later regarding the bonus game processing with reference toFIG. 25.
After the processing in Step S42, the game counter is reset to zero (Step S43). It should be noted that a description has been made regarding an arrangement in which, in such a case, the game counter is reset to zero. In addition, an arrangement may be made in which, in such a case, the game mode switches from the insurance mode to the non-insurance mode (the insurance mode flag is set to the OFF state). With such an arrangement, in a case where the game stage has switched to the bonus game stage, the game mode is returned to the non-insurance mode, thereby providing fairness among the players who can receive awards from the game.
On the other hand, in a case where determination has been made in Step S41 that the bonus game trigger has not occurred, themain CPU41 determines whether or not the player has won an award (Step S44). In a case where determination has been made that the player has won any award, themain CPU41 performs the payout processing (payout of coins according to the credit amount inserted and the award) (Step S45). In this case, in a mode in which the coins are to be retained, themain CPU41 adds to the credit amount stored in theRAM43. On the other hand, in a mode in which the coins are to be paid out, themain CPU41 transmits a control signal to thehopper66 so as to pay out a predetermined number of coins. In this case, thecoin detection unit67 counts the number of coins paid out through thehopper66. When the count value reaches a specified number, thecoin detection unit67 transmits a payout completion signal to themain CPU41. Upon reception of this signal, themain CPU41 stops driving thehopper66, and the coin payout processing ends.
In a case where themain CPU41 has executed the processing in Step S43 or Step S45, or in a case where determination has been made that the player has not won any award in Step S44 (when determination has been made that the player has lost the game), themain CPU41 ends this subroutine.
FIG. 15 is a flowchart showing a subroutine ofcombination determination processing2 which is one example of the subroutines of the combination determination processing which is called in Step S29 of the subroutine shown inFIG. 10 so as to be executed. A description has been made regarding thecombination determination processing1 in which, after the bonus game processing, the game counter is reset to zero (or the insurance mode flag is set to the OFF state). On the other hand, in thecombination determination processing2, in a case where the payout amount is at least a predetermined amount, the game count is reset to zero (or the insurance mode flag is set to the OFF state). The predetermined amount is represented by P in this flowchart.
First, themain CPU41 determines whether or not the bonus game trigger has occurred, i.e., whether or not the symbol combination as rearranged in thedisplay windows15 matches the “7” symbol combination (Step S51). In a case where determination has been made that the bonus game trigger has occurred, the main CPU41 (computation processing device) reads a program from the RAM43 (storage device) for the bonus game, and executes the bonus game processing (Step S52). A description is provided later regarding the bonus game processing with reference toFIG. 25.
On the other hand, in a case where determination has been made in Step S51 that the bonus game trigger has not occurred, themain CPU41 determines whether or not the player has won any award (Step S54). In a case where determination has been made that the player has won any award, themain CPU41 performs the payout processing (payout of coins according to the credit amount inserted and the award) (Step S55). In this case, in a mode in which the coins are to be retained, themain CPU41 adds to the credit amount stored in theRAM43. On the other hand, in a mode in which the coins are to be paid out, themain CPU41 transmits a control signal to thehopper66 so as to pay out a predetermined number of coins. In this case, thecoin detection unit67 counts the number of coins paid out through thehopper66. When the count value reaches a specified number, thecoin detection unit67 transmits a payout completion signal to themain CPU41. Upon reception of this signal, themain CPU41 stops driving thehopper66, and the coin payout processing ends.
In a case that themain CPU41 has executed the processing in Step S52 or Step S55, or in a case that determination has been made that the player has not won any award in Step S54 (in a case that determination has been made that the player has lost the game), a determination is made as whether or not the credit amount paid out is equal to or greater than P (Step S53). In this processing, P represents a predetermined payout amount (180 credits in the present embodiment). In a case that determination has been made that the credit amount paid out is equal to or greater than P, themain CPU41 resets the game counter to zero. It should be noted that the description has been made regarding an arrangement in which, in such a case, the game counter is reset to zero. Furthermore, an arrangement may be made in which, in such a case, the game mode is switched from the insurance mode to the non-insurance mode (the insurance mode is set to the OFF state). With such an arrangement, in a case where the game stage has switched to the bonus game stage, the game mode is returned to the non-insurance mode, thereby providing fairness among the players who can receive awards from the game.
On the other hand, in a case where determination has been made in Step S53 that the credit amount paid out is not equal to or greater than P, or when themain CPU41 has executed the processing in Step S56, themain CPU41 ends this subroutine.
FIG. 16 is a flowchart showing a subroutine of the payout processing which is called in Step S45 of the subroutine shown inFIG. 14 so as to be executed.
Next, themain CPU41 performs processing for determining symbols which are multiplied by a multiplication factor (Step S61). In this processing, themain CPU41 determines the combination of symbols (for example, “PLUM, PLUM, PLUM”), which is multiplied by a multiplication factor upon payout. Then, theCPU41 moves the processing to Step S62.
In Step S62, themain CPU41 determines whether or not the combination which won an award matches any combination of symbols which are multiplied by a multiplication factor. In a case of a YES determination, themain CPU41 obtains the multiplication factor corresponding to the point counter in reference to the multiplication factor table shown inFIG. 12 (Step S63). Then, themain CPU41 moves the processing to Step S65.
On the other hand, in Step S62, in a case of a NO determination, themain CPU41 sets the multiplication factor to 1 (Step S64). Then, theCPU41 moves the processing to Step S65.
In Step S65, themain CPU41 performs payout of an award of the winning combination of symbols multiplied by a multiplication factor. Specifically, themain CPU41 pays out the amount of credits which is a value of the payout amount corresponding to the combination of symbols determined in the processing of Step S61 (for example, “PLUM, PLUM, PLUM”) multiplied by the multiplication factor obtained from the processing of Step S63 or the multiplication factor obtained from Step S63, both of which are 1. The payout amount corresponding to the combination of symbols is stored in a table shown inFIG. 20.
