Gaming machine
Disclosed is a gaming machine. The main control circuit of the gaming machine carries out a stop control for stopping “Red 7” constituting a symbol combination corresponding to the bonus at the symbol stop position, on condition that “Replay” constituting a symbol combination corresponding to Replay is not allowed to be stopped at a symbol position predetermined for each of the symbol display areas, when Replay and bonus are determined as an internal winning combination. In addition, the sub-control circuit determines the effect information to be effected in the liquid crystal panel, based on whether the main control circuit determines Replay as an internal winning combination, and controls the liquid crystal panel based on the determination result.
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This application is based upon the prior Japanese Patent Applications No. 2005-346363 filed on Nov. 30, 2005 and No. 2005-346365 filed on Nov. 30, 2005 the entire contents of which are incorporated herein by reference.
BACKGROUND OF THE INVENTION1. Field of the Invention
The present invention relates to a gaming machine.
2. Description of Related Art
A slot machine, so-called pachi-slot machine having a stop button comprises a variable display device having plural mechanical rotation reels for displaying symbols in a front display window, or an electrical variable display device for displaying symbols arranged on a reel on a screen. Control means drives the variable display device in accordance with a start operation of a player to rotate each of the reels, thereby variably displaying the symbols. After a predetermined time period, the control means sequentially stops the rotations of the reels automatically or in accordance with a stop operation of the player. At this time, when the symbols of the respective reels displayed in the display window form a specific combination (winning symbols), a game medium such as coin, medal, etc. is paid out to award a payout the player.
At present, the machine forming a mainstream has plural types of winning modes. In particular, when a winning of a predetermined combination is made (determined), a gaming state is provided in which a condition is better than a base state during a predetermined time period, in addition to the payout of the coin of one time. As the combination, there are a combination allowing a game, in which a relatively large payout is awarded to a player, to be carried out for the predetermined number of times (which is referred to as “big bonus” and abbreviated to “BB”), and a combination allowing a game, in which a relatively small payout is awarded to a player, to be carried out for the predetermined number of games (which is referred to as “regular bonus” and abbreviated to “RB”).
In addition, in the machine forming a mainstream, it is required that a winning of a combination should be determined (hereinafter, referred to as “internal winning”) by an internal lottery process (hereinafter, referred to as “internal lottery”) and a player should carry out a stop operation at a timing at which a combination of symbols representing a winning establishment of the combination internally won (hereinafter, referred to as “internal winning combination”) can be stopped on an activated pay line (hereinafter, referred to as “activated line”) so that a combination of predetermined symbols is arranged along the activated line and a winning enabling a coin, medal and the like to be paid out is made. Accordingly, even though the internal winning is determined, a winning cannot be made unless the player carries out the stop operation at the proper timing. In other words, in the gaming machine forming a mainstream, it is required an experienced skill with regard to the timing of the stop operation (i.e., it is high a portion of a technique intervention characteristic called as an “observation push”).
Regarding the above machine, it has been suggested a gaming machine wherein the control device 20 comprises combination lottery means 110 for carrying out a lottery determining whether a winning of a combination is made or not, stop control means 180 for carrying out a stop control of a rotating reel, based on a lottery result of the combination lottery means 110 and means 200 for determining whether a winning is made or not, through a stop position of a symbol at the time when all rotating reels 40 are stopped and the combination lottery means 110 is structured such that plural combinations can be won in one game (for example, a Japanese Unexamined Patent Publication No. 2004-113292). According to this gaming machine, the plural combinations can be won in one game. As a result, types of the combination can be diversified, so that the game is not monotonous, thereby increasing a player's interest in the game.
However, according to the above gaming machine, since the plural combinations are won just in the one game, the player derives little pleasure from the game.
SUMMARY OF THE INVENTIONAn object of the invention is to provide a gaming machine capable of increasing an interest in the game through expectations that a winning of a predetermined combination will be made.
In order to achieve the above object, there is provided a gaming machine wherein the stop control means selects a first stop control so that a symbol constituting a symbol combination corresponding to a specific combination is stopped at a symbol stop position predetermined for each row of the symbol display means and stops a variable display of a symbol carried out by the symbol display means, based on a second stop control for stopping a symbol constituting a symbol combination corresponding to a predetermined combination at the symbol stop position, on condition that the symbol constituting the symbol combination corresponding to the specific combination is not allowed to be stopped at the symbol stop position, when the internal winning combination determining means determines the specific combination and the predetermined combination as an internal winning combination; the identification information determining means determines, among the plural identification information, the identification information to be effected by the effect means, based on whether the internal winning combination determining means determines the predetermined combination as an internal winning combination or not; the automatic storing means stores the information of a specific game value in the game value information storing means, on condition that the internal winning combination determining means determines the specific combination as an internal winning combination and the symbol combination corresponding to the specific combination is displayed by the symbol display means; the means for operating an advantage state operates an advantage state which is relatively advantageous to a player, on condition that the internal winning combination determining means determines the predetermined combination as an internal winning combination and the symbol combination corresponding to the predetermined combination is displayed by the symbol display means; and the effect control means controls the effect means, based on a determination result of the corresponding identification information determining means.
More specifically, the invention provides the following gaming machines.
(1) There is provided a gaming machine comprising: means (for example, means for updating a bet number, main control circuit 71) for storing information (for example, a bet number and the like) of a game value (for example, medal); means (for example, start switch 6S, main control circuit 71) for detecting a start operation (for example, start operation, operation of a start lever 6) of a unit game (for example, one game) by a player; symbol display means (for example, reels 3L, 3C, 3R, symbol display areas 21L, 21C, 21R) for displaying symbols in plural rows (for example, three rows), on condition that the start operation detection means detects the start operation and the information of the game value is stored in the game value information storing means; means (for example, means for carrying out an internal lottery process, main control circuit 71) for determining a combination corresponding to a numerical range including a random number value sampled by a random number lottery (for example, random number value sampled in a process of a step S5 in
According to the gaming machine described in the above (1), when the internal winning combination determining means determines a specific combination and a predetermined combination as an internal winning combination, the stop control means selects a first stop control for stopping the symbol constituting a symbol combination corresponding to the specific combination at the symbol stop position predetermined for each row of the symbol display means, and stops the variable display of the symbol carried out by the symbol display means, based on a second stop control for stopping the symbol constituting a symbol combination corresponding to the predetermined combination at the symbol stop position, on condition that the symbol constituting the symbol combination corresponding to the specific combination is not allowed to be stopped at the symbol stop positions.
Herein, the automatic storing means stores the information of a specific game value in the game value information storing means, on condition that the internal winning combination determining means determines a specific combination as an internal winning combination and a symbol combination corresponding to the specific combination is displayed by the symbol display means, and the advantage state operating means operates an advantage state which is relatively advantageous to a player, on condition that the internal winning combination determining means determines a predetermined combination as an internal winning combination and a symbol combination corresponding to the predetermined combination is displayed by the symbol display means.
In addition, the identification information determining means determines, among the plural identification information, the identification information to be effected by the effect means, based on whether the internal winning combination determining means determines the predetermined combination as an internal winning combination or not, and the effect control means controls the effect means, based on a determination result of the identification information determining means.
Thereby, in a unit game at the time when the internal winning combination determining means determines both the predetermined combination and the specific combination as an internal winning combination, it is awarded a payout that the information of the specific game value is stored in the game value information storing means, and the symbol combination corresponding to the predetermined combination cannot be displayed by the symbol display means.
Accordingly, in a next unit game of the game in which both the predetermined combination and the specific combination are determined as an internal winning combination, it is positively carried out an effect relating to the identification information which is determined on the basis of whether or not the predetermined combination is determined as an internal winning combination. Therefore, since it is possible to surely provide the effect capable of increasing the expectations that a winning of a predetermined combination will be made and an advantage state, which is relatively advantageous to the player, will be operated while awarding the payout that the information of the specific game value is stored in the game value information storing means, it is possible to a gaming machine capable of increasing the interest in the game.
(2) In the gaming machine described in the above (1), when the internal winning combination determining means determines the predetermined combination (for example, BB1, BB2, etc.) as an internal winning combination, a probability (for example, a probability that one of “11,” “16,” “21,” “26” and “31” will be selected as an effect identifier) that the identification information determining means will determine predetermined identification information (for example, an effect of displaying that an enemy character 203 comes down) included in the plural identification information as the identification information to be effected by the effect means may be higher than a probability that the identification information determining means will determine the predetermined identification information as the identification information to be effected by the effect means when the internal winning combination determining means does not determine the predetermined combination as an internal winning combination.
According to the gaming machine described in the above (2), the probability that the predetermined identification information will be determined as the identification information to be effected by the effect means is higher in the case where the predetermined combination is determined as an internal winning combination, as compared to the case where the predetermined combination is not determined as an internal winning combination. When it is carried out an effect in accordance with the predetermined identification information, the player can play the game while expecting that the predetermined combination will be an internal winning combination. In the mean time, even though it is carried out an effect in accordance with the predetermined identification information, the predetermined combination may not be an internal winning combination. Otherwise, even though it is not carried out an effect in accordance with the predetermined identification information, the predetermined combination may be an internal winning combination. Like this, since the various effects can be positively provided, it is possible to provide a gaming machine capable of increasing the interest in the game.
In addition, the gaming machine of the invention comprises changing means for changing the internal winning combination determining information from first internal winning combination determining information to second internal winning combination determining information and internal winning combination determining means for determining a combination corresponding to a numerical range including a random number value sampled by a random number lottery as an internal winning combination, based on the internal winning combination determining information changed by the changing means, wherein the first internal winning combination determining information includes information of a first numerical range corresponding to the predetermined combination and information of a second numerical range corresponding to the specific combination and not comprising the numerical range constituting the first numerical range, and the second internal winning combination determining information includes information of a third numerical range corresponding to the predetermined combination and information of a fourth numerical range corresponding to the specific combination and comprising all or a part of the numerical range constituting the third numerical range.
More specifically, the invention provides the following gaming machines.
(1) There is provided a gaming machine comprising: symbol display means (for example, reels 3L, 3C, 3R, symbol display areas 21L, 21C, 21R) for displaying symbols in plural rows (for example, three rows); means (for example, start switch 6S, main control circuit 71) for detecting a start operation (for example, start operation, operation of a start lever 6) by a player; changing means (for example, CPU 31, main control circuit 71, etc.) for changing internal winning combination determining information (for example, internal lottery table, etc.) having information (for example, the lowest limit “0” corresponding to a winning number “1”, the upper limit “1023” corresponding to a winning number “1”, etc.) of numerical ranges (for example, numerical ranges expressed by the lowest and upper limits) corresponding to each of plural combinations preset (for example, BB1, BB2, Replay, Cherry, Bell, Watermelon, Small Win of Red 7, Small Win of Blue 7, etc.); internal winning combination determining means (for example, means for carrying out an internal lottery process, main control circuit 71, etc.) for determining a combination corresponding to a numerical range including a random number value sampled by a random number lottery (for example, random number value sampled in a process of a step S5 in
According to the gaming machine described in the above (1), the changing means changes the internal winning combination determining information from the first internal winning combination determining information to the second internal winning combination determining information, and the internal winning combination determining means determines a combination corresponding to the numerical range including a random number value sampled by a random number lottery as an internal winning combination, based on the internal winning combination determining information changed by the changing means. The first internal winning combination determining information includes the information of a first numerical range corresponding to the predetermined combination and the information of a second numerical range corresponding to the specific combination and not comprising the numerical range constituting the first numerical range. In addition, the second internal winning combination determining information includes the information of a third numerical range corresponding to the predetermined combination and the information of a fourth numerical range corresponding to the specific combination and comprising all or a part of the numerical range constituting the third numerical range. Accordingly, in case that the specific combination is an internal winning combination when the internal winning combination determining information is the first internal winning combination determining information, there is no case where the predetermined combination is determined as an internal winning combination. Regarding this, in case that specific combination is an internal winning combination when the internal winning combination determining information is changed into the second internal winning combination determining information by the changing means, there may be a case where the predetermined combination is determined as an internal winning combination. Thereby, since it is possible to make a difference between the player's expectations that the predetermined combination will be an internal winning combination when a symbol combination corresponding to the specific combination is displayed, the interest in the game can be increased.
