Gaming Machine
A gaming machine includes reels, motors, an input device, a memory, and a controller. The controller is configured to: (a) execute a lottery and start a game in response to an input to the input device; (b) transmit a signal to the motors so as to cause the reels to rotate; (c) transmit a signal to the motors so as to cause symbols to come to rest in accordance with the lottery result; (d) when the symbols statically displayed on the reels match a combination of symbols, determine a corresponding amount of award to be paid from credit; (e) when a condition is satisfied, increase an amount of award to be paid from the credit for a special combination of symbols; and (f) when the special combination of symbols is statically displayed on the reels, pay the increased award preferentially from the credit stored in the memory.
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This application is based on and claims the benefit of priority from Japanese Patent Application No. 2007-112368, filed on 20 Apr. 2007, the content of which is incorporated herein by reference.
BACKGROUND OF THE INVENTION1. Field of the Invention
The present invention relates to a gaming machine such as a slot machine that provides a game using a gaming medium (gaming value) such as coins or the like, the gaming machine paying out the gaming value such as credits to a player.
2. Related Art
In conventional slot machines, a game is started when a player bets a certain amount of credits. Then, a plurality of reels on which a plurality of symbols are arranged start to rotate, and are stopped after a predetermined lapse of time. As a result, a certain award is provided to the player based on a symbol combination which is displayed statically.
For example, U.S. Patent Application Publication No. 2005/0192083 discloses that, regarding a progressive gaming machine equivalent to a jackpot in which credits are cumulatively added, credits inserted into a gaming machine are cumulatively added at a predetermined rate, and the credits thus cumulatively added are paid out to a player when a predetermined condition is satisfied therewith.
However, regarding an amount of credits that a gaming machine pays out to a player through gaming processing, there is a possibility that it may be difficult for the slot machine described in U.S. Patent Application Publication No. 2005/0192083 to pay out an appropriate amount of credits and to avoid paying out an excessive amount of credits.
SUMMARY OF THE INVENTIONThe present invention has been made in view of the abovementioned problem. Accordingly, it is an object thereof to provide a novel gaming machine which can pay out an appropriate amount of credits and to avoid paying out an excessive amount of credits, regarding an amount of credits that a gaming machine pays out to a player through gaming processing.
In order to solve the abovementioned problem, the present invention provides the following features.
In an aspect of the present invention, a method for playing a game with a gaming machine is provided. The method includes the steps of: (a) accepting a bet in response to manipulation of the gaming machine by a player; (b) starting a game; (c) cumulatively storing a part of credit deposited by the player with the bet; (d) advancing the game; (e) displaying a plurality of symbols on a display device in accordance with proceedings of the game; (f) when the plurality of symbols displayed on the display device matches a predetermined combination of symbols, determining a corresponding amount of award to be paid from the credit; (g) when a predetermined condition is satisfied, increasing an amount of award to be paid from the credit for a special combination of symbols by a predetermined amount; and (h) when the special combination of symbols is displayed on the display device after execution of step (g), paying the increased award preferentially from the cumulative credit.
According to the method described above, it is possible to control payout from the credit to be maintained within an appropriate range, preventing an extreme increase and decrease.
In another aspect of the present invention, a gaming machine is provided, which includes a plurality of reels, a plurality of motors, an input device, a memory, and a controller. Each of the plurality of reels has a plurality of symbols on a circumferential surface thereof. The plurality of motors rotates and stops the plurality of reels in response to reception of a signal. The input device allows a game to start in response to acceptance of a bet for credit. The memory cumulatively stores a part of the credit. The controller is configured with logic to: (a) execute a lottery and start a game in response to an input to the input device; (b) transmit a signal to the plurality of motors so as to cause the plurality of reels to rotate; (c) transmit a signal to the plurality of motors so as to cause the plurality of symbols to come to rest in accordance with a result of the lottery; (d) when the plurality of symbols statically displayed on the plurality of reels matches a first predetermined combination of symbols, determine a corresponding amount of award to be paid from the credit; (e) when a predetermined condition is satisfied, increase an amount of award to be paid from the credit for a special combination of symbols by a predetermined amount; and (f) when the special combination of symbols is statically displayed on the plurality of reels after execution of logic (e), pay the increased award preferentially from the cumulative credit stored in the memory.
The gaming machine described above has an advantage that it can control payout from the credit to be maintained within an appropriate range, preventing an extreme increase and decrease.
In still another aspect of the present invention, a gaming machine is provided, in which the predetermined condition in logic (e) includes a case where a predetermined point is accumulated for a second predetermined combination of symbols that is statically displayed on the plurality of reels and different from the special combination of symbols, and a value of cumulative points has reached a threshold.
With the gaming machine described above, it is possible to allow a player to maintain expectation for being entitled to the second predetermined combination of symbols in addition to the advantage described above.
In yet another aspect of the present invention, a gaming machine is provided, which includes a display device, an input device, a memory, and a controller. The display device displays a rotational display of a plurality of symbols. The input device allows a game to start in response to acceptance of a bet for credit. The memory cumulatively stores a part of the credit. The controller is configured with logic to: (a) execute a lottery and start a game in response to an input to the input device; (b) cause the display device to display a rotational display of the plurality of symbols; (c) cause the display device to display a statical display of the plurality of symbols in accordance with a result of the lottery; (d) when the plurality of symbols statically displayed on the display device matches a first predetermined combination of symbols, determine a corresponding amount of award to be paid from the credit; (e) when a predetermined condition is satisfied, increase an amount of award to be paid from the credit for a special combination of symbols by a predetermined amount; and (f) when the special combination of symbols is statically displayed on the display device after execution of logic (e), pay the increased award preferentially from the cumulative credit stored in the memory.