FIG. 17 is a flowchart showing the subroutine of the counting process which is called in Step S30 of a subroutine shown inFIG. 10 so as to be executed. In this flowchart, the number counted by the game counter is represented by G, and a number specified as the game count that causes the switch to the insurance mode is represented by X.
First, themain CPU41 determines whether or not G is equal to or greater than (X−10) (Step S71). That is, themain CPU41 determines whether or not ten games or less remain before the game count reaches the specified number (X), which causes the switch to the insurance mode. In a case where determination has been made that there are ten or less games remaining, themain CPU41 performs processing for displaying attraction preview for insurance payout (Step S72). Accordingly, in processing for displaying attraction preview for insurance payout, themain CPU41 performs visual effect display processing, which is described in detail with reference toFIG. 18, examples of which include processing in which the number of remaining games is displayed in a large size or the like (FIGS. 26A through 30).
Next, themain CPU41 determines whether or not G is equal to X (Step S73). That is, themain CPU41 determines whether or not the game counter (G) matches the specified number (X). In a case where determination has been made that G is equal to X, the game mode is switched to the cashback mode, and themain CPU41 performs displaying of an attraction preview for insurance payout (Step S74). In this processing, images shown inFIGS. 31 through 32B are displayed.
Next, themain CPU41 performs processing for determining stationary symbols (Step S75). Themain CPU41 calls processing for determining stationary symbols, which is described later in detail with reference toFIG. 19. In a case where the game mode has been switched to the cashback mode, themain CPU41 performs the lottery, and determines the symbol combination to be rearranged.
Next, themain CPU41 calls the reel rotation control processing, which is described in detail with reference toFIG. 21, and performs the reel rotation control processing, which provides a symbol combination according to the lottery results (Step S76). Next, themain CPU41 calls the combination determination processing, which has been described in detail with reference toFIGS. 14 and 15, and determines the award that corresponds to the symbol combination thus displayed after the reels stop rotating (Step S77).
Next, themain CPU41 performs insurance payout processing (Step S78). Next, themain CPU41 sets the insurance mode flag to the OFF state (Step S79). Subsequently, themain CPU41 ends this subroutine.
FIG. 18 is a flowchart which shows the subroutine which performs processing for displaying attraction preview for insurance payout which is called in Step S72 of a subroutine shown inFIG. 17 so as to be executed.
First, themain CPU41 determines whether or not the player has played the game with the MAX BET (Step S81). Specifically, themain CPU41 determines whether or not determination has been made in Step S24, shown inFIG. 10, that the player has played the game with the MAX BET. In a case where determination has been made that the player has played the game with the MAX BET, themain CPU41 displays the difference between the specified number and the game count, which is obtained by subtracting the count value of the game count (G) from the specified number (X) (Step S82).
After the execution of the processing in Step S82, or in a case where determination has been made in Step S81 that the player has not played the game with the MAX BET, themain CPU41 displays images that provide visual effects (Step S83). In this processing, the value obtained by subtracting the count value of the game count from the specified number is ten or less. Accordingly, themain CPU41 displays the remaining number of games (10 to 1) in a large size before the game mode is switched to the cashback mode (which provides the rescue payout in which a predetermined amount of credits are paid out). Furthermore, themain CPU41 provides special visual effects, as shown inFIGS. 26A to 32B.
Referring toFIGS. 26A through 32B, the visual effects before performing rescue payment are explained.
FIGS. 26A and 26B show an example of an image displayed on the upper image display panel and the lower image display panel in the insurance mode.FIG. 26A is a diagram illustrating an example of images (upper image306 and lower image406) displayed on the upperimage display panel33 and the lowerimage display panel16 in the insurance mode. Animage240, showing an explanatory text “The number of MAX BET games remaining before providing rescue payment”, and a notice “10 GAMES”, is included in the central portion of theupper image306. Furthermore, on the upper left portion in theupper image306, apoint indicating portion280, which indicates an acquired point (a value in the point counter), is displayed.FIG. 26A shows that the acquired point is “2”. Furthermore, animage238, showing a notice “RESCUE ONRESCUE PAY 360 CREDITS”, which indicates that the game mode is in the RESCUE ON mode, is included in theupper image306. On the other hand, animage242, showing a notice “10 GAMES”, which indicates that 10 games remain before the rescue payout is provided, is included in thelower image406.
FIG. 26B is a diagram illustrating an image displayed in a stage in which the number of remaining games is nine, this number having been obtained by subtracting the number of remaining games by 1 after the unit game has been executed in the state shown inFIG. 26A, and the game count has been added. The images shown in this drawing are an example of images (upper image307 and lower image407) displayed on the upperimage display panel33 and the lowerimage display panel16. Each of theupper image307 and thelower image407 displays the number of remaining games, i.e., 9. Furthermore, apoint indicating portion280 in theupper image307 shows that an acquired point is “2”. Furthermore, a point ofillumination245 is displayed in the lower portion of thelower image407. The point ofillumination245 serves as a hint that visual effects are about to start before the rescue payout is awarded. Such visual effects provide the player with a feeling that there are only a few games remaining before the rescue payout is awarded.
FIG. 27A throughFIG. 27C show an example of an image displayed on the upper image display panel and the lower image display panel in the insurance mode.FIG. 27A is a diagram illustrating an image displayed in a stage in which the number of remaining games is eight, this number having been obtained by subtracting the number of remaining games by 1 after the unit game has been further executed in the state shown inFIG. 26B, and the game count has been further added. The images shown in this drawing are an example of images (upper image308 and lower image408) displayed on the upperimage display panel33 and the lowerimage display panel16. Each of theupper image308 and thelower image408 displays the number of remaining games, i.e., 8. Furthermore, thepoint indicating portion280 in theupper image308 shows that an acquired point is “2”. Anangel246 is displayed in a lower portion of thelower image408, gradually spreading her wings, which is a visual effect that notifies the player that the rescue payout will be awarded soon. Such visual effects provide the player with a feeling that the rescue payout will be awarded sooner.