(2) In the gaming machine described in the above (1), it is provided means (for example, means for updating a bet number, main control circuit 71, etc.) for storing information (for example, bet number, etc.) of a game value (for example, medal), the symbol display means displays the symbols in the plural rows, on condition that the start operation detection means detects the start operation and the information of the game value is stored in the game value information storing means, the awarding means comprises automatic storing means (for example, means for carrying out a process of a step S102 in
According to the gaming machine described in the above (1), the awarding means comprises automatic storing the means for storing the information of a specific game value, on condition that a symbol combination corresponding to a predetermined specific combination is displayed by the symbol display means. In addition, the information of the fourth numerical range is structured such that the numerical range thereof is greater than the numerical range constituting the second numerical range
Accordingly, a probability that a symbol combination corresponding to a specific combination will be displayed by the symbol display means and the information of a specific game value will be stored in the game value information storing means is different depending on whether or not the internal winning combination determining information is changed into the second internal winning combination determining information by the changing means. At this time, although the symbol combination corresponding to the specific combination is displayed by the symbol display means and the information of a specific game value is stored in the game value information storing means, in a state that the corresponding probability is low, there is no case where the predetermined combination is determined as an internal winning combination.
To the contrary, when the symbol combination corresponding to the specific combination is displayed by the symbol display means and the information of a specific game value is stored in the game value information storing means, in a state that the corresponding probability is high, there may be a case where the predetermined combination is determined as an internal winning combination. Thereby, when the symbol combination corresponding to the specific combination is displayed in a state that the corresponding probability is high, it is possible to increase the player's expectations that the predetermined combination will be an internal winning combination, as well as to obtain a payout that the information of a specific game value is stored in the game value information storing means. Accordingly, it is possible to increase an attractiveness of a game having a high probability that the information of a specific game value will be stored in the game value information storing means, thereby increasing an interest in the game.
(3) In the gaming machine described in the above (2), it is provided internal winning combination determining information storing means (for example, ROM 32, RAM 33, main control circuit 71, etc.) for storing the first internal winning combination determining information and the second internal winning combination determining information in advance, and the information of the third numerical range (for example, a numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to a winning number “7”, a numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to a winning number “8”, etc.) is structured so that the numerical range constituting the third numerical range is same as the numerical range constituting the first numerical range (for example, a numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to a winning number “7”, a numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to a winning number “8”, etc.).
According to the gaming machine described in the above (3), the fourth numerical range is structured such that the numerical range thereof is greater than the numerical range constituting the second numerical range. Accordingly, it is possible to obtain the effects described in the above (2), even though the information of the numerical range corresponding to the predetermined combination is not changed. As a consequence, as compared to a case where both the information of the numerical range corresponding to the specific combination and the information of the numerical range corresponding to the predetermined combination are stored in advance, it is possible to reduce a load relating to the internal winning combination determining information storing means, thereby improving an efficiency of the gaming machine.
(4) In the gaming machine described in one of the above (1) to (3), the awarding means comprises means (for example, means for carrying out a bonus operation checking process) for operating an advantage state (for example, RB gaming state) which is relatively advantageous to the player, on condition that the symbol combination (for example, “Red 7-Red 7-Red 7” or :Blue 7-Blue 7-Blue 7”) corresponding to the predetermined combination is displayed by the symbol display means, and carryover means (for example, means for carrying out processes of steps S64˜S65 in
According to the gaming machine described in the above (4), in case that the specific combination is an internal winning combination when the internal winning combination determining information is the first internal winning combination determining information, there is no case where the predetermined combination is carried over by the carryover means. To the contrary, in case that the specific combination is an internal winning combination when the internal winning combination determining information is changed into the second internal winning combination determining information by the changing means, there may be a case where the predetermined combination is carried over by the carryover means. Thereby, since it is possible to make a difference between the player's expectations that the predetermined combination will be carried over by the carryover means when the symbol combination corresponding to the specific combination is displayed, depending on whether or not the internal winning combination determining information is changed into the second internal winning combination determining information by the changing means, the interest in the game can be increased. Accordingly, since there is a difference between the expectations that the predetermined combination will be carried over and the symbol combination corresponding to the predetermined combination will be displayed by the symbol display means, so that the advantage state will be operated, the player can sufficiently enjoy the game.
BRIEF DESCRIPTION OF THE DRAWINGSOther and further objects, features and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings, in which:
A front door 2 is provided at a front surface thereof with a panel display unit 2a having an approximate vertical surface, a liquid crystal display unit 2b and a fixed display unit 2c. In addition, three reels 3L, 3C, 3R having plural symbols drawn on peripheries thereof are rotatably mounted horizontally in a row at the rear of the front door 2. Each of the reels 3L, 3C, 3R is rotated at a constant speed (for example, 80 revolutions/min).
A base portion 4 having an approximate horizontal surface is provided below the panel display unit 2a, the liquid crystal display unit 2b and the fixed display unit 2c. A medal insertion slot 10 for inserting a medal is formed at a right side of the base portion 4. The inserted medal is credited or bet per a game. The base portion 4 is provided at a left side thereof with a 1-BET switch 11, a 2-BET switch 12 and a MAX-BET switch 13 for betting medals credited through a push operation.
When the 1-BET switch 11 is pushed one time, 1 piece of medals credited is bet per a game, when the 2-BET switch 12 is pushed one time, 2 pieces of medals credited is bet per a game, and when the MAX-BET switch 13 is pushed one time, the maximum medals which can be bet per a game are bet.
When the BET-switches 11 to 13 are pushed, a display line is activated (which will be specifically described later). Hereinafter, the operation of the BET-switches 11 to 13 and an operation of inserting a medal into the medal insertion slot 10 (operation of inserting a medal so as to play a game) are referred to as “bet operation.” An operating unit 17 is mounted above the BET switches 11 to 13. The operating unit 17 is manipulated so as to display the information such as game history on a liquid crystal display device 131 (see
The base portion 4 is provided at the frontal left side with a C/P switch 14 for switching credits/payouts of medals, which are obtained by a player in the game, through the push operation of a button. When the C/P switch 14 is operated, the medals are paid out from a medal payout slot 15 at a frontal lower side and the paid out medals are stacked in a medal tray 5. Speakers 9L, 9R for producing an effect sound regarding the game effect are provided at the upper left and right sides of the medal tray 5.
A start lever 6 for rotating the reels to variably display the symbols in symbol display areas 21L, 21C, 21R by a manipulation of the player is mounted at the right side of the C/P switch 14 to be rotatable within a predetermined range of angles.
Three stop buttons 7L, 7C, 7R for stopping the rotation of the reels 3L, 3C, 3R are provided at the right side of the start lever 6 in the frontal center of the base portion 4. In addition, in one embodiment, a one game (unit game) is basically started by the operation of the start lever 6 and is over when all the reels 3L, 3C, 3R are stopped.
Herein, in one embodiment, a stop operation of the reel (i.e., operation of the stop button) carried out while all the reels are being rotated is referred to as a first stop operation, a stop operation which is carried out following the first stop operation is referred to as a second stop operation, and a stop operation which is carried out following the second stop operation is referred to as a third stop operation. In addition, stop switches 7LS, 7CS, 7RS are arranged at the rear of the stop buttons 7L, 7C, 7R, which will be described with reference to
Hereinafter, the panel display unit 2a, the liquid crystal display unit 2b and the fixed display unit 2c are described with reference to
The panel display unit 2a consists of a bonus game information display unit 16, BET lamps 17a to 17c, a payout display unit 18 and a credit display unit 19. The bonus game information display unit 16 consists of 7 segment LEDs and displays the game information under bonus game. The 1-BET lamp 17a, the 2-BET lamp 17b and the MAX-BET lamp 17c are turned on in accordance with the number of medals bet so as to play a one game (hereinafter, referred to as “bet number”).
The 1-BET lamp 17a is turned on when the bet number is 1. The 2-BET lamp 17b is turned on when the bet number is 2. The MAX-BET lamp 17c is turned on when the bet number is 3. The payout display unit 18 and the credit display unit 19 consist of 7 segment LEDs, respectively, and display the payout number of medals at the time when a winning is made and the number of medals credited.
The liquid crystal display unit 2b consists of symbol display areas 21L, 21C, 21R, frame display areas 22L, 22C, 22R and an effect display area 23. The display contents of the liquid crystal display unit 2b are adapted to vary in accordance with the rotation and stop modes of the reels 3L, 3C, 3R and an operation of the liquid crystal display device 131 which will be described later.
Each of the symbol display areas 21L, 21C, 21R is provided to correspond to each of the reels 3L, 3C, 3R and carries out the display of symbols arranged on the reels 3L, 3C, 3R or various displays for effects.
The symbol display areas 21L, 21C, 21R are provided with display lines, i.e., top line 8b, center line 8c and bottom line 8d which are horizontally directed and cross-up line 8a and cross-down line 8e which are diagonally directed. When the player pushes the BET-switches 11 to 13 or inserts medals into the medal insertion slot 10, these display lines are activated (hereinafter, activated display line is referred to as “activated line”). Each of the display lines 8a to 8e is activated when the bet number is 1 or more, irrespective of the bet number.
Herein, each of the symbol display areas 21L, 21C, 21R is provided with symbol stop positions at three (upper, central, lower) places in a longitudinal direction (vertical direction). When the variable display (moving display) of the symbols in the respective symbol display areas 21L, 21C, 21R is stopped, the symbols are stopped at each of the symbol stop positions provided to the respective symbol display areas 21L, 21C, 21R. Each of the display lines connects the symbol stop positions in the respective symbol display areas 21L, 21C, 21R.
The symbol display areas 21L, 21C, 21R are under transmissive state so that the player can see the symbols on the reels 3L, 3C, 3R, at least when the corresponding reels 3L, 3C, 3R are being rotated and when the corresponding stop buttons 7L, 7C, 7R can be pushed.
The frame display areas 22L, 22C, 22R are provided to surround each of the symbol display areas 21L, 21C, 21R, and display the frames of the symbol display areas 21L, 21C, 21R arranged on the front of the reels 3L, 3C, 3R.
The effect display area 23 is an area except the symbol display areas 21L, 21C, 21R and the frame display areas 22L, 22C, 22R of the liquid crystal display unit 2b. The fixed display unit 2c is an area in which a predetermined figure, picture and the like are drawn. It may be such structured that the figure, picture and the like drawn on the fixed display unit 2c and the image displayed on the effect display area 23 are correlated to display one still image or moving image.
The LED lamps illuminate rear surfaces of reel sheets mounted along the peripheries of the reels 3L, 3C, 3R with a white light. More specifically, they illuminate areas corresponding to the symbol display areas 21L, 21C, 21R. The reel sheet is structured to have a transparent property and the lights emitted from the LED lamps pass through the front surface of the reel sheet.
In addition, the left reel 3L consists of a cylindrical frame structure formed by spacing two ring-shaped frames having a same shape at a predetermined interval (for example, reel width) and connecting them with plural connection members, and a transfer member for transferring a driving force of a stepping motor 49L mounted at a center of the frame structure to the ring-shaped frames. In addition, the reel sheet is mounted along the periphery of the left reel 3L.
The LED receiving circuit board arranged in the reel 3L includes three LED receiving units for receiving plural LED lamps. The LED receiving circuit board is mounted in such a way that the LED receiving units are respectively located at the rears of symbols (total 3 symbols) that a player can see through the symbol display area 21L. In addition, the center reel 3C and the right reel 3R have also the same structure as the left reel 3L and comprise the LED receiving circuit boards therein, respectively.