In the present embodiment, a slot machine 1 is provided with a plurality of reels 22L, 22C, and 22R having a plurality of symbols on each surface thereof, and display windows 23, 24, and 25, a motor 68 for rotating and stopping the plurality of reels in response to reception of a signal, a 1-bet button 11, a 3-bet button 13, and a 5-bet button for accepting bets of credits, and RAM 52 for cumulatively storing a portion of the bet of credits thus accepted. The slot machine 1 processes a lottery of random numbers in response to an input to a spin/repeat-bet button 17 by a player in lottery processing (Step S14 in
For example, as shown in
A slot machine 1 according to the present embodiment is described below in reference to
a. Exterior Appearance of Slot Machine 1
On a lower side of the main display 4, an operation table 5 projecting toward a front side is disposed. On the operation table 5, a CHANGE button 6, a CASH-OUT button 7, and a HELP button 8 are disposed from a leftmost side. In addition, on the right side of the HELP button 8, a coin insertion slot 9 and a bill insertion slot 10 are disposed. In addition, on the front side of the operation table 5, a 1-BET button 11, a SPIN/REPEAT-BET button (hereinafter referred to as “SPIN button”) 12, a 3-BET button 13, and a 5-BET button 14 are disposed from a left side.
Here, the CHANGE button 6 is pressed when exchanging the bill inserted into the bill (or paper money) insertion slot 10, and the exchanged coins are paid out to a coin tray 16 through a coin payout opening 15, which is disposed at a lower portion of the cabinet 2. A CHANGE switch 62 (described later) is attached to the CHANGE button 6, and a switch signal is output to a CPU 50 from the CHANGE switch 62 in response to pressing of the CHANGE button 6.
The CASH-OUT button 7 is usually pressed when a normal game is terminated. When the CASH-OUT button 7 is pressed, coins obtained in a game are paid out from the coin payout opening 15 to the coin tray 16. Meanwhile, a payout (CASH-OUT) switch 63 (described later) is attached to the CASH-OUT button 7, and a switch signal is output to the CPU 50 in response to pressing of the CASH-OUT button 7.
The HELP button 8 is pressed when it is unclear to the player how to play the game. When the HELP button 8 is pressed, various help information is displayed on the sub display 3 and the main display 4. A HELP switch 64, which is described later, is attached to the HELP button 8. A switch signal is output to the CPU 50 from the HELP switch 64 in response to pressing of the HELP button 8.
Meanwhile, when a payout table, which is described later, is not displayed on the sub display 3 in the game, the payout table is displayed on the sub display 3 through pressing of the HELP button 8.
A coin sensor 65, which is described later, is disposed in the coin insertion slot 9. When a coin is inserted in the coin insertion slot 9, a coin detection signal is output to the CPU 50 from the coin sensor 65. In addition, a bill sensor 66 is disposed in the bill insertion slot 10. When a bill is inserted into the bill insertion slot 10, a bill detection signal is output to the CPU 50 from the bill sensor 66.
As for the 1-BET button 11, every time the 1-BET button 11 is pressed one credit is bet, and betting can be done by pressing the 1-BET button 11 up to three times as the maximum pressing time. A 1-BET switch 59 is attached to this 1-BET button 11. When the 1-BET button 11 is pressed, a switch signal is output from the 1-BET switch 59 to the CPU 50 in response to pressing of the 1-BET button 11.
The SPIN button 17 initiates rotation of the reels 22L, 22C, 22R (described later) so as to start a game with a current bet amount or a previous bet amount in response to pressing of the SPIN button 17. A SPIN switch 58 (described later) is attached to the SPIN button 17. When the SPIN button 17 is pressed, a switch signal is output from the SPIN switch 58 to the CPU 50 in response to pressing of the SPIN switch 58. Here, as the bet amount, which can be bet by press of the SPIN button 17, there may exist 1 bet, 2 bets, 3 bets, and 5 bets.
The 3-BET button 13 is a button to start a game with 3 bets. A 3-BET switch 60 (described later) is attached to the 3-BET button 13. When the 3-BET button 13 is pressed, a switch signal is output from the 3-BET switch 60 to the CPU 50. In addition, the 5-BET button 14 is a button to be pressed when starting a game with 5 bets, and when starting a bonus game, which is described later. A 5-BET switch 61 (described later) is attached to the 5-BET button 14. A switch signal is output from the 5-BET switch 61 to the CPU 50 in response to pressing of the 5-BET button 14.
In addition, the cabinet 2 has the coin payout opening 15 and a coin tray 16 at the lower part thereof. The coin tray 16 receives a coin paid out from the coin payout opening 15. A coin detection unit 73, which is configured with a sensor and the like, is disposed inside of the coin payout opening 15, and detects the number of coins paid out from the coin payout opening 15.
b. Reel and Main Display
Subsequently, a detailed structure of the main display 4 and the three reels 22L, 22C, and 22R, which are disposed rotatably inside of the cabinet 2 on a back surface side of the main display 4, is described according to
In
Here, each of the reels 22L, 22C, and 22R is described. Among the three reels 22L, 22C, and 22R, the reel 22L of the slot machine 1 faces a left display window 23 (see,
c. Symbol Lines of Reels
On a peripheral surface of each of the reels 22L, 22C, and 22R, nine types of symbols including a blank symbol are depicted as shown in
In addition, various winning combinations have been set up in advance based on a plurality of types of combinations of each symbol. When a symbol combination corresponding to a winning combination comes to rest along a pay line L (see
In this embodiment, only a center line is selected for the pay line L. The pay line L is displayed on the main display 4 when games are carried out by rotating and stopping the reels 22 in response to pressing of the 1-BET button 11, the 3-BET button 13, and the 5-BET button 14 or the SPIN button 17. On the other hand, the pay line L is eliminated from the main display 4 for a bonus game which is performed in response to pressing of the 5-BET button 14 when a player is entitled to various bonus games.
In addition, the BONUS trigger symbol 93 (7 DORA symbol) is the one which serves as a trigger for the purpose of achieving various bonus games. In this embodiment, one BONUS trigger symbol 93 is arranged only on a peripheral surface of the reel 22R. When the BONUS trigger symbol 93, which exists on the peripheral surface of the reel 22R, comes to rest on the pay line L, a player is entitled to various bonus games.
d. Structure of Main Display 4
Subsequently, a structure of the main display 4 is described according to
Here, the openings 35A to 35C in the diffusion sheet 35 and the openings 36A to 36C in the light guiding plate 36 configure the light transmitting areas to retain visibility while variable display is being conducted by each rotating reel 22.