FIG. 27B is a diagram illustrating an image displayed in a stage in which the number of remaining games is seven, this number having been obtained by subtracting the number of remaining games by 1 after the unit game has been further executed in the state shown inFIG. 27A, and the game count has been further added. The images shown in this drawing are an example of images (upper image309 and lower image409) displayed on the upperimage display panel33 and the lowerimage display panel16. Each of theupper image309 and thelower image409 displays the number of remaining games, i.e., 7. Furthermore, thepoint indicating portion280 in theupper image309 shows that an acquired point is “2”. Theangel246 is displayed in a lower portion of thelower image409, gradually spreading her wings, which is a visual effect that notifies the player that the rescue payout will be awarded soon. Such visual effects provide the player with a feeling that the rescue payout will be awarded sooner.
FIG. 27C is a diagram illustrating an image displayed in a stage in which the number of remaining games is six, this number having been obtained by subtracting the number of remaining games by 1 after the unit game has been further executed in the state shown inFIG. 27B, and the game count has been further added. The images shown in this drawing are an example of images (upper image310 and lower image410) displayed on the upperimage display panel33 and the lowerimage display panel16. Each of theupper image310 and thelower image410 displays the number of remaining games, i.e., 6. Furthermore, thepoint indicating portion280 in theupper image310 shows that an acquired point is “2”. Theangel246 is displayed in a lower portion of thelower image410, gradually spreading her wings, which is a visual effect that notifies the player that the rescue payout will be awarded soon. Such visual effects provide the player with a feeling that the rescue payout will be awarded sooner.
FIG. 28A andFIG. 28B show an example of an image displayed on the upper image display panel and the lower image display panel in the insurance mode.FIG. 28A is a diagram illustrating an image displayed in a stage in which the number of remaining games is five, this number having been obtained by subtracting the number of remaining games by 1 after the unit game has been further executed in the state shown inFIG. 27C, and the game count has been further added. The images shown in this drawing are an example of images (upper image311 and lower image411) displayed on the upperimage display panel33 and the lowerimage display panel16. Each of theupper image311 and thelower image411 displays the number of remaining games, i.e., 5. Furthermore, thepoint indicating portion280 in theupper image311 shows that an acquired point is “2”. Theangel246 is displayed in a lower portion of thelower image411, gradually spreading her wings, which is a visual effect that notifies the player that the rescue payout will be awarded soon. Such visual effects provide the player with a feeling that the rescue payout will be awarded sooner.
FIG. 28B is a diagram illustrating an image displayed in a stage in which the number of remaining games is four, this number having been obtained by subtracting the number of remaining games by 1 after the unit game has been further executed in the state shown inFIG. 28A, and the game count has been further added. The images shown in this drawing are an example of images (upper image312 and lower image412) displayed on the upperimage display panel33 and the lowerimage display panel16. Each of theupper image312 and thelower image412 displays the number of remaining games, i.e., 4. Furthermore, thepoint indicating portion280 in theupper image312 shows that an acquired point is “2”. Theangel248 is displayed in a lower portion of thelower image412, spreading her wings widely, which is a visual effect that notifies the player that the rescue payout will be awarded soon. Such visual effects provide the player with a feeling that the rescue payout will be awarded sooner.
FIG. 29A andFIG. 29B show an example of an image displayed on the upper image display panel and the lower image display panel in the insurance mode.FIG. 29A is a diagram illustrating an image displayed in a stage in which the number of remaining games is three, this number having been obtained by subtracting the number of remaining games by 1 after the unit game has been further executed in the state shown inFIG. 28B, and the game count has been further added. The images shown in this drawing are an example of images (upper image313 and lower image413) displayed on the upperimage display panel33 and the lowerimage display panel16. Each of theupper image313 and thelower image413 displays the number of remaining games, i.e., 3. Furthermore, thepoint indicating portion280 in theupper image313 shows that an acquired point is “2”. Theangel248 is displayed in a lower portion of thelower image413, spreading her wings widely, which is a visual effect that notifies the player that the rescue payout will be awarded soon. Such visual effects provide the player with a feeling that the rescue payout will be awarded sooner.
FIG. 29B is a diagram illustrating an image displayed in a stage in which the number of remaining games is two, this number having been obtained by subtracting the number of remaining games by 1 after the unit game has been further executed in the state shown inFIG. 29A, and the game count has been further added. The images shown in this drawing are an example of images (upper image314 and lower image414) displayed on the upperimage display panel33 and the lowerimage display panel16. Each of theupper image314 and thelower image414 displays the number of remaining games, i.e., 2. Furthermore, thepoint indicating portion280 in theupper image314 shows that an acquired point is “2”. Theangel248 is displayed in a lower portion of thelower image412, spreading her wings widely, which is a visual effect that notifies the player that the rescue payout will be awarded soon. Such visual effects provide the player with a feeling that the rescue payout will be awarded sooner.
FIG. 30 shows an example of an image displayed on the upper image display panel and the lower image display panel in the insurance mode. Specifically,FIG. 30 shows an image displayed in a stage in which the number of remaining games is one, this number having been obtained by subtracting the number of remaining games by 1 after the unit game has been further executed in the state shown inFIG. 29B, and the game count has been further added. The images shown in this drawing are an example of images (upper image315 and lower image415) displayed on the upperimage display panel33 and the lowerimage display panel16. Each of theupper image315 and thelower image415 displays the number of remaining games, i.e., 1. Furthermore, thepoint indicating portion280 in theupper image315 shows that an acquired point is “2”. Anangel249 is displayed in a lower portion of thelower image415, spreading her wings even more widely, which is a visual effect that notifies the player that the rescue payout is just about to be awarded. Such visual effects provide the player with a feeling that the rescue payout is just about to be awarded.