Next, the transmissive liquid crystal display device 131 is described. The liquid crystal display device 131 consists of a protecting glass 132, a display plate 133, a liquid crystal panel 134, a light guide plate 135, a reflecting film 136, fluorescent lamps 137a, 137b, 138a, 138b which are white light sources (for example, means for generating all wavelengths of lights, with a proportion that a specific color is unnoticeable), lamp holders 139a˜139h and a flexible board (not shown) consisting of a table carrier package having an IC for driving the liquid crystal panel mounted thereon and connected to a terminal unit of the liquid crystal panel 134.
The liquid crystal display device 131 is mounted at the front (i.e., in front of a display surface) of the display areas of the reels 3L, 3C, 3R, viewing from the front face. In addition, the reels 3L, 3C, 3R and the liquid crystal display device 131 are separately (for example, at an interval) mounted.
The protecting glass 132 and the display plate 133 are made of transmissive members. The protecting glass 132 is provided to protect the liquid crystal panel 134. In the display plate 133, a figure, a picture and the like are drawn on areas corresponding to the panel display unit 2a and the fixed display unit 2c (see
Herein, in
In the liquid crystal panel 134, liquid crystals are sealingly injected in a gap between a transparent board such as glass plate having a thin film transistor layer formed thereon and a transparent board opposite to the board. A display mode of the liquid crystal panel 134 is set as a normally white. The normally white is such a structure that it becomes a white display under state that the liquid crystal is not driven (i.e., state that a voltage is not applied to the liquid crystal panel 134). In other words, the light travels to the display surface, so that the transmitted light is visible from the outside.
Accordingly, by adopting the liquid crystal panel 134 structured with the normally white, even when there occurs a state at which the liquid crystal cannot be driven, it is possible to see the symbols arranged on the reels 3L, 3C, 3R through the symbol display areas 21L, 21C, 21R and to continuously play the game. In other words, even when there occurs such state that the liquid crystal cannot be driven, it is possible to play the game in relation to the rotation and stop of the reels 3L, 3C, 3R.
The light guide plate 135 is provided at the rear of the liquid crystal panel 54 so as to guide the light from the fluorescent lamps 137a, 137b into the liquid crystal panel 134 (i.e., to illuminate the liquid crystal panel 134) and consists of a transmissive member (i.e., a member having a light guide function) such as acryl-based resin having about 2 cm thickness, for example.
For the reflecting film 136, it is possible to use a material having silver deposition film formed on a white polyester film or aluminum thin film, for example. The reflecting film reflects the light, which is introduced into the light guide plate 135, toward the front. Thereby, the liquid crystal panel 134 is illuminated. The reflecting film 136 consists of a reflecting area 136A and non-reflecting areas (i.e., transmissive areas) 136BL, 136BC, 136BR. The non-reflecting areas 136BL, 136BC, 136BR are formed as light-transmitting units which are made of transparent materials, so that they transmit the incident light without reflecting it.
In addition, the non-reflecting areas 136BL, 136BC, 136BR are provided at front positions of the symbols which are displayed when the rotation of reels 3L, 3C, 3R is stopped. In the mean time, sizes and positions of the non-reflecting areas 136BL, 136BC, 136BR are structured to be matched to the symbol display areas 21L, 21C, 21R (see
The fluorescent lamps 137a, 137b are arranged along upper and lower ends of the light guide plate 135 and supported at their both ends by the lamp holders 139a, 139b, 139g, 139h. The fluorescent lamps 137a, 137b generate the light to be introduced into the light guide plate 135.
The fluorescent lamps 138a, 138b are arranged at upper and lower parts of the rear of the reflecting film 136. The lights generated from the fluorescent lamps 138a, 138b are reflected at the surfaces of the reels 3L, 3C, 3R and then incident on the non-reflecting area 136BL, 136BC, 136BR. The incident lights pass through the non-reflecting area 136BL, 136BC, 136BR to illuminate the liquid crystal panel 134.
Hereinafter, functions of the LED lamps and the fluorescent lamps 137a, 137b, 138a, 138b are described.
First, it is described a function of each lamp when the liquid crystals of the symbol display areas 21L, 21C, 21R are not driven (i.e., voltage is not applied to places corresponding to the symbol display areas 21L, 21C, 21R of the liquid crystal panel 134).
Some of the lights emitted from the fluorescent lamps 138a, 138b are reflected by the reel sheet. In addition, some of the lights emitted from the LED lamps mounted at the LED receiving circuit board transmit the reel sheet. Since these lights transmit the non-reflecting areas 136BL, 136BC, 136BR, and the light guide plate 135 and the liquid crystal panel 135 which constitute the liquid crystal display device 131, the player can see the symbols arranged on the reels.
In addition, the lights, which are emitted from the fluorescent lamps 137a, 137b and introduced toward the light guide plate 135, pass through the liquid crystal panel 134 and are incident to the player's eyes. In other words, the areas of the liquid crystal panel 134 corresponding to the frame display areas 22L, 22C, 22R and the effect display area 23 are illuminated by the fluorescent lamps 137a, 137b.
Next, it is described a function of each lamp when the liquid crystals of the symbol display areas 21L, 21C, 21R are driven (i.e., voltage is applied to the places corresponding to the symbol display areas 21L, 21C, 21R of the liquid crystal panel 134).
Some of the lights emitted from the fluorescent lamps 138a, 138b are reflected by the reel sheet. In addition, some of the lights emitted from the LED lamps transmit the reel sheet. Since some of these lights are reflected, absorbed or transmitted in the liquid crystal driven area of the areas of the liquid crystal panel 134, the player can see an effect image and the like displayed in the symbol display areas 21L, 21C, 21R.
“Blank” is a symbol which is not directly related to establishment of a combination. In other words, even though “Blank” is displayed along one activated line, the payout such as payout of a medal, automatic insertion of a medal, shift of gaming state, etc. is not awarded to the player
Herein, in one embodiment, BB1, BB2, Cherry, Bell, Watermelon, Small Win of Red 7, Small Win of Blue 7 and Replay are provided as a combination. In addition, BB is a single bonus-continuous operation device relating to a first type special single bonus. Additionally, BB1 and BB2 are collectively referred to as “bonus.” BB1 and BB2 are collectively referred to as “BB.” The symbols constituting a symbol combination corresponding to BB, i.e., “Red 7” or “Blue 7” are collectively referred to as “7.”
The combination (combination data) is the control information in which a payout to be awarded to the player is matched to a symbol combination in advance, and is used for the stop control of the reels 3L, 3C, 3R, the switch (shift) of the gaming state, the award of the game value and the like. In a complex combination, plural combinations of a payout to be awarded to the player and a symbol combination are matched (i.e., it is a set of plural combinations). A symbol combination to be displayed (payout to be awarded to a player) is determined in accordance with an operation timing of the stop buttons 7L, 7C, 7R by the player.
In addition, in one embodiment, the gaming state includes a normal gaming state, a RB gaming state and a challenge bonus gaming state (hereinafter, abbreviated to “CB gaming state”). Basically, the gaming state can be identified by a kind of an internal lottery table used to determine an internal winning combination and a mode of the stop control of the reel (so-called “the maximum number of sliding symbols”). Specifically, the gaming state can be identified by a kind of a combination which may be internally won, a probability that an internal winning will be made, the maximum number of sliding symbols and the like.
The normal gaming state consists of a base section having no internal carryover combination and a carryover section having an internal carryover combination. In the carryover section, there is no case where an internal winning of the bonus is made. In the base section, an internal winning of the bonus may be made.
Accordingly, the base section and the carryover section are gaming states different from each other. The internal carryover combination is a combination which permits a corresponding symbol combination to be arranged along the activated line over one or more games (i.e., it is a combination to be permitted depending on the internal winning combination). The internal carryover combination is included in the internal winning combination.
It is possible to determine whether or not it is under carryover section, depending on whether or not there is the internal carryover combination. In case that there is an internal carryover combination, it is under carryover section. In case that there is no internal carryover combination, it is under base section.
The RB gaming state is a gaming state consisting of a game in which “the first type special single bonus” operates and is a gaming state which is relatively advantageous as compared to the normal gaming state. The RB gaming state can be identified, depending on whether a flag under RB operation is ON or OFF. The flag under RB operation is the information for identifying whether or not a gaming state is the RB gaming state. When a flag under BB operation is ON, the flag under RB operation is updated to ON.
When a possible game-number is 0, when a possible winning-number is 0 or when the flag under BB operation is updated to OFF, the flag under RB operation is updated to OFF. The possible game-number is the number of unit games which can be carried out in the RB gaming state. The possible winning-number is the number of cases where a winning can be made in the RB gaming state.
The flag under BB operation is the information for identifying whether or not it is under advantage state which occurs when BB is made. With regard to a unit game value (for example, 1 medal bet per a game) used to play a game in the advantage state, an expected value of a game value to be awarded to a player is relatively higher than in the normal gaming state (i.e., the extent of advantage is relatively higher). When BB is made, the flag under BB operation is updated to ON. When the number of medals paid out exceeds a possible payout-number (i.e., when bonus ending-number counter becomes 0), the flag under BB operation is updated to OFF. The possible payout-number is the number of medals which can be paid out in a game from after the flag under BB operation is updated to ON until the flag under BB operation is updated to OFF. When BB is made, 350 is set as an initial value of the bonus ending-number counter.
Herein, it is described a relationship of the flag under RB operation and the flag under BB operation from after the flag under BB operation is updated to ON until it is updated to OFF. When BB is made, the flag under BB operation is updated to ON. As the flag under BB operation is updated to ON, the flag under RB operation is updated to ON. Then, when the possible game-number becomes 0 or when the possible winning-number becomes 0, the flag under RB operation is updated to OFF. If the flag under BB operation is ON the flag under RB operation is again updated to ON.
If the condition that the flag under BB operation is updated to OFF is satisfied, the flag under BB operation is updated to OFF. At this time, with the flag under BB operation being updated to OFF, the flag under RB operation is updated to OFF. Accordingly, when the flag under BB operation is ON, the flag under RB operation is updated to ON. In other words, after BB is made, the RB gaming state is maintained until the flag under BB operation is updated to OFF.
The main control circuit 71 comprises a micro computer 30 arranged on a circuit board as a main constituting element and is further provided with a circuit for sampling random numbers. The micro computer 30 includes a CPU 31 for carrying out the control operations in accordance with preset programs (see FIGS. 23 to 31), and a ROM 32 and a RAM 33 which are memory means.
To the CPU 31 is connected a clock pulse generating circuit 34 and a frequency divider 35 for generating a reference clock pulse, and a random number generator 36 and a sampling circuit 37 for generating a random number to be sampled. In the mean time, as means for the random number sampling, it may be structured such that the random number sampling is carried out in the micro computer 30, i.e., on an operating program of the CPU 31. In this case, the random number generator 36 and the sampling circuit 37 may be omitted. Alternatively, they may be also held for a backup of the random number sampling operation.
The ROM 32 of the micro computer 30 stores an internal lottery table (see
In the circuit shown in
In addition, to the outputs of the CPU 31 are connected a motor driving circuit 39 for controlling the stepping motors 49L, 49C, 49R, the hopper driving circuit 41 for controlling the hopper 40, a lamp driving circuit 45 for controlling the BET lamps 17a, 17b, 17c and a display unit driving circuit 48 for controlling the display units, such as bonus game information display unit 16, payout display unit 18, credit display unit 19 and the like. These driving circuits receive the control signals outputted from the CPU 31 to control the operations of the actuators, respectively.
In addition, as means for generating an input signal required so that the micro computer 30 generates a control signal, there are provided the start switch 6S, the stop switches 7LS, 7CS, 7RS, the 1-BET switch 11, the 2-BET switch 12, the MAX-BET switch 13, the C/P switch 14, a medal sensor 10S, a reel position detection circuit 50 and a payout completion signal circuit 51.