In order to install the main display 4 to the display window 21 of the device front panel 20, as shown in
In addition, a pair of cold cathode ray tubes 42 is disposed as a light source of the liquid crystal panel 33, at upper and lower ends of the light guiding plate 36. In addition, a pair of cold cathode ray tubes 43, which illuminates symbols formed on an outer peripheral surface of each reel 22, is disposed at upper and lower positions on the rear side of each of the openings 38A to 38C in the rear holder 38.
The liquid crystal panel 33 is a transparent electric display panel on which transparent electrodes such as ITO are formed, and arranged in front of each of the reels 22 which can be seen therethrough. The circumference of the rear side of the display part of the liquid crystal panel 33 is held by the liquid crystal holder 34. In the light guiding plate 36, which is made of a light transmitting resin panel, lens cut portions are formed. The lens cut portions lead light emitted from the cold cathode ray tubes 43 positioned at end positions of the light guiding plate 36 to the rear side of the liquid crystal panel 33. The diffusion sheet 35, which is made of a light transmitting resin sheet, scatters light led by the light guiding plate 36 and levels light irradiated to the liquid crystal panel 33. The liquid crystal holder 34 for holding the liquid crystal panel 33, the diffusion sheet 35, and the light guiding plate 36 are assembled into a one-piece construction, with the circumference thereof inserted in a bezel metal frame 32. Thereby, the front side of the display part in the liquid crystal panel 33 is retained by the bezel metal frame 32.
The circumference of the liquid crystal holder 34, the light diffusion sheet 35, and the light guiding plate 36 is further inserted into the reel glass base 31. In this way, the reel glass base 31 holds these components in a state in which the front display plane of the liquid crystal panel 33 is open. The touch panel 30 is attached in pressure contact to the front side of the reel glass base 31, which is attached to the device front panel 20 by way of the screws 41.
The rear holder 38 made of a white resin plate retains the bezel metal frame 32 supported by the reel glass base 31, the liquid crystal holder 34 holding the liquid crystal panel 33, the light diffusion sheet 35, and the light guiding plate 36 to the reel glass base 31 from the rear side thereof. The rear holder 38 also functions as a reflecting plate for reflecting light emitted from the cold cathode ray tubes 42 to the light guiding plate 36 toward the liquid crystal panel 33. The anti-static sheet 39, which is transparent and adhered to the rear plane of the rear holder 38 by way of double-sided adhesive tape, covers the rear plane of each of the openings 38A to 38C formed in the rear holder 38.
e. Electric Configuration of Slot Machine 1
Next, the configuration of the control system in the slot machine 1 is described with reference to
In
In addition, a clock pulse generation circuit 53 for generating standard clock pulses and a frequency divider 54 are connected to the CPU 50, and a random number generator 55 and a random number sampling circuit 56 are also connected to the CPU 50. A random number sampled by the random number sampling circuit 56 is utilized in various lotteries of the winning combinations, the effects, and the like. Furthermore, the spin switch 58 attached to the SPIN button 17, the 1-BET switch 59 attached to the 1-BET button 11, the 3-BET switch 60 attached to the 3-BET button 13, the 5-BET switch 61 attached to the 5 BET-button 14, the change switch 62 attached to the change button 6, the cash-out switch 63 attached to the CASH-OUT button 7, and the help switch 64 attached to the help button 8 are connected to the CPU 50, respectively. The CPU 50 controls the slot machine 1 to execute various operations corresponding to each button, based on a switch signal output from each switch when each button is pressed.
Furthermore, the coin sensor 65, which is disposed in the coin insertion slot 9, and the bill sensor 66, which is disposed in the bill insertion slot 10, are connected to the CPU 50, respectively. The coin sensor 65 detects a coin inserted from the coin insertion slot 9, and the CPU 50 computes the amount of coins inserted based on a coin detection signal output from the coin sensor 65. The bill sensor 66 detects a type and an amount of a bill inserted from the bill insertion slot 10, and the CPU 50 computes an amount of coins which is equivalent to the amount of a bill based on a bill detection signal output from the bill sensor 66.
Three stepping motors 68L, 68C, and 68R, which are driven through a motor driving circuit 67 to rotate the reels 22L, 22C, and 22R, respectively, are connected to the CPU 50. In addition, a reel position detection circuit 69 is connected to the CPU 50. When a motor driving signal is output from the CPU 50 to the motor driving circuit 67, each of the stepping motors 68 is driven so as to rotate by the motor drive circuit 67. Thereby, each of the reels 22L, 22C, and 22R is rotated.
At this time, after each of the reels 22L, 22C, and 22R starts to rotate, the number of driving pulses supplied to each of the stepping motors 68 is calculated, and the calculated value is written in a predetermined area of the RAM 52. In addition, a reset pulse is output from each of the reels 22L, 22C, and 22R with respect to each one spin, and the reset pulse is input to the CPU 50 through the reel position detection circuit 69. When the reset pulse is input to the CPU 50, the calculated value written in the RAM 52 is cleared to “0”, and the CPU 50 recognizes a rotation position of symbols on each of the reels 22L, 22C, and 22R, based on the calculated value corresponding to the rotational position of each of the reels 22L, 22C, and 22R within one rotation, and a symbol table in which the rotational position of each of the reels 22L, 22C, and 22R stored in the ROM 51 and the symbols formed on a peripheral surface of each of the reels 22L, 22C, and 22R correspond with each other.
A hopper 71 is connected to the CPU 50 through a hopper driving circuit 70. When the CPU 50 outputs a driving signal to the hopper driving circuit 70, the hopper 71 pays out a predetermined amount of coins through the coin payout opening 15.