FIG. 31 is a diagram illustrating an image displayed in the cashback mode in which the number of remaining games is zero, this number having been obtained by subtracting the number of remaining games by 1 after the unit game has been further executed in the state shown inFIG. 30, and the game count has been further added.FIG. 31 is a diagram showing an example of an image displayed on the upperimage display panel33. According toFIG. 31, the image causes the player to select whether the player receives payout as a rescue payment in the cashback mode. The image displays both aYES image261 for receiving payout and a NOimage262 for not receiving payout. With such an arrangement, an instruction is input to receive payout as a rescue payment when the player touches a predetermined portion of thetouch panel69 that corresponds to the display region of theYES image261. Furthermore, thepoint indicating portion280 shows that an acquired point is “2”.
According toFIG. 13, when the acquired point is “2”, the multiplication factor is “1.5”. Therefore, the player touches theYES image261 in order to receive payout as a rescue payment, thereby enabling the player to receive time and a half for the normal rescue payment.
On the other hand, as described inFIG. 13, when the acquired point reaches a predetermined value, the multiplication factor is increased. Therefore, the player moves to the non-insurance mode this time without receiving rescue payment by touching theNO image262. Then, the player selects the insurance mode again so as to increase the point, thereby enabling the player to receive payout with a greatly increased multiplication factor.
Thus, in a payout of a rescue payment as well as a payout of a slot game, since the player can receive a payout which is a value of payout of rescue payment multiplied by the multiplication factor corresponding to the acquired points, the player's interest in acquisition of points based on a predetermined combination of symbols is further enhanced.
Furthermore, the player can increase the points without receiving payout of rescue payment so as to receive a larger increased payout in the subsequent rescue payment. Therefore, a game can be provided to the player which compensates for the lost credits of the player accompanied with an element of gambling.
FIG. 32A andFIG. 32B show examples of images displayed on the upper image display panel and the lower image display panel when the game mode switches to the cashback mode.FIG. 32A is a diagram showing an image that the game mode switches to the cashback mode when the player touches a predetermined portion on thetouch panel69 corresponding to the display region of theYES image261 inFIG. 31. The images shown in this drawing are an example of images (upper image316 and lower image416) displayed on the upperimage display panel33 and the lowerimage display panel16. Theupper image316 shows that the player receives a rescue payout in the form of 540 credits, which is the value of 360 credits multiplied by the multiplication factor of 1.5. On the other hand, thelower image416 shows that the player now has 876 (786+90) credits as a result of a payout of 90 credits due to the “DO” symbol combination (image254), which corresponds to a award, having been rearranged in thedisplay windows15L,15C, and15R in the game in the cashback mode. Furthermore, thelower image416 displays anangel image253, which offers the player to receive the rescue payout.
FIG. 32B is a diagram illustrating an example of an image (lower image417) displayed on the lowerimage display panel16 after the cashback mode ends. Thelower image417 displays the credit amount “1416” (876+540) as a result of a payout of 540 credits according to the rescue payout, and displays animage255 that shows “RESCUE OFF”, which indicates that the cashback mode has ended.
FIG. 19 is a flowchart which shows a subroutine which performs processing for determining the stationary symbol which is called in Step S26 of the subroutine shown inFIG. 10 so as to be executed. Themain CPU41 executes a lottery program stored in theRAM43, thereby executing the lottery processing. First, themain CPU41 selects a random number in a range of values from 0 to 255 for each of the threereels14 by executing a random number generating program stored in the lottery program (Step S91). A description is provided in the present embodiment regarding an arrangement in which each random number is generated by a program (i.e., an arrangement in which a so-called software random number generator is used) In addition, an arrangement may be made of the present invention in which a random number generator is provided, and each random number is extracted from the random number generator (i.e., a so-called hardware random number generator is used).
Next, the main CPU41 (computation processing device) determines the code number (seeFIG. 3) for eachreel14 based upon the three random numbers thus selected with reference to the symbol weighting data corresponding to the payout ratio setting data, which has been output from theGAL54 and stored in the RAM43 (storage device) (Step S92). The code number selected for eachreel14 corresponds to the symbol code number of the symbol which is to be rearranged along the pay line. Themain CPU41 determines the code number for eachreel14, thereby determining an award. For example, let us consider a case in which themain CPU41 determines that the code numbers for thereels14 are “00”, “00”, and “00”. This determination indicates that theCPU41 has determined that the player wins the “DO” award. It should be noted that the reel rotation control processing is performed according to the reel code numbers thus determined, as described later.
Next, a description is provided regarding the award according to the present embodiment.FIG. 20 is a diagram illustrating multiple types of awards and the relation for each award between the probability that a player will win the award and the payout amount.FIG. 20 illustrates an example of the relations with a payout ratio of 88% (excluding the bonus game). It should be noted that the probability that the player will win the award shown in the drawing represents the probability that the player will win the award after the code numbers of thereels14 have been determined based upon the three random numbers with reference to the symbol weighting data. That is, the random numbers are not associated with the award.
In this example, the probability that the player will win the bonus game trigger is 0.5%. In a case where the player has won the bonus game trigger, the three “7” symbols are rearranged along the pay line, upon which the player wins the bonus game. In the bonus game stage, a free game is executed a predetermined number of times, as determined by lottery.
On the other hand, the probability that the player will win the “DO” award is 0.5%. In a case where the player has won the “DO” award, the three “DO” symbols are rearranged along the pay line, upon which the player wins30 coins per coin bet. The lower the probability that the player will win the award is, the greater the amount of credit to be paid out according to the award is. It should be noted that, in a case where the symbol combination as rearranged does not match any one of the symbol combinations corresponding to the awards shown inFIG. 20, the player loses the game, and accordingly, the player does not receive any coins.
