GAMING MACHINE ALLOWING A PLAYER TO DEFER RECEIVING A PREDETERMINED AWARD AND PROVIDING AN AWARD CORRESPONDING TO THE NUMBER OF TIMES DEFERRED
A gaming machine includes a memory, an input device, a counter and a controller. The memory stores levels of awards. The input device accepts selection between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation. The controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide a player an award; (c) when the award determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception received, pay the player in accordance with a level of award correlated with the number of times among the levels of awards.
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This application is based on and claims the benefit of priority from Japanese Patent Application No. 2007-002711 filed on 10 Jan. 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 which allows a player to defer the right to receive a predetermined award and provides an award corresponding to the number of times deferred.
2. Related Art
Conventionally, in regards to a slot machine, which is a type of gaming machine, a game is generally started by inserting a game medium such as coins into the gaming machine. Then, the slot machine displays an image of a symbol line which is rotated in a predetermined area of the gaming machine. After a predetermined amount of time elapses, the slot machine displays an image of the stationary symbols. Finally, the slot machine provides an award to a player based on the combination of the stationary symbols. Whether the combination for which an award is provided has been formed or not is generally determined based on whether or not a predetermined number of the same type of symbols (for example, “Cherry”, “7”, etc.) is arranged along a predetermined active pay line. In addition, the technique disclosed in U.S. Application Publication No. 2003/0069073 determines to provide special award so called jackpot randomly only for the same slot machine, when the credit amount bet has reached the certain amount. With such a technology, a player may receive higher award by winning a jackpot in addition to the award provided in a basic game and a player's motivation to play a game can be enhanced.
SUMMARY OF THE INVENTIONThe award which a player receives by winning a jackpot is the accumulation of the portion of the credit amount bet by at least one person, and the technique of providing a jackpot award improves entertainment properties. However, the entertainment property has already become well known and there is a problem in that it lacks novelty in recent days.
The present invention has an object of providing a gaming machine which can further improve entertainment properties.
In an aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide the player a specific award; (c) when the specific award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
The gaming machine described above allows the player to have selection between reception and reservation of the award. When the player selects the reservation, the number of reservation stored in the counter increases. When the player selects the reception, the player can be paid in accordance with the level of award correlated with the number of times.
Since the player has a chance to obtain a higher award as the player increases the number of times to reserve, the gaming machine can provide more fun to the player.
In another aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a portion of credits bet in a game and a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) when the portion of credits has reached a predetermined threshold, randomly determine whether to provide the player a jackpot award; (c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
In still another aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a portion of credits bet in a game and a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) when the portion of credits has reached a predetermined threshold, determine whether to provide the player a jackpot award in accordance with the number of times stored in the counter; (c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
In yet another aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide the player a specific award of a predetermined game state; (c) when the specific award of the predetermined game state has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, switch the game to the predetermined game state and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
In a further aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a basic game; (b) randomly determine whether to provide the player a specific award of a free game; (c) when the specific award of the free game has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, switch the basic game to a free game and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
According to the present invention, the player can select whether to receive or to defer the predetermined award and with more awards being deferred, the higher the award becomes. Thus, the player can enjoy the game with further entertainment properties.
The embodiments of the present invention are hereinafter described in detail with reference to the attached drawings.
A slot machine 13 according to the present invention is provided with ROM 108 for storing a plurality of levels of the awards, a touch panel 32 for receiving a signal of the input for selecting of whether or not a player receives the award and transmitting the signal of the input for selecting, and the RAM 110 for storing the number of received signals of input for selecting to defer the award. The CPU 106 starts the game, determines randomly whether or not to provide the predetermined award, and receives a signal of the input for selecting via the touch panel 32 in a case where the CPU 106 determines to provide the predetermined award. In a case where the CPU 106 receives the signal of input for selecting to defer the award, the CPU 106 increases the number stored in the RAM 110 by a predetermined number, and in a case where the CPU 106 receives the signal of input for selecting to receive the award, the CPU 106 provides the award according to the levels of awards which are corresponding to the numbers, among a plurality of levels of awards stored in the ROM 108.