The start switch 6S detects a manipulation of the start lever 6 and outputs a game start command signal (signal for commanding a game start). The medal sensor 10S detects a medal inserted into the medal insertion slot 10S. The stop switches 7LS, 7CS, 7RS generate a stop command signal (signal for commanding a stop of the symbol variation) in accordance with the operations of the corresponding stop buttons 7L, 7C, 7R. The reel position detection circuit 50 receives a pulse signal from reel rotating sensors and supplies a signal for detecting a position of the respective reels 3L, 3C, 3R to the CPU 31. The payout completion signal circuit 51 generates a signal for detecting a payout completion of the medal when a value counted by a medal detection unit 40S (i.e., the number of medals paid out from the hopper 40) reaches the data of a predetermined value.
In the circuit of
After the reels 3L, 3C, 3R start to rotate, it is counted the number of driving pulses supplied to the respective stepping motors 49L, 49C, 49R and the counted value is written in a predetermined area of the RAM 33. In the mean time, a reset pulse is obtained from the reels 3L, 3C, 3R every one revolution and then inputted to the CPU 31 through the reel position detection circuit 50. The counted value of the driving pulses stored in the RAM 33 is cleared to “0” by the reset pulse obtained. Thereby, the counted value corresponding to a rotating position within a range of one revolution is stored in the RAM 33, with regard to each of the reels 3L, 3C, 3R.
In order to match the rotating positions of the reels 3L, 3C, 3R to the symbols arranged on the peripheries of the reels, a symbol arrangement table (see
In addition, a symbol combination table (see
In case that an internal winning combination is determined by a lottery process (for example, internal lottery process) based on the random number sampling, the CPU 31 transmits a signal for performing the control for stopping the rotations of the reels 3L, 3C, 3R to the motor driving circuit 39, on the basis of the signals transmitted from the stop switches 7LS, 7CS, 7RS at the timing at which the player operates the stop buttons 7C, 7L, 7R and the determined stop table.
When it is made a stop mode (winning mode) representing a winning of a determined combination, the CPU 31 supplies a payout command signal to the hopper driving circuit 41 to pay out the predetermined number of medals from the hopper 40. At this time, the medal detection unit 40S counts the number of medals paid out from the hopper 40, and the medal payout completion signal is inputted to the CPU 31 when the counted value reaches a predetermined value. Thereby, the CPU 31 stops the driving of the hopper 40 through the hopper driving circuit 41 and ends the medal payout process.
The communication between the main control circuit 71 and the image control circuit (gSub) 72a is carried out in a one-way manner, from the main control circuit 71 to the image control circuit (gSub) 72a. In other words, a control command or information is not transmitted to the main control circuit 71 from the image control circuit (gSub) 72a. In addition, the communication between the image control circuit (gSub) 72a and the sound lamp control circuit (mSub) 72b is carried out in a one-way manner, from the image control circuit (gSub) 72a to the sound lamp control circuit (mSub) 72b. That is, a control command or information is not transmitted to the image control circuit (gSub) 72a from the sound lamp control circuit (mSub) 72b.
The image control circuit (gSub) 72a comprises an image control MICOM 81, a serial port 82, a program ROM 83, a work RAM 84, a calendar IC 85, an image control IC 86, a control RAM 87, an image ROM (character ROM) 88 and a video RAM 89.
The image control MICOM 81 comprises a CPU, an intervention controller and an I/O port (serial port is shown). The CPU provided to the image control MICOM 81 executes various processes in accordance with control programs stored in the program ROM 83, based on the control command transmitted from the main control circuit 71. In the mean time, the image control circuit (gSub) 72a is not provided with a clock pulse generating circuit, a frequency divider, a random number generator and a sampling circuit. However, it is adapted to carry out a random number sampling on an operating program of the image control MICOM 81.
The serial port 82 is a port receiving the control command and the like transmitted from the main control circuit 71. The program ROM 83 memorizes control programs to be executed in the image control MICOM 81 (for example, FIGS. 32 to 34 in a second embodiment which will be described later).
The work RAM 84 is used as means for temporarily memorizing the information used when the image control MICOM 81 executes the control program. Various information is stored in the work RAM 84.
The calendar IC 85 memorizes date data. The image control MICOM 81 is connected with the operating unit 17. In one embodiment, an employee in a game arcade operates the operating unit 17 to set a date. The image control MICOM 81 memorizes the set date information in the calendar IC 85 based on the input signal transmitted from the operating unit 17. The date memorized in the calendar IC 85 is backed up.
In addition, the work RAM 84 and the calendar IC 85 are backup targets. In other words, even though the power supplied to the image control MICOM 81 is cutoff, the power is continuously supplied to them, so that the memorized information is not erased.
The image control IC 86 produces and outputs an image corresponding to contents of effect determined by the image control MICOM 81 to the liquid crystal display device 131 (see
The control RAM 87 is included in the image control IC 86. The image control MICOM 81 carries out a process of writing or reading the information and the like to and from the control RAM 87. In addition, the control RAM 87 is developed with a register, a sprite attribute table and a color palette table of the image control IC 86. The image control MICOM 81 updates the register and the sprite attribute table of the image control IC 86 at every timing predetermined.
The image control IC 86 is connected with the liquid crystal display device 131, the image ROM 88 and the video RAM 89. In the mean time, the image ROM 88 may be connected to the image control MICOM 81. In this case, such structure may be effective in processing mass image data such as three dimensional image data, etc. The image ROM 88 stores image data, dot data for producing an image and the like. The video RAM 89 serves as temporary memory means when the image control IC 86 produces an image. In addition, the image control IC 86 transmits a signal to the image control MICOM 81 whenever the data transmission of the video RAM 89 to the liquid crystal display device 131 is completed.
In addition, in the image control circuit (gSub) 72a, the image control MICOM 81 carries out the control of the effects of the sound lamp, too. The image control MICOM 81 determines a type and output timing of the sound lamp, based on the effect determined. The image control MICOM 81 transmits a command to the sound lamp control circuit (mSub) 72b via the serial port 82 every timing predetermined. The sound lamp control circuit (mSub) 72b mainly carries out only the output of the sound lamp in accordance with the command transmitted from the image control circuit (gSub) 72a (except the control for adjusting the sound volume).
The sound lamp control circuit (mSub) 72b comprises a sound lamp control MICOM 111, a serial port 112, a program ROM 113, a work RAM 114, a sound source IC 115, a power AMP 116 and a sound source ROM 117.
The sound lamp control MICOM 111 comprises a CPU, an intervention controller and an I/O port (serial port is shown). The CPU in the sound lamp control MICOM 111 executes a process of controlling the output of the sound lamp in accordance with control programs stored in the program ROM 113, based on the command transmitted from the image control circuit (gSub) 72a. In addition, the sound lamp control MICOM 111 is connected with the LED 100a and the lamp 100b. The sound lamp control MICOM 111 transmits an output signal to the LED 100a and the lamp 100b, in accordance with the command transmitted from the image control circuit (gSub) 72a at the timing predetermined. Thereby, the LED 100a and the lamp 100b emit lights with a predetermined mode in correspondence with the effects.
The serial port 112 receives the command and the like transmitted from the image control circuit (gSub) 72a. The program ROM 113 stores the program to be executed in the sound lamp control MICOM 111 and the like. The work RAM 94 is means for temporarily memorizing the information when the sound lamp control MICOM 111 executes the program described above.
The sound source IC 115 produces a sound source based on the command transmitted from the image control circuit (gSub) 72a, and outputs the produced sound source to the power AMP 116. The power AMP 116 is an amplifier and connected with the speakers 9L, 9R. The power AMP 116 amplifies the sound source outputted from the sound source IC 115, and outputs the amplified sound source from the speakers 9L, 9R. The sound source ROM 117 stores sound source data (phrase) for producing the sound source.
To the sound lamp control MICOM 111 is also connected a sound volume adjusting unit 103. The sound volume adjusting unit 103 is such structured that it can be manipulated by an employee in a game arcade, and adjusts the sound volume to be outputted from the speakers 9L, 9R. Based on the input signal transmitted from the sound volume adjusting unit 103, the sound lamp control MICOM 111 carries out the control for adjusting the sound outputted from the speakers 9L, 9R to the inputted sound volume in accordance with the transmitted input signal.
In the followings, it is described a display example of the liquid crystal display unit 2b (see
Like this, the effect mode is changed by the game section, so that the player can expect a game section from the effect mode. In particular, when it is carried out the effect display that the hero character 202 is superior to the enemy character 203, it is possible to increase the player's expectations that the game section will be a carryover section. As a consequence, the interest in the game is increased.
In the followings, it is described a symbol arrangement table with reference to
The symbol arrangement table includes the information about the symbols arranged on the reel peripheries corresponding to the symbol positions (code numbers) of the reels 3L, 3C, 3R. Based on the symbol arrangement table and a symbol combination table which will be described later, it is possible to perceive the combinations of symbols arranged along the respective activated lines.
In the followings, it is described a symbol combination table with reference to
The symbol combination table includes the information about a display combination corresponding to a combination of symbols stopped at each of the three symbol stop positions connected by the one activated line and the information about the payout number for each of the insertion numbers (bet numbers) corresponding to the display combination. The symbol combination table is referred to when the payout number is determined in accordance with the combination of symbols displayed along the activated line after all the reels 3L, 3C, 3R are stopped.
When a winning number, which will be described later, is 1 (Cherry), Cherry may be a display combination. Cherry comprises a corner cherry and an inner cherry. One of the corner cherry and the inner cherry becomes a display combination, depending on the operation timing of the left stop button 7L. When a so-called “reckless push operation” for “Cherry” is carried out at the center line 8c, the inner cherry becomes a display combination.
When “Cherry (corner)-Any-Any” are arranged along the activated line, the corner cherry becomes a display combination. At this time, when the insertion number is 1 or 2, 15 medals are paid out, and when the insertion number is 3, 8 medals are paid out. “Cherry (corner)” represents “Cherry” which is stopped at the upper or lower position of the left symbol display area 21L. “Any” represents any symbol.
When “Cherry (inner)-Any-Any” are arranged along the activated line, the inner cherry becomes a display combination. At this time, when the insertion number is 1 or 2, 15 medals are paid out, and when the insertion number is 3, 4 medals are paid out. “Cherry (inner)” represents “Cherry” which is stopped at the central position of the left symbol display area 21L.
When “Bell-Bell-Bell” are arranged along the activated line, Bell becomes a display combination. At this time, when the insertion number is 1 or 2, 15 medals are paid out, and when the insertion number is 3, 10 medals are paid out. When “Watermelon-Watermelon-Watermelon” are arranged along the activated line, Watermelon becomes a display combination and 8 medals are paid out irrespective of the insertion number.
When “BAR-Red 7-Red 7” are arranged along the activated line, Small Win of Red 7 becomes a display combination, and 1 medal is paid out irrespective of the insertion number. When “BAR-Blue 7-Blue 7” are arranged along the activated line, Small Win of Blue 7 becomes a display combination, and 1 medal is paid out irrespective of the insertion number. When “Replay-Replay-Replay” are arranged along the activated line, Replay becomes a display combination and medals are automatically inserted.
When “Red 7-Red 7-Red 7” are arranged along the activated line, BB1 becomes a display combination and the flag under BB operation becomes ON, so that the gaming state is shifted to the RB gaming state. When “Blue 7-Blue 7-Blue 7” are arranged along the activated line, BB2 becomes a display combination and the flag under BB operation becomes ON, so that the gaming state is shifted to the RB gaming state.