FIG. 21 is a flowchart which shows the subroutine of the reel rotation control processing which is called in Step S27 of a subroutine shown inFIG. 10 so as to be executed. It should be noted that themain CPU41 and thesub CPU61 perform this processing in cooperation with each other.
First, themain CPU41 transmits a start signal to thesub CPU61, which is an instruction to start to rotate the reels (Step S101). Upon reception of the start signal from themain CPU41, thesub CPU61 performs reel rotation processing (Step S111). In this processing, thesub CPU61 sends pulses to themotor driving circuit62. The pulses output from thesub CPU61 are amplified by thedriver64, and are sent to the stepping motors70 (70L,70C, and70R). As a result, each stepping motor70 rotates, thereby rotating each reel14 (14L,14C, and14R). The single- or two-phase stepping motor provides rotation with a stepping angle of 0.9°. With such an arrangement, one rotation corresponds to 400 steps. Accordingly, upon 400 pulses being sent to the stepping motor70, the correspondingreel14 makes one revolution.
At the time that thereels14 start to rotate, thesub CPU61 sends the pulses to themotor driving circuit62 at a low frequency. Subsequently, thesub CPU61 increases the frequency of the pulses. The rotation speed of eachreel14 increases according to the increase in the frequency of the pulses. After a predetermined period of time has elapsed, thesub CPU61 maintains the pulse frequency at a constant value. As a result, eachreel14 rotates at a constant rotation speed.
Next, a description is provided regarding the rotation operation of thereels14 with reference toFIGS. 22A through 22D.FIGS. 22A through 22D are side views illustrating the rotation operation of thereels14. As shown inFIGS. 22A through 22D, asemicircular metal plate14ais provided on the side face of eachreel14. Themetal plate14arotates along with thereel14. Furthermore, 22 symbols (seeFIG. 3) are provided on the outer face of eachreel14. Such an arrangement allows the player to visually identify the three symbols, which have been selected from among the 22 symbols depicted on the outer face of eachreel14, through thecorresponding display window15 formed in front of thereel14. In this drawing, each bold arrow indicates the direction of rotation of thereel14. Furthermore, aproximity sensor65ais provided on the side of eachreel14. Theproximity sensor65ais provided to detect themetal plate14a.Theproximity sensor65adoes not move or rotate, regardless of the rotation of thereels14.
FIG. 22A shows themetal plate14aat a position (also referred to as “position A” hereinafter) that corresponds to the beginning of the detection period in which theproximity sensor65adetects themetal plate14a.Upon rotation of thereel14 from the state in which themetal plate14ais positioned at the position A, themetal plate14amoves to the position shown inFIG. 22A.FIG. 22B shows themetal plate14aat a position (also referred to as “position B” hereinafter) that corresponds to the detection period in which theproximity sensor65adetects themetal plate14a.Upon rotation of thereel14 from the state in which themetal plate14ais positioned at the position B, themetal plate14amoves to the position shown inFIG. 22C.FIG. 22C shows themetal plate14aat a position (also referred to as “position C” hereinafter) that corresponds to the beginning of the period of time in which theproximity sensor65adoes not detect themetal plate14a.
Upon rotation of thereel14 from the state in which themetal plate14ais positioned at the position C, themetal plate14amoves to the position shown inFIG. 22D.FIG. 22D shows themetal plate14aat a position (also referred to as “position D” hereinafter) that corresponds to a period in time in which theproximity sensor65adoes not detect themetal plate14a.Upon further rotating thereel14, the position of themetal plate14ais returned to the position A. As described above, the position of themetal plate14achanges in the following order: position A, position B, position C, position D, position A, and so on.
Theproximity sensor65ais a component of the index detection circuit65 (seeFIG. 4). Next, the state in which theproximity sensor65adetects themetal plate14ais referred to as the “HIGH state”. On the other hand, the state in which theproximity sensor65adoes not detect themetal plate14ais referred to as the “LOW state”. When themetal plate14amoves through the range of positions from position A to position B to position C, theindex detection circuit65 state is HIGH. On the other hand, when the metal plate moves through the range of positions from position C to position D to position A, theindex detection circuit65 state is LOW. Note that thesub CPU61 detects the point of rising from the LOW state to the HIGH state as the index (origin)1. On the other hand, thesub CPU61 detects the point of falling from the HIGH state to the LOW state as the index (origin)2. Thus, thesub CPU61 detects the rotational position of eachreel14.
Themain CPU41 transmits a start signal to thesub CPU61 in Step S101, followed themain CPU41 providing visual effects for the rotation of the reels (Step S102). Themain CPU41 performs such visual effect processing during a period of time (e.g., three seconds) determined based upon the results of processing for determining a stationary symbol (Step S26 inFIG. 10), examples of which include: image display processing in which images are displayed on the lowerimage display panel16; audio processing in which sound is output from thespeaker29; etc.
Next, themain CPU41 determines whether or not the current timing is the timing at which thereels14 are instructed to stop rotating (Step S103). Here, themain CPU41 instructs thereels14 to stop rotating, at a time before the end of the visual effects provided in the reel rotation step, with the aforementioned time corresponding to a predetermined period of time that is necessary for thereels14 to stop rotating. It should be noted that the period of time necessary for thereels14 to stop rotating is determined beforehand.
In a case where determination has been made in Step S103 that the current timing is not the timing designated for themain CPU41 to instruct thereels14 to stop rotating, the flow returns to Step S103, and themain CPU42 continues to provide visual effects for the reel rotation step. On the other hand, in a case where determination has been made in Step S103 that the current timing is the timing designated for themain CPU41 to instruct thereels14 to stop rotating, themain CPU41 transmits to thesub CPU61 the code number stored in theRAM43 for each reel (Step S104). Upon reception of the code number from themain CPU41, thesub CPU61 converts the code number into the stop position (steps) of the corresponding reel with the index as the base, based upon the correspondence table, which is stored in ROM (not shown) and indicates the correspondence between the steps and the code number (Step S112), provided to thesub CPU61.