The CPU 106 starts the game, determines randomly whether or not to provide the predetermined award, and receives a signal of the input for selecting via the touch panel 32 in a case where the CPU 106 determines to provide the predetermined award. In a case where the CPU 106 receives the signal of input for selecting to defer the award, the CPU 106 increases the number stored in the RAM 110 by a predetermined number, and in a case where the CPU 106 receives the signal of input for selecting to receive the award, among a plurality of levels of awards stored in the ROM 108, the CPU 106 provides the award according to the levels of awards which are corresponding to the numbers.
The main door 42 is a member that serves as a cover of the cabinet 20, which protects the internal components stored in the cabinet 20 from being exposed to the outside. The main door 42 includes the liquid crystal display 30 at substantially the center thereof.
The liquid crystal display 30 is provided for displaying various kinds of images with respect to the game such as images for visual effects. Such a configuration allows the player to advance the game while visually confirming various kinds of images displayed on the liquid crystal display 30. The liquid crystal display 30 includes a transparent liquid crystal panel 34. The transparent liquid crystal panel 34 has a function of switching a portion or the entire area of the liquid crystal panel 34 between a transparent mode and an opaque mode, and a function of displaying various kinds of images.
In a configuration in which the slot machine 13 includes video reels, five virtual reels are displayed on the liquid crystal display 30. It should be noted that the term “video reel” as used here represents a mechanism for displaying a reel on the liquid crystal display 30 in the form of an image instead of mechanical reel. A plurality of types of symbols necessary for the basic game include “BONUS”, “WILD”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS & MAP”, “SNAKE”, “A”, “K”, “Q”, “J”, and “10”. With such an arrangement, the liquid crystal display 30 displays these symbols with an image as if the reel were rotating.
The slot machine 13 includes a substantially horizontal operation unit 21 below the liquid crystal display 30. Furthermore, a coin insertion opening 22 is provided on the right side of the operation unit 21, which allows the player to insert coins. On the other hand, the components provided to the left side of the operation unit 21 include: a bet switch 23 that allows the player to determine which lines are to be set to active pay lines among the nine lines L1, L2, L3, L4, L5, L6, L7, L8, and L9, for providing an award described later (which will simply be referred to as “active pay lines” hereafter), and which allows the player to select the amount of coins as game media to be bet on the active pay lines; and a spin repeat bet switch 24 that allows the player to play the game again without changing the amount of coins bet on the active pay lines from that in the immediately prior game. Such an arrangement allows the player to set the amount of coins bet on the active pay line by performing a pushing operation on either the bet switch 23 or the spin repeat bet switch 24.
With the operation unit 21, a start switch 25 is provided on the left side of the bet switch 23, which allows the player to input a start operation instruction for the basic game in increments of games. Upon performing a pushing operation on either the start switch 25 or the spin repeat bet switch 24, which serves as a trigger to start the game, the five mechanical reels 3A to 3E start to rotate.
A cash out switch 26 is provided near the coin insertion opening 22 on the operation unit 21. Upon the player pushing the cash out switch 26, the inserted coins are paid out from a coin payout opening 27 provided at a lower portion of the front face of the main door 42. The coins thus paid out are retained in a coin tray 28. Furthermore, the coin payout opening 27 is provided on the upper side of the coin tray 28, with sound transmission openings 29 provided to both the left and right thereof. Here, the sound transmission openings 29 are provided for transmitting sound effects generated by a speaker 41 (see
Furthermore, various kinds of display units, i.e. a payout display unit 48, a credit amount display unit 49, and a bet amount display unit 50, are provided on the left side of the rear face of the liquid crystal display 30. It should be noted that the design formation area 31b of the front panel 31 is formed having a transparent portion that covers the top faces of these display units 48 through 50, thereby allowing the player to visually confirm the contents displayed on the display units 48 through 50.