In addition, a coin detection unit 73 is connected to the CPU 50 through a payout complete signal circuit 72. The coin detection unit 73 is disposed inside of the coin payout opening 15. When the coin detection unit 73 detects a predetermined amount of coins paid out from the coin payout opening 15, a coin payout detection signal is output from the coin detection unit 73 to the payout complete signal circuit 72. Based on this signal, the payout complete signal circuit 72 outputs a payout complete signal to the CPU 50.
In addition, a sub control circuit 171 is connected to the CPU 50. The sub display 3, the main display 4, speakers 80L and 80R, an LED 78, and the touch panel 30 are connected to the sub-control circuit. In addition, two-way communication is carried out between the CPU 50 and the sub-control circuit 171.
f. Electric Structure of Sub-Control Circuit
Next, the sub-control circuit 171 shown in
The sub CPU 221 determines what is displayed on the sub display 3 and the main display 4 based on a gaming information command transmitted from the main control circuit 50a, and transmits contents to be displayed to the image display control circuits 74 and 75.
The sub ROM 223 stores a communication sequence program for communicating with the main control circuit 50a, and a program and data necessary for a slot game and a bonus game.
The sub RAM 222 is used as a working area for executing these control programs.
The image display control circuit 74 that includes video ROM (not shown) and video RAM (not shown) controls contents to be displayed on the sub display 3. The image display control circuit 75 that also includes video ROM (not shown) and video RAM (not shown) controls contents to be displayed on the main display 4. The image display control circuits 74 and 75 cause the sub display 3 and the main display 4 respectively to display predetermined rendered effects based on various effect commands transmitted from the main control circuit 50a.
The sound output circuit 79 that includes a sound source ROM (not shown) and work RAM (not shown) controls sound output to the speakers 80L and 80R. The sound output circuit 79 makes the speakers 80L and 80R generate predetermined audio based on various audio effect commands transmitted from the main control circuit 50a.
The LED control circuit 77 controls light emitted from various LEDs 78 which decorate a game of the slot machine 1. The LED control circuit 77 makes the LED 78 emit light with predetermined timing, based on various LED effect commands transmitted from the main control circuit 50a.
The touch panel control circuit 76 controls the touch panel 30 and detects that a player has touched a predetermined touch area image, and then conveys the detection to the sub CPU 221. Then, the sub CPU 221 performs predetermined control of images to allow various games to be performed and continued on the sub display 3 and the main display 4.
In addition, in this embodiment, the sub control circuit 171, which is independent from the main control circuit 50a, controls the sub display 3, the main display 4, the speakers 80L and 80R, etc. However, the present invention is not limited to the abovementioned configuration, and may be of such a configuration in which the main control circuit 50a directly controls the sub display 3, the main display 4, the speakers 80L and 80R, etc.
g. Control Operation of Slot Machine 1
Various control operations executed in the main control circuit 50a and the sub-control circuit 171 of the slot machine 1 are described. In the description, a point awarding symbol refers to a symbol or a combination of symbols entitled to a point. For example, it refers to a REACH state, 7 DORA, RANK UP!, and the like. A point addition symbol refers to a symbol combination to which an awarding rate determined based on points or another method is applied when paying out. For example, it refers to the combination “7, 7, 7”.
In the game execution processing, the CPU 50 first determines whether or not the player has bet any coins (Step S10). In this processing, the CPU 50 determines whether or not the CPU 50 has received an input signal output from the 1-BET switch 59 when a player operates the 1-BET button 11, an input signal output from the 3-BET switch 60 when a player operates the 3-BET button 13, or an input signal output from the 5-BET switch 61 when a player operates the 5-BET button 14. In a case where the CPU 50 determines that the player has not bet any coins, the CPU 50 returns the processing to Step S10.
On the other hand, in a case where the CPU 50 determined in Step S10 that a coin has been bet, the CPU 50 performs processing for decrementing the credit amount stored in the RAM 52, depending on the amount of coins bet (Step S11).
Next, the CPU 50 determines whether the SPIN button 17 is activated (Step S12). In this processing, the CPU 50 determines whether or not the CPU 50 has received an input signal output from the spin switch 58 when the SPIN button 17 has been pressed. In a case where the CPU 50 determines that the SPIN button 17 is not activated, the CPU 50 returns the flow to Step S12. It should be noted that in a case where the SPIN button 17 is not activated (for example, when an indication is input that a game is terminated without the SPIN button 17 being activated), the CPU 50 cancels the decrementing results obtained in Step S11.
Next, the CPU 50 performs progressive addition (Step S13). More specifically, the CPU 50 performs addition of a certain percentage of coins bet. The amount of credits thus added may be undisplayed (hidden progressive), and is preferentially paid out when a player wins a symbol applicable to point addition or awarding rate change, which is described later.
Next, the CPU 50 performs lottery processing (Step S14). In the lottery processing, the CPU 50 (computation processing device) executes a lottery program stored in the RAM 52 (storage device) so as to determine the code number for each of the reels 22 when it is stationary. Thus, the symbol combination to be rearranged is determined. It should be noted that the description is made in the present embodiment regarding an arrangement in which the symbol combination to be rearranged is determined, thereby selecting one winning combination from among multiple types of winning combinations. However, an arrangement may be made according to the present invention in which one winning combination is first selected from among the multiple types of winning combinations by lottery, followed by determining the symbol combination to be rearranged based on the winning combination thus selected.
Next, the CPU 50 performs reel rotation control processing (Step S15). In this processing, after all the reels 22 start to rotate, the CPU 50 stops the rotation of each reel such that the symbol combination rearranged along the pay line matches the symbol combination that corresponds to the winning combination determined in Step S14. Next, the CPU 50 performs win determination processing (Step S16). A detailed description is provided later regarding this processing with reference to
First, the CPU 50 selects a random number in a range of values from 0 to 255 for each of the three reels 22 by executing a random number generating program included in the lottery program (Step S20). The present embodiment describes the case of generating random numbers by way of a program (the case of using so-called software-based random numbers). In the present invention, a random number generator 55 may alternatively be provided to extract random numbers from the random number generator 55 (using so-called hardware random numbers).