In the followings, it is described an internal lottery table determining table with reference to
The internal lottery table determining table includes the information about an internal lottery table (see
Herein, in case of the normal gaming state, an internal lottery table for a normal gaming state (see
In the followings, it is described an internal lottery table with reference to
In the determination (lottery) of a winning number based on the internal lottery table, it is determined whether a random number value is within a numerical range expressed by the lowest and upper limits corresponding to the winning number, from the same winning number as the number of lotteries determined every gaming state to the winning number 0, in descending power. When the random number value is within a numerical range expressed by the lowest and upper limits, a corresponding winning number is determined. In addition, the number of cases where it is determined whether the random number value is within a numerical range expressed by the lowest and upper limits corresponding to a winning number is same as the number of lotteries determined in the internal lottery table determining table of
In addition, in case that the random number value is never within a numerical range expressed by the lowest and upper limits until the winning number becomes “0,” the winning number becomes 0 (i.e., losing). The losing of the internal winning combination represents that it is not determined a combination matched to a payout to be awarded to the player in the internal lottery. In addition, in one embodiment, the losing is not a combination matched to a game value. Additionally, it may be thought that a symbol combination corresponding to the losing as an internal winning combination is any symbol combination different from the symbol combinations corresponding to the plural combinations preset. However, in one embodiment, it is such structured that a symbol combination corresponding to the losing is not provided.
In addition, it is determined whether or not a winning is made, from a winning number, in descending power, until the winning number becomes 0, and it is set that the numerical ranges defined by the lowest and upper limits corresponding to each of the plural combinations are duplicated. Accordingly, plural combinations may be determined as an internal winning combination. An internal winning combination is determined on the basis of the winning number determined, the gaming state, the insertion number and an internal winning combination determining table (see
For example, in case that the gaming state is the normal gaming state, the insertion number is 3 and the random number value sampled from the range of 0˜65535 is 7050, “the random number value (R) (7050)−the lowest limit (L) (7096)” is calculated for the winning number 8 first of all. The calculation result is less than 0. Accordingly, since the random number value is not within the numerical range (L R U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 7050, the winning number 8 is not determined.
Next, “the random number value (R) (7050)−the lowest limit (L) (7000)” is calculated for the winning number 7. Then, it is calculated the random number value (7050)−the upper limit (U) (7095). Accordingly, since the random number value is within the numerical range (L R U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 7050, the winning number 7 is determined. When the winning number 7 is determined, BB1 corresponding to the winning number 7 becomes an internal winning combination, based on an internal winning combination determining table which will be described later.
Like this, the calculations of “random number value (R) (7050)−lowest limit (L)” and “random number value (R) (7050)−upper limit (U)” are repeated until the winning number becomes 0 so as to determine whether each of the winning numbers 6˜1 is determined or not. As a result, the winning number 6 is also determined since the upper limit (L) is 6049 and the upper limit (U) is 15028. However, the winning numbers 1˜5 are not determined. Accordingly, in this case, the winning numbers 6 and 7 are determined and both Replay and BB1 are determined as an internal winning combination, based on an internal winning combination determining table which will be described later.
In addition, in the carryover section, since the number of lotteries is updated to 6 (see a step S53 of
In the followings, it is described an internal winning combination determining table with reference to
The internal winning combination determining table includes the information (data) about an internal winning combination (flag) corresponding to a winning number. The flag is expressed by a binary number. An internal winning combination expressed to correspond to the winning number is the information for identifying an internal winning combination and consists of 1 byte.
When the winning number is 0 and the information representing the internal winning combination is “00000000,” the losing is determined as an internal winning combination. When the winning number is 1 and the information representing the internal winning combination is “00000001,” an internal winning combination is Small Win of Cherry. When the winning number is 2 and the information representing the internal winning combination is “00000010,” an internal winning combination is Small Win of Bell.
When the winning number is 3 and the information representing the internal winning combination is “00000100,” an internal winning combination is Small Win of Watermelon. When the winning number is 4 and the information representing the internal winning combination is “00001000,” an internal winning combination is Small Win of Red 7. When the winning number is 5 and the information representing the internal winning combination is “00010000,” an internal winning combination is Small Win of Blue 7.
When the winning number is 6 and the information representing the internal winning combination is “00100000,” an internal winning combination is Replay. When the winning number is 7 and the information representing the internal winning combination is “01000000,” an internal winning combination is RB1. When the winning number is 8 and the information representing the internal winning combination is “10000000,” an internal winning combination is BB2.
The internal winning combination is the information for identifying a mode of the stop control or identifying a combination which can be a display combination (a combination which can be allowed as a display combination). It can be said that an internal winning combination is indirectly matched to a corresponding symbol combination and a payout to be awarded to the player, through a mode of stop control corresponding to the internal winning combination.
In the followings, it is described a reel stop beginning determination table with reference to
The reel stop beginning determination table includes the information of stop tables corresponding to the respective values 0 to 8 of a select counter for stop. The winning numbers are set in the select counter for stop (see a step S74 in
The stop table includes the information defining a mode of the stop control of the reels 3L, 3C, 3R. Specifically, the stop table includes the information (for example, information of a stop position of a symbol, information about the number of sliding symbols, etc.) of the stop mode of the reels 3L, 3C, 3R corresponding to the operation timing of the stop buttons 7L, 7C, 7R by the player. Each of the stop tables is structured such that a corresponding internal winning combination can be made.
Specifically, the stop table (not shown) is structured such that a predetermined symbol combination (symbol combination of a corresponding combination) can be arranged along a predetermined display line (activated line). However, the stop table corresponding to the losing is structured such that a predetermined symbol combination cannot be arranged along a predetermined display line.
In the stop table, it is indicated a stop operation position and a stop control position of the respective reels 3L, 3C, 3R. The stop operation position represents a code number of a symbol located on the center line 8c (specifically, a symbol whose center is above the center line 8c and nearest at the position of the center line 8c) when the stop buttons 7L, 7C, 7R mounted to correspond to the respective reels 3L, 3C, 3R are operated. The stop control position represents a code number of a symbol stopped at the position of the center line 8c when the reel for which the stop operation is carried out is stopped.
In one embodiment, the number of sliding symbols is set to be maximum “4 symbols.” For example, if the stop button 7R is operated at the time when “Watermelon” of the code number “09” reaches the position of the center line 8c while the right reel 3R is being rotated, it is possible to stop-control the right reel 3R so that “Cherry” of the code number “13” is stopped at the position of the center line 8c
In the followings, it is described an example of a stop table for Replay which is used when an internal winning combination is Replay.
The stop table is structured such that a predetermined symbol combination (symbol combination of a corresponding combination) can be arranged along a predetermined display line (activated line). However, the stop table corresponding to the losing is structured such that a predetermined symbol combination cannot be arranged along a predetermined display line.
In addition, the five stop tables are provided for each of the combinations. The five stop tables corresponding to one combination correspond to the cross-up line 8a, the top line 8b, the center line 8c, the bottom line 8d and the cross-down line 8e, respectively.
In the stop table, it is indicated a stop operation position and a stop control position of the respective reels 3L, 3C, 3R. The stop operation position represents a code number of a symbol located on the center line 8c (specifically, a symbol whose center is above the center line 8c and nearest at the position of the center line 8c) when the stop buttons 7L, 7C, 7R mounted to correspond to the respective reels 3L, 3C, 3R are operated. The stop control position represents a code number of a symbol stopped at the position of the center line 8c when the reel for which the stop operation is carried out is stopped.
In one embodiment, the number of sliding symbols is set to be maximum “4 symbols.” For example, if the stop button 7C is operated at the time when “BAR” of the code number “11” reaches the position of the center line 8c while the center reel 3R is being rotated, it is possible to stop-control the center reel 3C so that “Replay” of the code number “14” is stopped at the position of the center line 8c.
In
In
In
Like this, in case that an internal winning combination is Replay, except a case where an automatic stop timer is operated (a determination result in a S16 of
In the followings, a priority attraction-in ranking table is described with reference to
The priority attraction-in ranking table includes the information of the priority ranking in which “attraction-in” of the symbol combinations corresponding to the combinations (internal winning combinations) is relative. A priority ranking 1 is Replay. A priority ranking 2 is BB1 and BB2. A priority ranking 3 is Cherry and Bell. A priority ranking 4 is Watermelon, Small Win of Red 7 and Small Win of Blue 7.
The reason that Replay is set to be the priority ranking 1 and the bonus is set to be the priority ranking 2 is to preferentially attract-in the bonus while preventing the passion for gambling of the player from being aroused. The reason the priority ranking of Bell is higher than that of Watermelon is because the payout number corresponding to Bell is greater than that of Watermelon. In case that the plural internal winning combinations are determined, the attraction-in of an internal winning combination having a higher priority ranking is carried out. When such attraction-in cannot be carried out, the attraction-in of an internal winning combination having a next priority ranking is carried out. In addition, it may be used a preset stop table for the stop control of the reel.
In case that the plural internal winning combinations are determined in one game, the priority rankings of the respective internal winning combinations are different. For example, although there is a case where Replay (priority ranking 1) and BB1 (priority ranking 2) are determined as an internal winning combination, the priority rankings thereof are different. In addition, in the carryover section, although both the bonus carried over and a combination (for example, Replay) determined by the random number lottery become the internal winning combination, there is no case where an internal winning of the bonus is determined in the carryover section. Accordingly, the priority rankings of the respective internal winning combinations are different in the carryover section.
Herein, referring to the internal lottery table (
Basically, the “attraction-in” is meant by a control for stopping the rotation of reel (i.e., a reel corresponding to a stop operation), which is a target of the stop operation, so that a symbol (hereinafter, referred to as “attraction-in target symbol”) constituting a symbol combination corresponding to an internal winning combination within a range of the maximum number of sliding symbols (i.e., 4) is displayed in the symbol stop position (hereinafter, referred to as “active symbol stop position”) connected by the activated line.
In case of the second stop operation, the “attraction-in” is meant as follows: as the first stop operation is carried out, when the symbol constituting a symbol combination corresponding to the internal winning combination is displayed in the active symbol stop position together with the attraction-in target symbol in the second stop operation, the attraction-in target symbol is displayed at an active symbol stop position in the symbol display areas 21L, 21C, 21R corresponding to the second stop operation, which are connected by the activated line connecting the active symbol stop positions.
In case of the third stop operation, the “attraction-in” is meant as follows: when the attraction-in target symbol is arranged along the one activated line in the two symbol display areas 21L, 21C, 21R corresponding to the first and second stop operations (when it is the “Check”), the attraction-in target symbol is displayed at the active symbol stop positions connected by the activated line.
In the followings, it is described a table on bonus operation with reference to
The table on bonus operation includes the information of a flag under operation to be updated to ON, a value to be set in the bonus ending-number counter, the possible game-number and the possible winning-number, for each of display combinations. The table on bonus operation is referred to in a process of a S33 in
The flag under operation is the information for identifying a gaming state being operated (i.e., current gaming state). The flag under operation includes a flag under BB operation and a flag under RB operation in correspondence with a display combination.
The bonus ending-number counter is a counter for counting the number of medals paid out in a game from after the flag under BB operation is updated to ON until it is updated to OFF.
In the followings, it is described areas (memory areas) for storing an internal winning combination, an internal carryover combination and a random number value, with reference to
A bit 2 (third bit) is a storing area corresponding to Watermelon. A bit 3 (fourth bit) is a storing area corresponding to Small Win of Red 7. A bit 4 (fifth bit) is a storing area corresponding to Small Win of Blue 7. A bit 5 (sixth bit) is a storing area corresponding to Replay. A bit 6 (seventh bit) is a storing area corresponding to BB1. A bit 7 (eighth bit) is a storing area corresponding to BB2. In the internal winning combination storing area, a combination corresponding to a bit which is 1 is an internal winning combination. For example, when “00000010” is stored in the internal winning combination storing area (i.e., when the bit 1 (second bit) is 1), an internal winning combination is Bell.
In the followings, it is described an effect determining table on game start with reference to
The table shown in
The effect determining table on game start includes the information about a lottery value corresponding to an effect identifier for each of the fight flags. The fight flag is the information for identifying whether or not it is shown in the liquid crystal display unit 2b that the hero character 202 fights with the enemy character 203. The effect identifier is the information for directly defining the contents of effect. The effect identifier is matched to the effect data one to one.