The slot machine 13 has the nine lines L1 through L9 for providing an award as shown in
Upon pushing the bet switch 23 once, the line L3 for providing a third award, the line L5 for providing a fifth award, and the line L7 for providing a seventh award, are set to be active pay lines, and one coin is input as a credit medal, for example.
Furthermore, upon pushing the bet switch 23 twice, the line L1 for providing a first award, the line L4 for providing a fourth award, and the line L8 for providing an eighth award, are set to be active pay lines, in addition to the three lines, and two coins are input as credit medals, for example.
Moreover, upon pushing the bet switch 23 three times, the line L2 for providing a second award, the line L6 for providing a sixth award, and the line L9 for providing a ninth award, are set to be active pay lines, in addition to the six lines, and three coins are input as credit medals, for example.
The payout display unit 48 is a component for displaying the amount of coins paid out when a combination of the symbols has been established along any one of the active lines for providing an award. The credit amount display unit 49 is a component for displaying the amount of coins retained in the slot machine 13 in the form of credits. The bet amount display unit 50 is a component for displaying the bet amount, which is the amount of coins bet on the active pay lines. Each of the display units 48 through 50 includes a seven-segment display device. Alternatively, each of the display devices 48 through 50 may be displayed on the transparent liquid crystal panel 34 in the form of an image.
The interface circuit group 102 is electrically connected with the input/output bus 104, which carries out the input and output of data signals or address signals for the CPU 106.
The start switch 25 is electrically connected with the interface circuit group 102. In the interface circuit group 102, a start signal generated by the start switch 25 is converted into a predetermined form of signal to be supplied to the input/output bus 104.
Furthermore, the bet switch 23, the spin repeat bet switch 24, and the cash out switch 26 are connected to the interface circuit group 102. Each of the switching signals output from these switches 23, 24, and 26 is also supplied to the interface circuit group 102, and is converted into a predetermined signal by the interface circuit group 102. The switching signals thus converted are supplied to the input/output bus 104.
A coin sensor 43 is also electrically connected with the interface circuit group 102. The coin sensor 43 detects coins inserted into the coin insertion slot 22, and is disposed at an appropriate position relative to the coin insertion slot 22. The sensing signal output from the coin sensor 43 is also supplied to the interface circuit group 102, and is converted into a predetermined signal by the interface circuit group 102. The sensing signal thus converted is supplied to the input/output bus 104.
The ROM 108 and the RAM 110 are connected to the input/output bus 104.
When the start switch 25 accepts an instruction for starting a basic game, the CPU 106 reads a basic game program and executes the basic game. The basic game program has been programmed so as to instruct the CPU 106 to perform the following operations of displaying an image of the five video reels commencing to scroll the symbols on the five video reels on the liquid crystal display 30 via the display/input controller 140; then displaying an image of the five video reels stopping such that the combination of the symbols on these five video reels is rearranged, upon which a new combination of the symbols is made along the active pay lines. In a case where a particular combination of the symbols for providing an award has been made along any one of the active pay lines when stationary, the CPU 106 pays out a predetermined amount of coins corresponding to the particular combination for providing the award.
The ROM 108 stores: a control program for central control of the slot machine 13; a program for executing a routine shown in
Furthermore, a communication interface circuit 111 is connected to the input/output bus 104. The communication interface circuit 111 is a circuit for communicating with a server, etc. via various kinds of communication networks including a public telephone line network, LAN, etc.
The random number generator 112 for generating a random number is connected to the input/output bus 104. The random number generator 112 generates random numbers in a predetermined range of “0” to “65535” (two to the sixteenth power minus one), for example. Alternatively, an arrangement may be made in which the CPU 106 generates a random number by computation.
The display unit driving circuit 128 for driving each of the display units 48 through 50 is connected to the input/output bus 104. The CPU 106 controls the operation of each of the display units 48 through 50 via the display unit driving circuit 128 according to an occurrence of a predetermined event.