Next, based on the selected three random numbers, the CPU 50 determines the code number of each reel 22 (see
The code number selected for each reel 22 corresponds to the symbol code number of the symbol which is to be rearranged along the pay line. The CPU 50 determines the code number for each reel 22, thereby determining a winning combination. For example, in a case where the CPU 50 determines that the code numbers for the reels 22 are “00”, “00”, and “00”, it indicates that the CPU 50 has determined that a player wins the “WILD” winning combination. It should be noted that the reel rotation control processing is performed based on the reel code numbers.
In the win determination processing 1, the CPU 50 first determines whether a bonus game has been triggered or not (Step S30). In this processing, the CPU 50 determines whether the rearranged symbol combination matches a winning combination for triggering a bonus game. In a case where the CPU 50 determines that a bonus game has been triggered, the CPU 50 calls bonus game processing (see
On the other hand, in a case where the CPU 50 determines that a bonus game has not been triggered in Step S30, the CPU 50 determines whether a winning combination occurs or not (Step S32). In this processing, the CPU 50 determines whether the rearranged symbol combination matches a winning combination or not. In a case where the combination matches a winning combination, the CPU 50 calls payout processing (see
On the other hand, in a case where the CPU 50 determines that the rearranged symbol combination does not match a winning combination in Step S32, the CPU 50 then determines whether the rearranged symbol combination matches a point awarding symbol or not (Step S34). With reference to
On the other hand, in a case where the CPU 50 determines that the rearranged symbol combination does not match a point awarding symbol in Step S34, the CPU 50 then terminates the present processing.
Subsequently, the CPU 50 performs the lottery processing (Step S41) and the reel rotation control processing (Step S42). The processing in Step S41 is substantially the same as that described with reference to
Next, the CPU 50 determines whether a bonus game has been triggered or not, i.e., whether a bonus game has been triggered in display windows 23, 24, and 25 (Step S43). In a case where the CPU 50 determines that a bonus game has been triggered, it determines a repetition number t for the bonus game by lottery (Step S44). The repetition number t thus determined is added to the number of currently remaining bonus games T (Step S45). With such an arrangement, in a case where the player has won another bonus game award in a bonus game, the remaining number of the bonus games is incremented. More specifically, in a case where the player wins another bonus game award that provides 17 rounds of games during the twelfth game of an initial bonus game of 20 rounds of games, the player wins 25 (=20−12+17) rounds of bonus games.
In a case where the bonus game has not been triggered in Step S43, the CPU 50 determines whether or not the player has won a winning combination (Step S46). In a case where the CPU 50 determines that the player has won a winning combination, the CPU 50 performs payout processing (see
After the execution of the processing in Step S45 or S47, or in a case where the CPU 50 determines in Step S46 that the player has not won any winning combination (i.e., in a case where the player has lost the game), the CPU 50 reads the number of bonus games T stored in the RAM 52, and subtracts 1 from the number of bonus games T thus read. Then, the CPU 50 again stores the number of bonus games T after subtraction in the RAM 52 (Step S48).
Next, the CPU 50 determines whether or not the number of bonus games T has reached the number determined in Step S40 (Step S49). More specifically, the CPU 50 determines whether or not the number of bonus games T stored in the RAM 52 is equal to zero. When the number of bonus games is not equal to zero, i.e., in a case where the CPU 50 determines that the number of bonus games executed has not reached the number determined in Step S40, the CPU 50 returns the processing to Step S41, and repeats the aforementioned processing. On the other hand, in a case where the CPU 50 determines that the number of bonus games T is equal to zero, i.e., in a case where the CPU 50 determines that the number of bonus games executed has reached the number determined in Step S40, the CPU 50 terminates the present subroutine.
In payout processing 1, the CPU 50 first determines whether the winning is a symbol applicable to point addition or not (Step S50). In a case where the CPU 50 determines that the winning is a symbol applicable to point addition, the CPU 50 refers to the payout rate (Step S51). Next, the PCU 50 advances the processing to Step S53.
On the other hand, in Step S50, in a case where the CPU 50 determines that the winning is not a symbol applicable to point addition, the CPU 50 set the payout rate to 1 (Step S52).
Next, in Step S53, the CPU 50 pays out the amount which is equivalent to an award of the winning combination symbol multiplied by the payout rate.
In the point addition processing, the CPU 50 first performs a summation of points (Step S60). Next, the CPU 50 determines whether the points have exceeded a threshold or not (Step S61). In a case where the CPU 50 determines that the points have not exceeded the threshold, the CPU 50 terminates the present processing. On the other hand, in a case where the CPU 50 determines that the points have exceeded the threshold, the CPU 50 performs processing for updating the payout rate (Step S62). Thereafter, the CPU 50 terminates the present processing.
h. Trigger Rendered Effect and WIN Rendered Effect
A trigger rendered effect refers to a rendered effect of point addition processing by a point awarding symbol and a WIN rendered effect refers to a rendered effect of payout processing by a symbol applicable to point addition, which are described in the abovementioned flowchart (Steps S33 and S34 to S36 in
i. Trigger Rendered Effect 1
j. WIN Rendered Effect 1
k. Trigger Rendered Effect 2
In the trigger rendered effect 1, a payout rate is determined based on points which are added when a rearranged symbol combination is in the REACH state. On the other hand, in the trigger rendered effect 2, a payout rate is determined based on points added when one of the rearranged symbols has a DORA symbol. An embodiment regarding the foregoing is described with reference to
In addition, as a variation for awarding points, such an arrangement may alternatively be made in which when a symbol with a DORA symbol is displayed, a lottery is performed to determine whether points are given or not, as well as an arrangement in which points are added, whenever a symbol with a DORA symbol is displayed.
l. Trigger Rendered Effect 3 (HALF WILD)
In the trigger rendered effect 1, a payout rate is determined based on points which are added when a rearranged symbol combination is in the REACH state. On the other hand, in the trigger rendered effect 3, a payout rate is determined based on points which are added when one of the rearranged symbols is a specified symbol (“HALF WILD”). An embodiment regarding the foregoing is described with reference to
m. Flowchart of Payout Processing 2 (HALF WILD)
In payout processing 2, the CPU 50 first determines whether the winning includes a symbol applicable to point addition or not (Step S70). In a case where the CPU 50 determines that the winning includes a symbol applicable to point addition, the CPU 50 refers to a payout rate (Step S71). Next, the CPU 50 advances the processing to Step S73.