In addition, the lottery value is a value which is subtracted from the random number value sampled. When a value obtained by subtracting the lottery value from the random number value is negative, the information corresponding to the lottery value is selected. For example, in case that the random number value, which is sampled when the fight flag is OFF, is “350,” the lottery value “200” corresponding to the effect identifier 1 is subtracted from “350.” The value resulting from the subtraction is “150 (positive value).” Next, the lottery value “200” corresponding to the effect identifier 2 is subtracted from “150.” The value resulting from the subtraction is negative. Accordingly, 2 is selected (determined) as an effect identifier.
Herein, when the fight flag is OFF, a probability that 3 will be selected as an effect identifier is higher, as compared to a probability that 1 or 2 will be selected as an effect identifier. To the contrary, when the fight flag is ON, 1 or 2 is selected as an effect identifier without fail. In other words, there is no case where 3 is selected as an effect identifier.
In the followings, it is described an effect table A with reference to
The effect table A is provided with the contents (information) of the effect data corresponding to the effect identifier. The effect data corresponding to the respective effect identifier, which is selected in the effect determining table on game start used when a game is started, can be basically identified by a main body that gets ready for an attack at the time of a start operation. More specifically, when 1 is selected as an effect identifier, it is shown in the liquid crystal display unit 2b that the hero character 202 gets ready for an attack against the enemy character 203, as the player manipulates the start lever 6. When 2 is selected as an effect identifier, it is shown in the liquid crystal display unit 2b that the enemy character 203 gets ready for an attack against the hero character 203, as the player manipulates the start lever 6. When 3 is selected as an effect identifier, it is not shown in the liquid crystal display unit 2b that the attack is ready, as the player manipulates the start lever 6.
In the followings, it is described an effect determining table for a base section with reference to
The effect determining table for a base section includes the information of lottery values corresponding to each of the effect identifiers 1, 2 and 3, for each of current effect identifiers (it is not shown the cases where the effect identifier is 2 and 3). The current effect identifier represents an effect identifier which is selected at the current time. In addition, the current effect identifier represents an effect identifier which is selected in a step S131 of
According to the effect determining table for a base section, when the current effect identifier is 1, 11˜30 are selected as the effect identifier and 31 is not selected as the effect identifier. In addition, as compared a probability that 11, 16, 21 and 26 will be selected as the effect identifier, it is higher a probability that the other effect identifiers (12˜15, 17˜20, 22˜25, 27˜30) will be selected.
The effect determining table for a carryover section includes the information of lottery values corresponding to each of the effect identifiers 1, 2 and 3 (it is not shown the cases where the effect identifier is 2 and 3). Regarding this, it is same as the effect determining table for a base section. In the mean time, in the effect determining table for a carryover section, when the current effect identifier is 1, 11˜31 are selected as the effect identifier. This is different from the effect determining table for a base section in which 31 is not selected as an effect identifier. In addition, it is different from the effect determining table for a base section, in that it is higher a probability that the effect identifiers 11, 16, 21 and 26 will be selected, as compared a probability that 12˜15, 17˜20, 22˜25, 27˜30 will be selected as the effect identifier.
In the followings, it is described an effect table B with reference to
The effect table B includes the information about the effect data corresponding to the effect identifier. The effect data corresponding to the respective effect identifier, which is selected in the effect determining table for a base section (see
Accordingly, according to the tables shown in FIGS. 20 to 22, it is possible to display the different effects in the liquid crystal display unit 2b, based on the types of the game section. Specifically, when the game section is the carryover section, it is shown in the liquid crystal display unit 2b that the hero character 202 knocks down the enemy character 203, after the third stop operation. In the mean time, when the game section is the base section, it is not shown that the hero character 202 knocks down the enemy character 203. As a result, when it is shown in the liquid crystal display unit 2b that the hero character 202 knocks down the enemy character 203, the player can conduct the observation push so that the symbol combination corresponding to “Red 7-Red 7-Red 7” is arranged along the activated line, while expecting that the game section is the carryover section. Accordingly, viewing from the player's point, since the decision criterion for acquiring the payout is increased, the interest in the game is correspondingly increased.
In the followings, it is described a control operation of the main control circuit 71, with reference to flow charts shown in
First, the CPU 31 carries out an initialization process (step S1). Specifically, the CPU initializes the memory contents and communication data of the RAM 33, and then proceeds to a step S2. In the step S2, the CPU erases (clears) predetermined memory contents of the RAM 33. Specifically, the CPU erases the data of the writable area of the RAM 33 used in a previous game, writes a parameter necessary for a next game into the writable area of the RAM 33 and indicates a start address of a sequence program for the next game, etc.
In a step S3, the CPU carries out a bonus operation supervisory process which will be described with reference to
In the step S5, the CPU samples a random number value for lottery, and proceeds to a step S6. The random number value sampled in this process is used for an internal lottery process which will be described later. In the step S6, the CPU carries out a gaming status supervisory process which will be described with reference to
In the step S9, the CPU transmits a start command and then proceeds to a step S10. The start command contains the information of a gaming state, an internal winning combination, etc., and is transmitted to the sub-control circuit 72. In the step S10, the CPU determines whether “4.1 seconds” have elapsed after the reel has started to rotate in the previous game. When a result of the determination is YES, the CPU proceeds to a step S12, otherwise proceeds to a step S11. In the step S11, the CPU consumes a game start waiting time (waiting process) and then proceeds to a step S12. Specifically, the CPU annuls an input related to a game start operation by a player during the period from after the previous game has started until a predetermined time (for example, 4.1 seconds) has elapsed.
In the step S12, the CPU sets a game supervisory timer in the register of CPU 31 and then proceeds to a step S13. The game supervisory timer includes an automatic stop timer for stopping the reels 3L, 3C, 3R without relying on the stop operation of the stop buttons 7L, 7C, 7R by the player. In the step S13, the CPU requests the rotation start of all reels, and then proceeds to a step S14. In the step S14, the CPU sets a reel stop permission command to the register of the CPU 31, and then proceeds to a step S15 of
In the step S15 of
In the step S17, the CPU carries out a sliding-symbol-number deciding process, and then proceeds to a step S18. In this process, based on the stop operation order (how many stop operations is it?) and the stop operation position, the CPU refers to the priority attraction-in table ranking table and the stop table stored in the RAM 33 in a step S86 of
In the step S19, the CPU transmits a reel stop command for requesting the rotation stop of any one of the reels 3L, 3C, 3R corresponding to the any one of the pushed stop buttons 7L, 7C, 7R to the motor driving circuit 39, and then proceeds to a step S20. The motor driving circuit 39 stops the corresponding reels 3L, 3C, 3R, based on the reel stop command transmitted from the CPU 31. In the step S20, the CPU determines whether or not all the reels are stopped. When a result of the determination is YES, the CPU proceeds to a step S21, otherwise proceeds to the step S15.
In the step S21, the CPU carries out a display combination retrieving process and then proceeds to a step S22. In this process, the CPU sets a flag for identifying a display combination (established combination), based on the stop mode of the symbols in the symbol display areas 21L, 21C, 21R.
In the step S22, the CPU carries out a medal payout process, and then proceeds to a step S23. In this process, the CPU refers to the symbol combination table, based on the flag which is set in the register of the CPU 31 in the display combination retrieving process, and deposits (credits) or pays out the medals of the corresponding payout number. In the step S23, the CPU updates the bonus ending-number counter, based on the corresponding payout number, and then proceeds to a step S24. Herein, when the bonus ending-number counter is 1 or more, the CPU subtracts the counter depending on the payout number of the medal.
In the step S24, the CPU determines whether the flag under RB operation or the flag under BB operation is ON or not. When a result of the determination is YES, the CPU proceeds to a step S25, otherwise proceeds to a step S26. In the step S25, the CPU carries out a bonus end checking process which will be described with reference to
In the followings, it is described a bonus operation supervisory process with reference to
First, the CPU 31 determines whether the flag under BB operation is ON or not (step S31). When a result of the determination is YES, the CPU proceeds to a step S32, otherwise proceeds to the step S4 in
In the step S33, the CPU carries out a process on RB operation, based on the table on bonus operation (see
In the followings, it is described a gaming status supervisory process with reference to
First, the CPU 31 determines whether the flag under RB operation is ON or not (step S41). When a result of the determination is YES, the CPU proceeds to a step S42, otherwise proceeds to a step S43. In the step S42, the CPU stores an identifier of the RB gaming state and then proceeds to the step S7 in
In the followings, it is described an internal lottery process with reference to
First, the CPU 31 determines the type of the internal lottery table (see
In the step S54, the CPU 31 sets a value same as the number of lotteries in the register of the CPU 31, as a winning number, and then proceeds to a step S55. Thereby, as the winning number, “8” is set in case of the base section of the normal gaming state, “5” is set in case of the RB gaming state and “6” is set in case of the internal winning state (carryover section). In the step S55, the CPU refers to the internal lottery table determined in the step S51 to obtain the lowest limit (U), based on the winning number and the insertion number, and then proceeds to a step S56. In the step S56, the CPU subtracts the lowest limit (L) from the random number value (R) stored in the random number value storing area of the RAM 33 (R−L), and then proceeds to a step S57.
In the step S57, the CPU determines whether or not it is carried out an underflow. Specifically, the CPU determines whether the calculation result of R-L is negative or not. When a result of the determination is YES, the CPU proceeds to a step S66 in
In the step S58, the CPU refers to the internal lottery table determined in the step S51 to obtain the upper limit (U), based on the winning number and the insertion number, and then proceeds to a step S59. In the step S59, the CPU subtracts the upper limit (U) from the random number value (R) stored in the random number value storing area of the RAM 33 (R−U), and then proceeds to a step S60.
In the step S60, the CPU determines whether a value resulting from the subtraction, i.e., the calculation result of R−U is “0” or not. When a result of the determination is YES, the CPU proceeds to a step S62 in
In the step S61, the CPU determines whether or not it is carried out an underflow. Specifically, the CPU determines whether the calculation result of R-U is negative or not. When a result of the determination is YES, the CPU proceeds to a step S62 in
In the step S62, the CPU stores the winning number in an area for storing internal lottery result information of the RAM 33, and then proceeds to a step S63. In the step S63, the CPU refers to the internal winning combination determining table to determine internal winning combination, based on the winning number, and then proceeds to a step S64.
In the step S64, the CPU takes a logical product of the internal winning combination and the bonus check data, stores a logical sum of a result thereof and the internal carryover combination storing area in the internal carryover combination storing area, and then proceeds to a step S65. Thereby, BB1 or BB2 determined is stored in the internal carryover combination storing area. In addition, the bonus check data is “11000000.” In the step S65, the CPU stores a logical sum of the internal winning combination and the internal carryover combination storing area in the internal winning combination storing area, and then proceeds to a step S66. As a result, the data relating to the type of the determined internal winning combination is stored in the internal winning combination storing area.
In the step S66, the CPU subtracts 1 from the number of lotteries and then proceeds to a step S67. In the step S67, the CPU determines whether or not the number of lotteries is 0. When a result of the determination is YES, the CPU proceeds to a step S68, otherwise proceeds to the step S54 in
In the step S68, the CPU refers to the internal winning combination determining table to determine the internal winning combination based on the winning number, and then proceeds to a step S69. In the step S69, the CPU takes a logical product of the internal winning combination and the bonus check data, stores a logical sum of a result thereof and the internal carryover combination storing area in the internal carryover combination storing area, and then proceeds to a step S70. Thereby, the internal carryover combination is stored in the internal carryover combination storing area. In the step S70, the CPU stores a logical sum of the internal winning combination and the internal carryover combination storing area in the internal winning combination storing area and then proceeds to the step S8 in
In the followings, a reel stop initialization process is described with reference to
First, the CPU 31 determines whether or not the winning number is 0 (step S71). When a result of the determination is YES, the CPU proceeds to a step S72, otherwise proceeds to a step S74. In the step S72, the CPU takes a logical product of the data of the internal winning combination storing area and the operation combination check data (“11000000”), and then proceeds to a step S73. In the step S73, the CPU determines whether the logical product is 0 or not. When a result of the determination is YES (when there is no internal carryover combination), the CPU proceeds to a step S74, otherwise (i.e., when there is an internal carryover combination) proceeds to a step S75.