The speaker drive circuit 122 for the speakers 41 is also electrically connected with the input/output bus 104. The CPU 106 reads the sound data stored in the ROM 108, and transmits the sound data thus read to the speaker driving circuit 122 via the input/output bus 104. In this way, the speakers 41 generate predetermined sound effects.
The hopper drive circuit 124 for driving the hopper 44 is also electrically connected with the input/output bus 104. Upon reception of a cash out signal input from the cash out switch 26, the CPU 106 transmits a driving signal to the hopper driving circuit 124 via the input/output bus 104. Accordingly, the hopper 44 pays out coins such that the amount thereof is equivalent to the current number of coins remaining as credits, which is stored in a predetermined memory area of the RAM 110.
The display/input controller 140 is connected to the input/output controller 140. The CPU 106 creates an image display command corresponding to the state and results of the game, and outputs the image display command thus created to the display/input controller 140 via the input/output bus 104. Upon reception of the image display command input from the CPU 106, the display/input controller 140 creates a driving signal for driving the liquid crystal display 30 according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display 30. As a result, a predetermined image is displayed on the transparent liquid crystal panel 34 of the liquid crystal display 30. The display/input controller 140 transmits the signal input through the touch panel 32 provided on the liquid crystal display 30 to the CPU 106 via the input/output bus 104 in the form of an input signal.
The interface circuit 142 is connected to the input/output bus 144. The image display command output from the CPU 106 of the controller 100 is supplied to the input/output bus 144 via the interface circuit 142. The input/output bus 144 performs input/output of data signals or address signals to and from the CPU 146.
The ROM 148 and the RAM 150 are connected to the input/output bus 144. The ROM 148 stores a display control program for generating a driving signal, which is to be supplied to the liquid crystal display 30, according to an image display command received from the CPU 106 of the controller 100. On the other hand, the RAM 150 stores flags and variables used in the display control program.
The VDP 152 is connected to the input/output bus 144. The VDP 152 includes a so-called sprite circuit, a screen circuit, a palette circuit, etc., and can perform various kinds of processing for displaying images on the liquid crystal display 30. With such an arrangement, the components connected to the VDP 152 include: the video RAM 154 for storing image data according to the image display command received from the CPU 106 of the controller 100; and the image data ROM 156 for storing various kinds of image data including the image data for visual effects, etc. Furthermore, the driving circuit 158 for outputting a driving signal for driving the liquid crystal display 30 is connected to the VDP 152.
The CPU 146 instructs the video RAM 154 to store the image data which is to be displayed on the liquid crystal display 30 according to the image display command received from the CPU 106 of the controller 100 by reading out the display control program stored in the ROM 148 and by executing the program thus read. Examples of the image display commands include various kinds of image display commands including the image display commands for visual effects, etc.
The image data ROM 156 stores various kinds of image data including the image data for visual effects, etc.
The touch panel control circuit 160 transmits the signals input via the touch panel 32 provided on the liquid crystal display 30 to the CPU 106 via the input/output bus 144 in the form of an input signal.
Referring to
On each video reel 3A to 3E, a symbol line is represented with symbols as follows: “Bonus” symbol (symbol 61) (hereafter, “Bonus”), “Wild” symbol (symbol 62) (hereafter, “Wild”), “Treasure Chest” symbol (symbol 63) (hereafter, “treasure chest”), “Golden Mask” symbol (symbol 64) (hereafter, “Golden Mask”)”, “Holy Grail” symbol (symbol 65) (hereafter, “Holy Grail”), “Compass and Map” symbol (symbol 66) (hereafter, “Compasses and Map”), “Snake” symbol (symbol 67) (hereafter, “Snake”), “Ace” symbol (symbol 68) (hereafter, “Ace”), “King” symbol (symbol 69) (hereafter, “King”), “Queen” symbol (symbol 70) (hereafter, “Queen”), “Jack” symbol (symbol 71) (hereafter, “Jack”), and “10” symbol (symbol 72) (hereafter, “10”). The symbol line of each video reel 3A to 3E displays an image moving in the direction of the arrow in
Here in the present embodiment, each combination of “Bonus”, “Wild”, “Snake”, “Treasure Chest”, “Golden Mask”, “Holy Grail”, “Compass and Map”, “Ace”, “King”, “Queen”, “Jack” and “10” is set as an award combination. A combination (combination data) is control information which relates credits awarded to a player (the amount of payout of coins) to a combination of an award combination, and which is used for stop control of each video reel 3A through 3E, change (shift) of a game state, awarding of coins, and the like.