On the other hand, in Step S70, in a case where the CPU 50 determines that the winning does not include a symbol applicable to point addition, the CPU 50 sets the payout rate to 1 (Step S72).
Next, in Step S73, the CPU 50 determines whether the rearranged symbol combination includes a HALF WILD symbol or not. In a case where the CPU 50 determines that the rearranged symbol combination includes a HALF WILD symbol, the CPU 50 pays out half of the amount of an award for a winning symbol multiplied by a payout rate (Step S74). Thereafter, the CPU 50 terminates the present processing.
On the other hand, in Step S73, in a case where the CPU 50 determines that a HALF WILD symbol is not included, the CPU 50 pays out an amount which is equivalent to the award for the winning symbol multiplied by the payout rate (Step S75). Thereafter, the CPU 50 terminates the present processing.
n. WIN Rendered Effect 2
o. Regarding Variations of Points Display
An image of the trigger rendered effect indicates obtained points, a payout rate, and a symbol combination of a payout. As an example of an image, a display type for showing required points to upgrade the payout rate is shown in
p. Points Saving Effect 1
q. Points Saving Effect 2
r. Points Saving Effect 3
In an aspect of the point saving effect 3, for example, the CPU 50 may add points for the combination “7-7-7” (the image 141) in a case where a rearranged symbol combination is “7, 7, BAR”, and may add points for the combination “3BAR-3BAR-3BAR” in a case where a rearranged symbol combination is “3BAR-3BAR-7”. That is, a symbol combination entitled to receiving points may be different depending on each winning combination.
s. Variation 2: RANK UP!
A variation that provides a symbol “RANKUP!” is described here. In a case where the symbol “RANK UP!” appears in a rearrangement, points are added. When the accumulated points exceed a threshold, a symbol applicable to point addition is updated. This example is described with reference to
In win determination processing 2, the CPU 50 first determines whether a bonus game has been triggered or not (Step S8). In the processing, the CPU 50 determines whether the rearranged symbol combination matches a winning combination for triggering a bonus game. In a case where the CPU 50 determines that a bonus game has been triggered, the CPU 50 calls bonus game processing (see
On the other hand, in a case where the CPU 50 determines that the bonus game has not been triggered, the CPU 50 determines whether or not a player has won any award (Step S82). In this processing, the CPU 50 determines whether the rearranged symbol combination matches a winning combination. In a case where the rearranged symbol combination matches a winning combination, the CPU 50 calls payout processing (see
On the other hand, in a case where the CPU 50 determines that the rearranged symbol combination does not match a winning combination, the CPU 50 then determines whether the rearranged symbol combination achieves “RANK UP!” or not (Step S84). In this processing, the CPU 50 determines whether the rearranged symbols include a “RANK UP!” symbol or not. In a case where the CPU 50 determines that the rearranged symbol includes a “RANK UP!”, the CPU 50 performs payout rate change processing for a symbol applicable to point addition (see
On the other hand, in a case where the CPU 50 determines that the rearranged symbol combination does not achieve “RANK UP!” in Step S84, the CPU 50 then terminates the present processing.
In payout rate change processing for a symbol applicable to point addition, the CPU 50 first performs point addition processing (Step S90). Next, the CPU 50 determines whether point value has exceeded a threshold or not (Step S91). In a case where the CPU 50 determines that the point value has not exceeded the threshold, the CPU 50 terminates the present processing.
On the other hand, in a case where the CPU 50 determines that the point value has exceeded the threshold in Step S91, the CPU 50 changes a symbol applicable to point addition (Step S92) (see
t. RANK UP Effect 1
u. RANK UP Effect 2
v. Variation 3: WHEEL
A variation that provides a symbol “WHEEL” is described here. In a case where a “WHEEL” symbol is arranged, a payout rate or an award is determined by lottery. A WHEEL winning combination is determined here. WHEEL winning combination refers to a symbol combination to which an award determined by lottery is provided along with a payout rate, which is also determined by lottery. This example is described with reference to
w. WHEEL Effect 1
For example, the CPU 50 determines any one of a payout rate and an arrow on the first layer by lottery of random numbers. In a case where an arrow is selected based on the result of the lottery, a game shifts to the second layer. Subsequently, the CPU 50 determines any one of a payout rate, an award, and an arrow on the second layer. In a case where the CPU 50 selects “30” indicating an award, the CPU 50 provides a normal award plus 30 credits every time a WHEEL winning combination (7-7-WILD) is formed in a subsequent game. In addition, for example, in a case where the CPU 50 selects “×2”, the CPU 50 provides double the amount of a normal payout every time a WHEEL winning combination (7-7-WILD) is formed in a subsequent game. In addition, every time a “WHEEL!” symbol appears and the WHEEL effect is performed, the CPU 50 changes a status of payout rate such as “×2”, “×3”, and “30”. Furthermore, in a case where a game reaches a fourth layer by the WHEEL effect, the CPU 50 provides a progressive award. In addition, regarding a way of lottery on the WHEEL effect, a symbol may be determined for each layer or may be determined for all the layers (the first layer to the fourth layer) based on a result of a single lottery.