FIG. 23 is a schematic diagram illustrating the correspondence between the steps and the code number. Each code number is associated with a corresponding index and corresponding steps. It should be noted that each code number corresponds to any one of the symbols depicted on the outer face of each reel14 (seeFIG. 3). The symbol that corresponds to any one from among the range of code numbers “00” to “10”, corresponds to theindex1. On the other hand, the symbol that corresponds to any one from among the range of code numbers “11” to “21”, corresponds to theindex2. Here, the steps shown in the correspondence table inFIG. 23 are defined with theindex1 as the base. For example, let us consider a case in which the code number is “08”. In this case, the reel stops rotating after the reel has rotated 145 steps from theindex1. On the other hand, let us consider a case in which the code number is “12”. In this case, the reel stops rotating after the reel has rotated 218 steps from theindex1.
Next, thesub CPU61 executes the reel stop processing (Step S113). In this processing, thesub CPU61 instructs theindex detection circuit65 to detect the point of rising (index1) from the LOW state to the HIGH state for eachreel14. Then, at the timing at which theindex1 is detected, thesub CPU61 sends to themotor driving circuit62 the number of pulses that corresponds to the number of steps thus converted from the code number in Step S112. Subsequently, thesub CPU61 stops sending pulses.
For example, let us consider a case in which determination has been made in Step S112 that the reel should stop rotating at a reel stop position that is adistance145 steps from theindex1. In this case, at the timing at which theindex1 is detected, thesub CPU61 sends145 pulses to themotor driving circuit62, followed by thesub CPU61 stopping sending pulses. On the other hand, let us consider a case in which determination has been made in Step S112 that the reel should stop rotating at a reel stop position that is at adistance218 steps from theindex1. In this case, at the timing at which theindex1 is detected, thesub CPU61 sends218 pulses to themotor driving circuit62. As a result, eachreel14 stops rotating according to the code number determined in Step S92 shown inFIG. 19, thereby rearranging the symbol combination along the pay line so as to correspond to the award determined in Step S92, shown inFIG. 19. On the other hand, themain CPU41 ends the visual effects for the reel rotation step. After the completion of the processing in Steps S105 and S113, this processing ends.
Furthermore, let us consider a case in which the index that corresponds to the code number thus transmitted in Step S104 does not match the index thus detected by theindex detection circuit65 when thereels14 are stationary. In this case, thereels14 have deviated from their regular positions. Accordingly, themain CPU41 performs processing such as display processing in which an error message is displayed on the lowerimage display panel16, followed by the game being suspended. For example, let us consider a case in which the index detection circuit56 has detected theindex1 after thereel14L has stopped rotation, although the processing has been performed so that thereel14L should stop rotation at a position that corresponds to theindex2 according to thecode number12. In such a case, the game is suspended.
FIG. 24 is a flowchart showing the subroutine of the insurance payout processing which is called in Step S78 of a subroutine shown inFIG. 17, so as to be executed.
Firstly, themain CPU41 determines whether the insurance payout is fixed or not. In a case in which the insurance payout is fixed, the flow proceeds to Step S122. In a case in which the insurance payout is not fixed, themain CPU41 terminates the subroutine. Specifically, inFIG. 31, when the player decides to receive the insurance payout, the insurance payout is fixed.
In Step S122, themain CPU41 refers to the multiplication factor table shown inFIG. 12 as a multiplication factor corresponding to the point counter. Then, themain CPU41 moves the processing to Step S123.
In Step S123, themain CPU41 clears the points, and then moves the processing to Step S124. More specifically, theCPU41 clears the point counter stored in a predetermined region in theRAM43.
In Step S124, themain CPU41 pays out the credits of insurance payout multiplied by a multiplication factor. More specifically, theCPU41 pays out the amount of credits which is a value of the payout amount in the cashback mode (360 credits in the present embodiment) multiplied by the multiplication factor obtained in Step S122. Upon ending the processing, themain CPU41 ends this subroutine.
FIG. 25 is a flowchart which shows the subroutine of the bonus game processing which is called in Step S42 or Step S52 of a subroutine shown inFIG. 14 orFIG. 15 so as to be executed. In the bonus game processing, themain CPU41 first executes the random number generating program included in the lottery program stored in theRAM43 so as to obtain a random number. Then, themain CPU41 determines the number of bonus games, from within a range of 10 to 25, based upon the random number thus obtained (Step S131). Themain CPU41 stores the number of bonus games thus determined in theRAM43.
Subsequently, themain CPU41 performs processing for determining a stationary symbol (Step S132) and the reel rotation control processing (Step S133). The processing in Step S132 is approximately the same as that described with reference toFIG. 19. In addition, the processing in Step S133 is approximately the same as that described with reference toFIG. 21. These processing steps have been described above, and therefore, no description thereof follows hereafter.
Next, themain CPU41 determines whether or not the bonus game trigger has occurred, i.e., whether or not the “7” symbol combination has been rearranged in the display windows15 (Step S134). In a case where determination has been made that the bonus trigger has occurred, the repetition number t, according to which the bonus game is to be repeatedly provided, is newly determined by lottery (Step S135). The repetition number t thus determined is added to the number of currently remaining bonus games T (Step S136). With such an arrangement, in a case where the player has won another bonus game award in a bonus game, the number of remaining bonus games is added to. Specifically, let us consider a case in which the game stage switches to a first bonus game stage that provides 20 bonus games. Furthermore, let us suppose that in the twelfth of these bonus games, the player wins another bonus game award that provides 17 bonus games. In this case, the player wins 25 (=20−12+17) bonus games following the twelfth bonus game.