In the step S74, the CPU stores the winning number in the select counter for stop, and then proceeds to a step S76. In the step S75, the CPU numbers the data of the internal winning combination storing area, stores it in the select counter for stop and then proceeds to a step S76. Specifically, when the data of the internal winning combination storing area represents BB1 or BB2, 7, and 8 are stored in the select counter for stop, in the respective cases. In the step S76, the CPU determines a stop table, based on the reel stop initialization table, stores it in the RAM 33, and then proceeds to the step S9 in
In the followings, a bonus end checking process is described with reference to
First, the CPU 31 determines whether the flag under RB operation is ON or not (step S81). When a result of the determination is YES, the CPU proceeds to a step S84, otherwise proceeds to a step S82. In the step S82, the CPU determines whether the bonus ending-number counter is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S83, otherwise proceeds to the step S26 in
In the step S84, the CPU determines whether or not the winning is made. When a result of the determination is YES, the CPU proceeds to a step S85, otherwise proceeds to a step S90. In the step S85, the CPU determines whether or not the bonus ending-number counter is 0. When a result of the determination is YES, the CPU proceeds to a step S86, otherwise proceeds to a step S88. In the step S86, the CPU carries out a process on RB ending, and then proceeds to a step S87. Specifically, the CPU clears the flag under RB operation, the possible winning-number, the possible game-number and the like. In the step S87, the CPU carries out the process on bonus ending, and then proceeds to the step S26 in
In the step S88, the CPU subtracts 1 from the possible winning-number, and then proceeds to a step S89. In the step S89, the CPU determines whether the possible winning-number is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S92, otherwise proceeds to a step S90. In the step S90, the CPU subtracts 1 from the possible game-number, and then proceeds to a step S91. In the step S91, the CPU determines whether the possible game-number is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S92, otherwise proceeds to the step S26 in
In the followings, a bonus operation checking process is described with reference to
First, the CPU 31 determines whether or not the display combination is Replay (step S101). When a result of the determination is YES, the CPU proceeds to a step S102, otherwise proceeds to a step S103. In the step S102, the CPU copies the insertion number counter to the automatic insertion counter and then proceeds to the step S27 in
In the step S103, the CPU determines whether the display combination is BB1 or BB2. When a result of the determination is YES, the CPU proceeds to a step S104, otherwise proceeds to the step S27 in
Hereinafter, it is described a control operation of the image control circuit 72a with reference to flow charts shown in FIGS. 32 to 34.
In the followings, it is described a RESET-intervention process for gSub with reference to
First, the image control MICOM 81 is structured to generate a RESET-intervention and to sequentially carry out a RESET-intervention process for gSub memorized in the program ROM 83, based on the generated intervention, as the power is inputted and the voltage is applied to the reset terminal.
First, the image control MICOM 81 initializes the work RAM 84, the control RAM 87, the video RAM 89 and the like (step S111), and then proceeds to a step S112. In the step S112, the image control MICOM carries out an input supervisory process of supervising whether or not there is an input from the operating unit 17 and the like, and then proceeds to a step S113. In the step S113, the MICOM carries out a command receiving process which will be described with reference to
In the followings, it is described a command input process with reference to
First, the image control MICOM 81 determines whether or not there is the data in a command buffer, i.e., whether or not a command is received (S121). The command buffer is a memory area for storing the command (for example, start command, etc.) transmitted from the main control circuit 71. When a result of the determination is YES, the MICOM proceeds to a step S122, otherwise proceeds to the step S114 in
In the step S122, the MICOM determines whether or not a jump place is OK. Specifically, the MICOM determines whether a process of the jump place corresponding to the received command can be executed or not. When a result of the determination is YES, the MICOM proceeds to a step S123. When it is received the data which cannot be processed due to the noise and the like, or when it is determined that the data is the illegal data, viewing from the history of the command previously received, a result of the determination becomes NO, so that the MICOM proceeds to the step S114 in
In the step S123, the MICOM sets a return address and then proceeds to a step S124. The address set in the step S123 is an address corresponding to a process of a step S125 which will be described later. In the step 124, the MICOM jumps to the determined process. Specifically, the MICOM carries out a process of the jump place corresponding to the leading data of the received command, based on a jump table, and then proceeds to a step S125. Specifically, the MICOM carries out a process of the jump place corresponding to the leading data of the received command, based on a jump table (not shown), and then proceeds to a step S125. The process of the jump place includes a game start process which will be described with reference to
In the followings, it is described a game start process with reference to
First, the image control MICOM 81 carries out the lottery (determination) of the effect identifier, based on the fight flag, the hero identifier and the effect determining table on game start (see
In the step S133, the MICOM determines whether the effect identifier is 1 or 2. When a result of the determination is YES, the MICOM proceeds to a step S134, otherwise proceeds to the step S125 in
The invention has been described with reference to the embodiment. However, the invention is not limited thereto.
In the embodiment, when BB is determined as an internal winning combination, Replay is also determined without fail. Thereby, it is not displayed the symbol combination corresponding to BB in the unit game in which BB and Replay are determined as an internal winning combination. However, the invention is not limited thereto. For example, it may be structured as follows: when BB is determined as an internal winning combination, a predetermined Small Win is determined without fail and the gaming state is shifted to a Replay time (a game in which it is higher a probability that an internal winning of Replay will be made, as compared to the base section) during the plural games as the corresponding Small Win is made. As a consequence, since it is possible to provide the effect as shown in
In the embodiment, when BB is determined as an internal winning combination, Replay is also determined without fail. However, the invention is not limited thereto. For example, it may be structured as follows: when BB1 is determined as an internal winning combination, Replay is also determined without fail. However, when BB2 is determined as an internal winning combination, Replay is not determined.
In the embodiment, when it is used the internal winning combination determining information (internal lottery table for a normal gaming state), the predetermined combination (for example, BB1, BB2, etc.) and the specific combination (for example, Replay) are determined as an internal winning combination by the lottery of one time. However, the invention is not limited thereto. For example, Small Win such as Cherry and Bell and the specific combination (for example, Replay) may be determined as an internal winning combination by the lottery of one time.
In the embodiment, the random number range (numerical range) corresponding to the combination consists of the continuous values. However, the invention is not limited thereto. For example, the numerical range may include plural non-continuous values.
In addition, the invention can be applied to another gaming machine such as pachinko gaming machine, pachi-slot and the like, in addition to the gaming machine 1 of the above embodiment. In addition, the invention can be applied to a game program which pseudo-executes the operations in the gaming machine 1 described above as a home gaming machine. In this case, a medium for recording the game program may include a CD-ROM, FD (flexible disk) and the other recording media.
Hereinafter, it is specifically described an embodiment 2 of the gaming machine according to the invention. In addition, the same structure and operation as the embodiment 1 will be omitted.
The gaming machine 1 of the embodiment 2 is different from the embodiment 1 with regard to the normal gaming state. Specifically, the normal gaming state consists of a base section having no internal carryover combination, a replay time section (hereinafter, referred to as “RT section”) in which a probability that an internal winning of Replay will be made is higher than in the base section and a carryover section having an internal carryover combination. In the carryover section, an internal winning of the bonus is not made. In the base and RT sections, an internal winning of the bonus may be made. In the RT section, the probability that an internal winning of Replay will be made is higher than in the base and carryover sections.
Accordingly, the base section, the RT section and the carryover section are gaming states different from each other. The internal carryover combination is a combination which permits a corresponding symbol combination to be arranged along the activated line over one or more games (i.e., it is a combination to be permitted depending on the internal winning combination). The internal carryover combination is included in the internal winning combination. A game section of the normal gaming state except the RT section is referred to as “non-RT section.”
It is possible to determine whether or not it is under RT section, depending on whether or not a RT game-number counter is 1 or more. When it is determined that “Bell-Replay-Replay” are arranged along the activated line (when it is determined that a result of determination in a step T122 of
It is possible to determine whether or not it is under carryover section, depending on whether or not there is the internal carryover combination. In case that there is no internal carryover combination and the value of the RT game-number counter is 0, it is under base section.
In addition, the gaming machine 1 of the embodiment 2 is different from the embodiment 1 with regard to the internal lottery table. Specifically, the internal lottery table is provided for each of the gaming states and includes the information about a numerical range expressed by the lowest and upper limits corresponding to a winning number every insertion number.
In the determination (lottery) of a winning number based on the internal lottery table, it is determined whether a random number value is within a numerical range expressed by the lowest and upper limits corresponding to the winning number, from the same winning number as the number of lotteries determined every gaming state to the winning number 0, in descending power. When the random number value is within a numerical range expressed by the lowest and upper limits, a corresponding winning number is determined. In addition, the number of cases where it is determined whether the random number value is within a numerical range expressed by the lowest and upper limits corresponding to a winning number is same as the number of lotteries determined in the internal lottery table determining table.
In addition, in case that the random number value is never within a numerical range expressed by the lowest and upper limits until the winning number becomes “0,” the winning number becomes 0 (i.e., losing). The losing of the internal winning combination represents that it is not determined a combination matched to a payout to be awarded to the player in the internal lottery. In addition, in one embodiment, the losing is not a combination matched to a game value. Additionally, it may be thought that a symbol combination corresponding to the losing as an internal winning combination is any symbol combination different from the symbol combinations corresponding to the plural combinations preset. However, in one embodiment, it is such structured that a symbol combination corresponding to the losing is not provided.
In addition, it is determined whether or not a winning is made, from a winning number, in descending power, until the winning number becomes 0, and it is set that the numerical ranges defined by the lowest and upper limits corresponding to each of the plural combinations are duplicated. Accordingly, plural combinations may be determined as an internal winning combination. An internal winning combination is determined on the basis of the winning number determined, the gaming state, the insertion number and an internal winning combination determining table.
For example, in case that the gaming state is the base section of the normal gaming state (the RT game-number is 0), the insertion number is 3 and the random number value sampled from the range of 0˜65535 is 16050, “the random number value (R) (16050)−the lowest limit (L) (16096)” is calculated for the winning number 8 first of all. The calculation result is less than 0. Accordingly, since the random number value is not within the numerical range (L R U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 16050, the winning number 8 is not determined.
Next, “the random number value (R) (16050)−the lowest limit (L) (16000)” is calculated for the winning number 7. Then, it is calculated the random number value (16050)−the upper limit (U) (16095). The calculation result is 0 or less. Accordingly, since the random number value is within the numerical range (L R U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 16050, the winning number 7 is determined. When the winning number 7 is determined, BB1 corresponding to the winning number 7 becomes an internal winning combination, based on an internal winning combination determining table which will be described later.
Like this, the calculations of “random number value (R) (16050)−lowest limit (L)” and “random number value (R) (16050)−upper limit (U)” are repeated until the winning number becomes 0 so as to determine whether each of the winning numbers 6˜1 is determined or not. When the gaming state is the base section of the normal gaming state, the insertion number is 3 and the random number value is 16050, the winning numbers 1˜6 are not determined. Accordingly, in this case, the winning number 7 is determined, and BB1 is determined as an internal winning combination, based on an internal winning combination determining table which will be described later.
In addition, in case that the gaming state is the RT section of the normal gaming state (the RT game-number counter is 1 or more), the insertion number is 3 and the random number value sampled from the range of 0˜65535 is 16050, the calculations of “random number value (R) (16050)−lowest limit (L)” and “random number value (R) (16050)−upper limit (U)” are repeated until the winning number becomes 0 so as to determine whether each of the winning numbers 8˜1 is determined or not. At this time, the winning number 7 is determined because the lowest limit (L) is 16000 and the upper limit (U) is 16095. In addition, the winning number 6 is also determined because the lowest limit (L) is 6049 and the upper limit (U) is 65535 (rather than 15028). However, the winning numbers 1˜5 and 8 are not determined. Accordingly, when the gaming state is the RT section of the normal gaming state, the insertion number is 3 and the random number value is 16050, both Replay and BB1 are determined as an internal winning combination, based on an internal winning combination determining table which will be described later.