x. WHEEL Effect 2
y. WILD
Here, a case is described in which a “WILD” symbol is rearranged. The “WILD” symbol can represent any symbol in a rearranged combination. For example, in a case where a rearranged symbol combination is “BAR BAR WILD”, this combination is equivalent to a combination “BAR BAR BAR”. The equivalent symbol combination in this case (“BAR BAR BAR”), in which one “BAR” symbol is represented by a “WILD” symbol, is called a “supplemented combination”. The wild effect is described with reference to
In the win determination processing 3, the CPU 50 first determines whether a bonus game has been triggered or not (Step S100). In this processing, the CPU 50 determines whether the rearranged symbol combination matches a winning combination for triggering a bonus game. In a case where the CPU 50 determines that a bonus game has been triggered, the CPU 50 calls bonus game processing (see
On the other hand, in a case where the CPU 50 determines that a bonus game has not been triggered in Step S100, the CPU 50 determines whether the combination of symbols is a winning combination or not (Step S102). In this processing, the CPU 50 determines whether the rearranged symbol combination matches a winning combination or not. In a case where the combination matches a winning combination, the CPU 50 calls payout processing (see
In a case where the CPU 50 determines that the rearranged symbol combination does not match a winning combination in Step S102, the CPU 50 determines whether the rearranged symbol combination matches “a REACH combination and WILD” or not (Step S104). Here, “REACH combination” refers to a winning combination including symbols displayed on the first reel 22L and the second reel 22C together with WILD. For example, a REACH combination in S110 of
Next, in Step S105, the CPU 50 determines whether a REACH combination stored in the RAM 52 previously is the same as the current rearranged REACH combination or not. In a case where the CPU 50 determines that those combinations are different from each other, the CPU 50 advances the processing to Step S106. That is, in a case where a “REACH combination and WILD” is achieved after the rearrangement, the CPU 50 consistently stores the REACH combination as a symbol applicable to payout rate change. Then, the REACH combination is stored in the RAM 52 and retained even in subsequent games. Here, the symbol applicable to payout rate change refers to a symbol combination for which a payout rate is changed as shown in
In a case where the CPU 50 determines that those combinations are different from each other, the CPU 50 sets a symbol applicable to payout rate change to a supplemented combination corresponding to the current REACH combination in Step S106. Thereafter, the CPU 50 advances the processing to Step S108.
On the other hand, in a case where the CPU 50 determines that those combinations are identical with each other, the CPU 50 changes a payout rate to be used when a supplemented combination is achieved. In other words, the CPU 50 changes a payout rate for credits which are paid out when a player wins a supplemented combination (Step S107).
Next, after the processing of Step S106 or Step S107, the CPU 50 provides credits to be paid out when the supplemented combination is achieved in Step S108. Thereafter, the CPU 50 terminates the present processing.
z. HALF WILD Effect
If a REACH combination and a “HALF WILD” symbol are arranged and the same REACH combination and a “HALF WILD” symbol are rearranged while performing a HALF WILD effect, the payout rate is increased. On the other hand, in a case where a different REACH combination and a “HALF WILD” symbol are rearranged, a symbol applicable to payout rate change is updated. In
In the following, a slot machine 1 with a sub reel according to a second embodiment is described with reference to
a. Example of First Sub Reel
Examples using the first sub reel 26 are described with reference to
b. Symbol Arrangement of First Sub Reel
On a peripheral surface of the first sub reel 26, four types of symbols are arranged as shown in
In win determination processing 4, CPU 50 first determines whether a bonus game has been triggered or not (Step S120). In the processing, the CPU 50 determines whether the rearranged symbol combination matches a winning combination for triggering a bonus game. In a case where the CPU 50 determines that a bonus game has been triggered, the CPU 50 calls bonus game processing (see
On the other hand, in a case where the CPU 50 determines that the bonus game has not been triggered in Step S120, the CPU 50 determines whether or not a player has won any award (Step S122). In this processing, the CPU 50 determines whether the rearranged symbol combination matches a winning combination. In a case where the rearranged symbol combination matches a winning combination, the CPU 50 calls payout processing (see
On the other hand, in Step S122, in a case where the CPU 50 determines that the rearranged symbol combination does not match a winning combination, the CPU 50 then determines whether the rearranged symbol combination achieves “RANK UP” or not (Step S124). In a case where the CPU 50 determines that a symbol is “RANK UP!”, the CPU 50 performs the first sub reel rotation processing (Step S125). Next, the CPU 50 performs payout rate determination processing when a supplemented combination is achieved (Step S126). The “supplemented combination” here may be the same as that described in WILD of the first embodiment 1. Alternatively, the CPU 50 may determine in advance a predetermined combination as a supplemented combination. Thereafter, the CPU 50 terminates the present processing.
In a case where the first sub reel 26 is rotated again after the rearrangement, the payout rate determined previously based on the payout rate determination processing (S126) is reset. A new payout rate is determined based on the result of a rearrangement of the first sub reel 26, which is newly driven to rotate.
c. Examples of First and Second Sub Reels
Examples using the first and second sub reels are described with reference to
d. Symbol Arrangement of the First and Second Sub Reels
On a peripheral surface of the first sub reel 26, seven types of symbols including a blank symbol are formed, as shown in
On a peripheral surface of the second sub reel 27, four types of symbols are formed, as shown in
In win determination processing 5, the CPU 50 first determines whether a bonus game has been triggered or not (Step S130). In the processing, the CPU 50 determines whether the rearranged symbol combination matches a winning combination for triggering a bonus game. In a case where the CPU 50 determines that a bonus game has been triggered, the CPU 50 calls bonus game processing (see
On the other hand, in a case where the CPU 50 determines that the bonus game has not been triggered in Step S130, the CPU 50 determines whether or not a player has won any award (Step S132). In this processing, the CPU 50 determines whether the rearranged symbol combination matches a winning combination. In a case where the rearranged symbol combination matches a winning combination, the CPU 50 calls payout processing (see
On the other hand, in Step S132, in a case where the CPU 50 determines that the rearranged symbol combination does not match a winning combination, the CPU 50 then determines whether the rearranged symbol combination achieves “RANK UP” or not (Step S134). In a case where the CPU 50 determines that a “RANK UP!” symbol is achieved, the CPU 50 performs the first sub reel rotation processing (Step S135). Then, the CPU 50 determines a supplemented combination (Step S136). Next, the CPU 50 performs the second sub reel rotation processing (Step S137). Then, the CPU 50 performs processing for determining a payout rate to be used when a supplemented combination is achieved. Thereafter, the CPU 50 terminates the present processing.