In a case where the bonus game trigger has not occurred, themain CPU41 determines whether or not the player has won any award (Step S137). When theCPU41 determines that a winning combination has occurred, it pays out coins corresponding to the number of coins inserted and the winning combination (Step S138).
After the execution of the processing in Step S136 or S138, or in a case where determination has been made in Step S137 that the player has not won any award (i.e., in a case that the player has lost the game), themain CPU41 reads the number of remaining bonus games T stored in theRAM43, and subtracts by 1 the number of remaining bonus games T thus read. Then, themain CPU41 again stores in theRAM43 the number of remaining bonus games T thus subtracted (Step S139).
Next, themain CPU41 determines whether or not the number of remaining bonus games T has reached the number determined in Step S131 (S140). Specifically, this determination is made by determining whether or not the number of remaining bonus games T stored in theRAM43 is zero. When the number of remaining bonus games is not zero, i.e., in a case where determination has been made that the number of bonus games executed has not reached the number determined in Step S131, the flow returns to Step S132, and the aforementioned processing is repeated. On the other hand, in a case that determination has been made that the number of remaining bonus games T is zero, i.e., in a case that determination has been made that the number of bonus games executed has reached the number determined in Step S131, themain CPU41 ends this subroutine.
FIG. 33 is a flowchart which shows a subroutine of the MAX BET setting change processing. This processing allows the settings to be changed with respect to the value which is to be bet on the game as the MAX BET.FIG. 34 is a diagram which shows the table which relates setting values of MAX BET to payout values at the time of MAX BET. This table is used in the setting change processing, which allows the settings to be changed with respect to the value that is to be bet on the game as the MAX BET. In this table, the value which is to be bet on the game as the MAX BET is associated with the upper limit value (P) of the payout amount, which is to be provided in the insurance mode.
In the first processing, themain CPU41 reads the settings of a setting change switch85 (Step S141). Here, the settingchange switch85 is an input device that allows the MAX BET value to be changed. Specifically, the settingchange switch85 allows the manager of thegaming machine10 to change the settings at a predetermined timing, e.g., at the time when the power supply is turned on. In the next processing, themain CPU41 updates the settings with respect to the MAX BET (Step S142). In the next processing, themain CPU41 changes the upper limit value (P) of the payout amount that is to be provided in the insurance mode (Step S143). In this processing, themain CPU41 acquires the upper limit value (P) corresponding to the value of the setting change switch with reference to the table (FIG. 34), and stores the upper limit value (P) thus acquired as the upper limit corresponding to the value that is to be bet on the game as the MAX BET. With such an arrangement, in a case where the credit amount paid out in the insurance mode is greater than the upper limit value, the number of games or the insurance mode is reset (seeFIGS. 14 or15). Let us consider a case in which the upper limit value is set to a higher value. Specifically, let us consider a case in which the value that is to be bet on the game as the MAX BET is set to 50, which sets the upper limit to 3000. In this case, the upper limit is set to a higher value. Accordingly, it would be unusual for the number of games or the insurance mode to be reset, even if the player won any award in the insurance mode. After the completion of the processing in Step S143, themain CPU41 ends this subroutine.
A description has been provided in the present embodiment regarding an arrangement in which the number of games is counted every time the player plays the game with the MAX BET in the insurance mode. With such an arrangement, when the number of games reaches a predetermined number, the game mode is switched to the cashback mode (seeFIG. 10). Note that the present invention is not restricted to such an arrangement. In addition, an arrangement may be made in which the number of games is counted every game, regardless of whether or not the player plays the game with the MAX BET. With such an arrangement, when the number of games reaches a predetermined number, the game mode is switched to the cashback mode.
Thegaming machine10 having such a configuration provides: processing in which a lottery program stored in theRAM43 is executed so as to select one award from among multiple types of awards determined beforehand (seeFIG. 19); processing in which, in a case that a predetermined amount of credits have been inserted, a program for switching the game mode from the non-insurance mode to the insurance mode is read from theRAM43, and the program thus read is executed (seeFIG. 6); processing in which notification data and visual effects data, which are used to notify the player that the game mode has been switched to the insurance mode, are read from theRAM43, and images (seeFIG. 26A etc.) are displayed on the upperimage display panel33 and the lowerimage display panel16 based upon the notification data and the visual effects data (seeFIG. 17 etc.); processing in which, after the game mode is switched to the insurance mode, the number of games is counted every time the game is executed with the MAX BET (seeFIG. 10), and the difference between the number of games thus counted and a predetermined number (seeFIG. 26A etc.) is displayed, and when the number of games thus counted reaches a predetermined number, a program for switching the game mode to the cashback mode is read from theRAM43, and the program thus read is executed (seeFIG. 17); processing in which the award won by the player is identified, and in a case where the award thus identified matches the bonus game award, the number of games thus counted or the insurance mode is reset (seeFIG. 14); processing in which, in a case that the credit amount paid out according to the award is equal to or greater than a predetermined value, the number of games thus counted or the insurance mode is reset (seeFIG. 15); and processing that allows the settings with respect to the MAX BET and the payout amount to be changed (seeFIG. 33).
With thegaming machine10, upon inserting a predetermined amount of credits, the game mode is switched from the non-insurance mode to the insurance mode. After the game mode is switched to the insurance mode, the number of games is counted and accumulated every time the player plays the game with the MAX BET. When the number of games thus counted reaches a predetermined number, the game mode is switched to the cashback mode. Such an arrangement allows the player to switch the game mode from the non-insurance mode to the insurance mode by inserting a predetermined amount of credits. The insurance mode provides the following advantages to the player. That is, when the number of games played by the player reaches a predetermined number, the game mode is switched to the cashback mode, which provides a award to the player and is compensation for a case in which the player has not won any bonus game award for a long period of time over which the player has spent a great number of coins. It should be noted that the player needs to insert a predetermined amount of credits for switching the game mode to the insurance mode. Furthermore, the number of games is counted only in a case where the player plays the game with the MAX BET. Such an arrangement provides fairness among the players who can receive awards in the games.