Like this, the internal lottery table for a normal gaming state of when the RT game-number counter is 0 is a separate table from the internal lottery table for a normal gaming state of when the RT game-number counter is 1 or more. Specifically, when it is used the internal lottery table for a normal gaming state of when the RT game-number counter is 0, in case that Replay is the internal winning combination, BB is not determined as an internal winning combination. To the contrary, when it is used the internal lottery table for a normal gaming state of when the RT game-number counter is 1 or more, in case that Replay is the internal winning combination, BB may be determined as an internal winning combination. Thereby, since it is possible to make a difference between the player's expectations that BB will be an internal winning combination when the symbol combination corresponding to Replay is displayed, depending on the types of the internal lottery table for a normal gaming state (i.e., depending on whether or not it is the RT section), it is possible to increase the interest in the game.
In addition, when it is used the internal lottery table for a normal gaming state of when the RT game-number counter is 1 or more, the numerical range corresponding to the winning number 6 is wider (i.e., the probability that Replay will be determined as an internal winning combination is higher), as compared to the case where it is used the internal lottery table for a normal gaming state of when the RT game-number counter is 0. Accordingly, when the symbol combination corresponding to “Replay-Replay-Replay” is displayed in the RT section, it is possible to increase the player's expectations that BB will be an internal winning combination as well as to acquire the payout such as automatic insertion of a medal. Therefore, it is possible to increase an attractiveness of a game in the RT section, thereby increasing the interest in the game.
In addition, the internal lottery table for a normal gaming state of when the RT game-number counter is 0 is same as the internal lottery table for a normal gaming state of when the RT game-number counter is 1 or more, except the numerical range corresponding to the winning number 6. In addition, the same effects as described above can be obtained. Accordingly, as compared to the case where the numerical ranges corresponding to the plural winning numbers are structured to be different from each other, it is possible to reduce the load relating to the ROM 32, the RAM 33, the main control circuit 71 and the like, thereby improving an efficiency of the gaming machine.
In addition, in the carryover section, since the number of lotteries is updated to 6, there is no case where the winning numbers 7 and 8 are determined. Accordingly, in the carryover section, there is no case where the bonus is determined as an internal winning combination, based on the internal winning combination determining table. In addition, the internal lottery table for a normal gaming state includes the different information in case that the RT game-number counter is 0 and in case that the RT game-number counter is 1 or more. Specifically, it is different the information of the upper limits corresponding to a case where the insertion number is 3 and the winning number is 6.
In the above structure, it is described a control operation of the main control circuit 71 with reference to main flow charts shown in
Similarly to the embodiment 1, the CPU carries out steps S1˜S26, a RT ending process which will be described with reference to
In the followings, it is described a RT ending process with reference to
First, the CPU 31 determines whether or not the flag under RT operation is ON (T111). When a result of the determination is YES, the CPU proceeds to a step T112, otherwise proceeds to the step S28 in
In the step T113, the CPU determines whether or not the flag under BB operation is ON. When a result of the determination is YES, the CPU proceeds to a step T115, otherwise proceeds to the step T114. In the step T114, the CPU determines whether or not the value of the RT game-number counter is “0.” When a result of the determination is YES, the CPU proceeds to a step T115, otherwise proceeds to the step S28 in
In the followings, it is described a RT operation process with reference to
First, the CPU 31 determines whether or not an identifier of the normal gaming state is stored (T121). When a result of the determination is YES, the CPU proceeds to a step T122, otherwise proceeds to the step S2 in
In the step T123, the CPU stores 100 in the RT game-number counter, and then proceeds to a step T124. By doing so, it is possible to shift the gaming state to the RT section when a predetermined symbol combination is arranged in the normal gaming state (when “Bell-Replay-Replay” are arranged along the activated line).
In the step T124, the CPU determines whether or not the flag under RT operation is ON. When a result of the determination is YES, the CPU proceeds to the step S2 in
The invention has been described with reference to the embodiment 2. However, the invention is not limited thereto.
In the embodiment 2, the gaming state is shifted to the RT section when “Bell-Replay-Replay” are arranged along the activated line. However, the invention is not limited thereto. For example, it may be structured such that the gaming state is shifted to the RT section when the process on bonus ending is carried out. As a result, when “Replay-Replay-Replay” are arranged along the activated line even just after the bonus is ended, it is possible to increase the expectations that BB will be an internal winning combination, thereby increasing the interest in the game. In addition, it may be structured such that the gaming state is shifted to the RT section both when “Bell-Replay-Replay” are arranged in a line and when the process on bonus ending is carried out. As a result, since it is increased the opportunity that the gaming state is shifted to the RT section, it is possible to increase the interest in the game.
In addition, in the embodiment 2, in the second internal winning combination determining information (in the internal lottery table for a normal gaming state at the time when the RT game-number counter is 1 or more), the numerical range (for example, the numerical range expressed by the lowest limit “6049” and the upper limit “15028” corresponding to the winning number “6”) constituting the fourth numerical range corresponding to the specific combination (for example, Replay) includes all the third numerical range (for example, the numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to the winning number “7”, the numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to the winning number “8”) corresponding to the predetermined combination (for example, BB1, BB2). However, the invention is not limited thereto. For example, in the second internal winning combination determining information (in the internal lottery table for a normal gaming state at the time when the RT game-number counter is 1 or more), it may be structured such that the numerical range (for example, the numerical range expressed by the lowest limit “6049” and the upper limit “15028” corresponding to the winning number “6”) constituting the fourth numerical range corresponding to the specific combination (for example, Replay) includes a part (for example, a numerical range expressed by the lowest limit “16000” and the upper limit “16080” in the numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to the winning number “7” and the numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to the winning number “8”) of the third numerical range (for example, the numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to the winning number “7”, the numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to the winning number “8”) corresponding to the predetermined combination (for example, BB1, BB2). By doing so, since it is possible to make a difference between the player's expectations that the predetermined combination will be an internal winning combination, it is possible to increase the interest in the game.
While this invention has been described in conjunction with the specific embodiments outlined above, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the preferred embodiments of the invention as set forth above are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention as defined in the following claims.
Claims
1. A gaming machine comprising:
- means for storing information of a game value; means for detecting a start operation of a unit game by a player; symbol display means for displaying symbols in plural rows, on condition that the start operation detection means detects the start operation and the information of the game value is stored in the game value information storing means; means for determining a combination corresponding to a numerical range including a random number value sampled by a random number lottery as an internal winning combination, based on internal winning combination determining information having information of numerical ranges corresponding to each of plural combinations preset, on condition that the start operation detection means detects the start operation; symbol varying means for varying symbols to be displayed in the plural rows by the symbol display means, on condition that the start operation detection means detects the start operation; means for detecting a stop operation by the player; stop control means for carrying out a stop control of the symbol variation carried out by the symbol varying means, based on the detection of the stop operation carried out by the stop operation detection means and an internal winning combination determined by the internal winning combination determining means; automatic storing means for storing information of a specific game value in the game value information storing means, on condition that the internal winning combination determining means determines a specific combination as an internal winning combination and a symbol combination corresponding to the specific combination is displayed by the symbol display means; means for operating an advantage state which is relatively advantageous to a player, on condition that the internal winning combination determining means determines the predetermined combination as an internal winning combination and a symbol combination corresponding to the predetermined combination is displayed by the symbol display means; effect means for carrying out an effect; identification information determining means for determining, among plural identification information, identification information to be effected by the effect means, based on whether the internal winning combination determining means determines the predetermined combination as an internal winning combination or not, on condition that the start operation is detected by the start operation detection means; and effect control means for controlling the effect means, based on a determination result of the identification information determining means, wherein the stop control means stops the variable display of the symbols carried out by the symbol varying means, based on a first stop control for stopping a symbol constituting a symbol combination corresponding to the specific combination at a symbol stop position predetermined for each row of the symbol display means, when the internal winning combination determining means determines the specific combination and the predetermined combination as an internal winning combination, and stops the variable display of the symbol carried out by the symbol display means, based on a second stop control for stopping a symbol constituting a symbol combination corresponding to the predetermined combination at the symbol stop position, on condition that the first stop control is selected and the symbol constituting the symbol combination corresponding to the specific combination is not allowed to be stopped at the symbol stop positions.
2. The gaming machine according to claim 1, wherein when the internal winning combination determining means determines the predetermined combination as an internal winning combination, a probability that the identification information determining means will determine predetermined identification information included in the plural identification information as the identification information to be effected by the effect means is higher than a probability that the identification information determining means will determine the predetermined identification information as the identification information to be effected by the effect means when the internal winning combination determining means does not determine the predetermined combination as an internal winning combination.
3. A gaming machine comprising:
- symbol display means for displaying symbols in plural rows;
- means for detecting a start operation by a player;
- changing means for changing internal winning combination determining information having information of numerical ranges corresponding to each of plural combinations preset;
- internal winning combination determining means for determining a combination corresponding to a numerical range including a random number value sampled by a random number lottery as an internal winning combination, based on the internal winning combination determining information changed by the changing means, on condition that the start operation is detected by the start operation detection means;
- symbol varying means for varying symbols to be displayed in the plural rows by the symbol display means, on condition that the start operation is detected by the start operation detection means;
- means for detecting a stop operation by the player;
- stop control means for carrying out a stop control of the symbol variation carried out by the symbol varying means, based on the detection of the stop operation carried out by the stop operation detection means and an internal winning combination determined by the internal winning combination determining means; and
- means for awarding a corresponding predetermined payout or specific payout to the player, on condition that a symbol combination corresponding to a predetermined combination or specific combination is displayed by the symbol display means,
- wherein the changing means comprises means for changing the internal winning combination determining information from first internal winning combination determining information to second internal winning combination determining information different from the first internal winning combination determining information,
- wherein the first internal winning combination determining information includes information of a first numerical range corresponding to the predetermined combination and information of a second numerical range corresponding to the specific combination and not comprising the numerical range constituting the first numerical range, and wherein the second internal winning combination determining information includes information of a third numerical range corresponding to the predetermined combination and information of a fourth numerical range corresponding to the specific combination and comprising all or a part of the numerical range constituting the third numerical range.
4. The gaming machine according to claim 3, wherein it is provided means for storing information of a game value,
- the symbol display means displays the symbols in the plural rows, on condition that the start operation detection means detects the start operation and the information of the game value is stored in the game value information storing means,
- the awarding means comprises automatic storing means for storing information of a specific game value, on condition that a symbol combination corresponding to a predetermined specific combination is displayed by the symbol display means, and
- the information of the fourth numerical range is structured such that the numerical range thereof is greater than the numerical range constituting the second numerical range.
5. The gaming machine according to claim 4, wherein it is provided internal winning combination determining information storing means for storing the first internal winning combination determining information and the second internal winning combination determining information in advance, and
- the information of the third numerical range is structured so that the numerical range constituting the third numerical range is same as the numerical range constituting the first numerical range.
6. The gaming machine according to claim 3, wherein the awarding means comprises means for operating an advantage state which is relatively advantageous to the player, on condition that the symbol combination corresponding to the predetermined combination is displayed by the symbol display means, and carryover means for carrying over the predetermined combination as an internal winning combination during a period of until the symbol combination corresponding to the predetermined combination is displayed by the symbol display means, on condition that the internal winning combination determining means determines the predetermined combination as an internal winning combination.
Type: Application
Filed: Mar 21, 2006
Publication Date: May 31, 2007
Applicant: Aruze Corp. (Tokyo)
Inventors: Takaaki Hishinuma (Tokyo), Takayuki Hirauchi (Tokyo), Yousuke Kamada (Tokyo)
Application Number: 11/384,867
International Classification: A63F 9/24 (20060101);