On the other hand, in Step S134, in a case where the CPU 50 determines that a “RANK UP!” symbol has not been achieved, the CPU 50 terminates the present processing.
A video slot 1 according to a third embodiment is described with reference to
a. Another Variation: Progressive Payout
In progressive payout processing, the CPU 50 first determines whether a payout is requested or not (Step S140). In a case where the CPU 50 determines that a payout is not requested, the CPU 50 returns the processing to Step S140.
On the other hand, in Step S140, in a case where the CPU 50 determines that a payout is requested, the CPU 50 then determines whether or not an amount of progressive addition is equal to or greater than zero (Step S141).
In Step S141, in a case where the CPU 50 determines that the amount of progressive addition is equal to or greater than zero, the CPU 50 performs a payout preferentially from the amount of progressive addition (Step S142). Thereafter, the CPU 50 terminates the present processing.
On the other hand, in Step S141, in a case where the CPU 50 determines that the amount of progressive addition is not equal to or greater than zero, the CPU 50 performs a normal payout (Step S143). Thereafter, the CPU 50 terminates the present processing.
b. Another Variation: Trigger Rendered Effect 4
The present example does not explicitly describe the case in which point value added by a “RANK UP!” symbol exceeds the threshold with the state of “777 300×2” in the RANK UP effect 1. In this case, an amount of payout credits of BARBAR may be upgraded to “BARBAR BARBAR BARBAR—100”. Accordingly, since an amount of payout credits may possibly be updated when a “PRANK UP!” symbol is rearranged, a situation in which a player loses interest in the amusement service is prevented.
Although the embodiments are described above for the purpose of exemplification, they are not intended to limit the present invention. For example, the present invention is not limited to a symbol combination displayed on the reels 22L, 22C, and 22R of a slot machine and the like, and can be applied to a symbol combination of a table game (such as a card game and a mahjong game). Designs of various elements thereof also can be modified appropriately. In addition, the advantages, which are shown in the embodiments, are simply listed as most preferable advantages generated from the embodiments, and the advantages according to this invention are not limited to what have been described. In addition, a payout rate and other numerical values may be changed arbitrarily for the purpose of heightening and modifying the gaming nature of the slot machine 1 or video slot 1.
Claims
1. A method for playing a game with a gaming machine, comprising the steps of:
- (a) accepting a bet in response to manipulation of the gaming machine by a player;
- (b) starting a game;
- (c) cumulatively storing a part of credit deposited by the player with the bet;
- (d) advancing the game;
- (e) displaying a plurality of symbols on a display device in accordance with proceedings of the game;
- (f) when the plurality of symbols displayed on the display device matches a predetermined combination of symbols, determining a corresponding amount of award to be paid from the credit;
- (g) when a predetermined condition is satisfied, increasing an amount of award to be paid from the credit for a special combination of symbols by a predetermined amount; and
- (h) when the special combination of symbols is displayed on the display device after execution of step (g), paying the increased award preferentially from the cumulative credit.
2. A gaming machine, comprising:
- a plurality of reels, each having a plurality of symbols on a circumferential surface thereof;
- a plurality of motors for rotating and stopping the plurality of reels in response to reception of a signal;
- an input device for allowing a game to start in response to acceptance of a bet for credit;
- a memory for cumulatively storing a part of the credit; and
- a controller configured with logic to:
- (a) execute a lottery and start a game in response to an input to the input device;
- (b) transmit a signal to the plurality of motors so as to cause the plurality of reels to rotate;
- (c) transmit a signal to the plurality of motors so as to cause the plurality of symbols to come to rest in accordance with a result of the lottery;
- (d) when the plurality of symbols statically displayed on the plurality of reels matches a first predetermined combination of symbols, determine a corresponding amount of award to be paid from the credit;
- (e) when a predetermined condition is satisfied, increase an amount of award to be paid from the credit for a special combination of symbols by a predetermined amount; and
- (f) when the special combination of symbols is statically displayed on the plurality of reels after execution of logic (e), pay the increased award preferentially from the cumulative credit stored in the memory.
3. The gaming machine according to claim 2, wherein
- the predetermined condition in logic (e) includes a case where a predetermined point is accumulated for a second predetermined combination of symbols that is statically displayed on the plurality of reels and different from the special combination of symbols, and a value of cumulative points has reached a threshold.
4. A gaming machine, comprising:
- a display device for displaying a rotational display of a plurality of symbols;
- an input device for allowing a game to start in response to acceptance of a bet for credit;
- a memory for cumulatively storing a part of the credit; and
- a controller configured with logic to:
- (a) execute a lottery and start a game in response to an input to the input device;
- (b) cause the display device to display a rotational display of the plurality of symbols;
- (c) cause the display device to display a statical display of the plurality of symbols in accordance with a result of the lottery;
- (d) when the plurality of symbols statically displayed on the display device matches a first predetermined combination of symbols, determine a corresponding amount of award to be paid from the credit;
- (e) when a predetermined condition is satisfied, increase an amount of award to be paid from the credit for a special combination of symbols by a predetermined amount; and
- (f) when the special combination of symbols is statically displayed on the display device after execution of logic (e), pay the increased award preferentially from the cumulative credit stored in the memory.
5. The gaming machine according to claim 4, wherein
- the predetermined condition in logic (e) includes a case where a predetermined point is accumulated for a second predetermined combination of symbols that is statically displayed on the display device and different from the special combination of symbols, and a value of cumulative points has reached a threshold.
Type: Application
Filed: Apr 8, 2008
Publication Date: Oct 23, 2008
Applicant: ARUZE Corp. (Koto-ku)
Inventors: Jun FUJIMOTO (Tokyo), Yukinori Inamura (Tokyo), Kazumasa Yoshizawa (Tokyo)
Application Number: 12/099,386
International Classification: A63F 9/24 (20060101);