Furthermore, such an arrangement displays an image for informing the player that the game mode has been switched to the insurance mode (seeFIG. 9A). In addition, such an arrangement displays the difference between the number of games and the predetermined number. Thus, such an arrangement not only provides a function of notifying the player that the game mode has been switched to the insurance mode, but also a function of enhancing the player's interest in the cashback mode. Thus, such an arrangement prevents a situation in which players who have spent a great amount of coins come to feel distrust or displeasure with respect to the gaming machine, or a situation in which such players lose interest in the amusement service.
A description has been provided in the present embodiment regarding thegaming machine10 which provides a function whereby, when the number of games reaches a predetermined number, the game mode is switched to the cashback mode. However, the present invention is not restricted to such an arrangement. In addition, the gaming machine according to the present invention may provide a function whereby, in a case that the balance of coins bet/coins paid out drops below a predetermined amount, the game mode is switched to the cashback mode.
A description has not been provided in the present embodiment regarding player identification information in particular. Furthermore, an arrangement may be made according to the present invention in which player identification information is provided for each player, and a predetermined variable (e.g., the number of games, the balance of credits) is counted and accumulated for each player in a form that is associated with the player identification information. With such an arrangement, at the time when the game is started, or at the time when the game mode is switched to the insurance mode, thegaming machine10 requests the player to input the player's own identification information. Upon the player inputting the player identification information, the predetermined variable thus counted is reset. Such an arrangement ensures that cashback is awarded to a player who has spent a great amount of credits, thereby further enhancing the player's interest in the amusement service.
A description has been provided in the present embodiment regarding an arrangement in which the symbols are rearranged (seeStep27 inFIG. 10), and processing is performed according to the symbol combination thus rearranged (Step S29 inFIG. 10), followed by the number of games being counted (Step S30 inFIG. 10). However, according to the present invention, the timing at which the number of games is counted is not particularly restricted. For example, an arrangement may be made in which the number of games is counted at a predetermined timing (e.g., the timing at which the symbols are rearranged) in a period of time from the beginning of the display of the symbols up to the completion of processing executed based upon the symbol combination thus rearranged. It should be noted that the timing at which the balance of credits is calculated may be set to a predetermined timing in the same way as described above.
In the embodiment described above, the invention has been described with a mechanical slot machine as an example. In addition to the mechanical slot machine, it may apply this invention to a video reel slot machine. Furthermore, symbols may be displayed on a transparent liquid crystal display in the present invention. This means that the invention has no restriction for how variable or static displays are implemented.
Furthermore, in the present invention, symbol combination for acquiring points is not restricted to “7”, “7”, “DORA”, and other symbol combinations may be used.
Furthermore, an arrangement may be made according to the present invention in which, in a case where the player has won a particular award before the game mode is switched to the cashback mode, and after the number of games has reached the predetermined number, thegaming machine10 provides only the switching of the game mode to the cashback mode. Moreover, an arrangement may be made in which, in such a case, thegaming machine10 selects one of the bonus game stage and the cashback mode, based upon the game state or the like, and the bonus game stage or the cashback mode is provided according to the selection results.
It should be noted that the function of providing the cashback mode according to the balance of credits may be modified in a form similar to that of the aforementioned arrangement. That is, an arrangement may be made in which, in a case where the player has won a particular award before the game mode is switched to the cashback mode and after the balance of credits has reached a predetermined amount or less, thegaming machine10 provides only the bonus game stage, or provides only the cashback mode. In addition, an arrangement may be made in which, in such a case, thegaming machine10 selects one between the bonus game stage and the cashback mode based upon the game state or the like, and the bonus game stage or the cashback mode is provided according to the selection.
Furthermore, an arrangement may be made in which, when the number of games thus counted reaches a predetermined number, a cashback mode is provided to the player, which offers an award in a form similar to a free game, a second game, mystery bonus, etc. With such an arrangement, a predetermined amount of credits are paid out by means of any one of these award forms.
Moreover, the timing at which a predetermined amount of credits are paid out is not restricted to the timing at which the symbols are rearranged after the completion of a unit game, similar to the aforementioned mystery bonus. For example, an arrangement may be made in which the credits are paid out immediately after the number of games has reached the predetermined number.
In addition, the payout method for paying out a predetermined amount of credits is not restricted in particular. For example, an arrangement may be made in which actual coins are to be paid out. Furthermore, an arrangement may be made in which the credit amount is to be added to.
However, let us consider an arrangement that allows the player to distinguish between whether the player receives the payout according to the normal game or the bonus game, or receives the payout according to the cashback mode. In order to provide such a function, such an arrangement needs to have the following function. That is, such an arrangement needs to provide a function whereby, in a case that actual coins are to be paid out according to the mystery bonus in the cashback mode, the coins are paid out at a timing that differs from that at which coins are paid out according to the normal game or according to the bonus game. In addition, an arrangement may be made in which payout according to the normal game or according to the bonus game is performed using actual coins, and payout according to the cashback mode is performed by adding to the credits, thereby allowing the player to discern the difference in the payout between the game in the normal game stage or in the bonus game stage and the game in the cashback mode. While the embodiments according to the present invention have been described above, it should be clearly understood that the embodiments are in no way meant to restrict the present invention, and that the specific configurations such as the means may be modified and altered as suitable.
Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. While preferred embodiments of the present invention have been described and illustrated above, it is to be understood that they are exemplary of the invention, and are not to be considered to be limiting. Additions, omissions, substitutions, and other modifications can be made thereto without departing from the spirit or scope of the present invention. Accordingly, the invention is not to be considered to be limited by the foregoing description, and is only limited by the scope of the appended claims.