A description is provided below regarding a case in which the slot machine 13 has been activated beforehand. Furthermore, let us say that the variables used by the CPU 106 included in the controller 100 have been initialized to predetermined values, thereby operating the slot machine 13 in a normal state.
First, the CPU 106 included in the controller 100 determines whether or not any coins inserted by the player are remaining (Step S1). More specifically, the CPU 106 reads a credit amount C stored in the RAM 110, and executes processing according to the credit amount C. When the credit amount C equals “0” (NO in Step S1), the CPU 106 terminates the routine without executing any processing, since it cannot start a game. When the credit amount C is not less than “1” (YES in Step S1), the CPU 106 determines that coins remain as credits, and the CPU 106 moves the processing to Step S2.
In Step S2, the CPU 106 determines whether or not a pushing operation has been executed on the spin bet repeat switch 24. When the switch 24 has been pushed and the CPU 106 receives an operation signal from the switch 24 (YES in Step S2), the CPU 106 moves the processing to Step S14. On the other hand, when the CPU 106 does not receive the operation signal from the switch 24 after a predetermined period of time elapses (NO in Step S2), the CPU 106 determines that the switch 24 has not been pushed and moves the processing to Step S3.
In the following Step S3, the CPU 106 sets the game conditions. Specifically, the CPU 106 determines the amount of coins bet on the active pay lines in this game based on the operation of the bet switch 23. Then, the CPU 106 determines the bet amount to be bet on the active pay lines based upon the number of signals that indicate operation of the bet switch 23 have been received, and stores the bet amount thus determined in a predetermined memory area of the RAM 110. The CPU 106 reads the credit amount C stored in a predetermined memory area of the RAM 110, and subtracts the total bet amount, which is the sum of the bet amounts, from the credit amount C thus read. Then, the CPU 106 stores the subtracted value in a predetermined memory area of the RAM 110. Subsequently, the CPU 106 moves the processing to Step S4.
In the following Step S4, the CPU 106 determines whether the start switch 25 has been activated, and then waits for the start switch 35 to be operated. Upon the start switch 25 being operated, and accordingly, upon the operation signal being input from the start switch 25 (in a case of “YES” in the determination processing in Step S4), the CPU 106 determines that the start switch 25 has been operated, and the flow proceeds to Step S5.
On the other hand, in Step S14, the CPU 106 determines whether the credit amount C is at least the total bet amount in a previous game. In other words, the CPU 106 determines whether it can start a game in response to a pushing operation executed on the spin repeat bet switch 24. Specifically, in a case where the spin repeat bet switch 24 has been pushed, and accordingly, in a case where the operation signal has been input from the switch 24, the CPU 106 reads the credit amount C and the bet amount bet to each of the active pay lines L1 to L9 in the previous game stored in the predetermined memory areas of the RAM 110. Then, the CPU 106 determines whether the credit amount C is at least the total bet amount bet in the previous game based upon the relation between the credit amount C and the bet amount thus read. When the CPU 106 determines that the credit amount C is less than the total bet amount (NO in Step S14), the CPU 106 terminates the routine without any processing, since it cannot start a game. On the other hand, in a case where determination has been made that the credit amount C is at least the total bet amount bet in the previous game (in a case of “YES” in the determination processing in Step S14), the CPU 106 subtracts the total bet amount bet in the previous game from the credit amount C, and stores the subtracted value in a predetermined area of the RAM 110. Subsequently, the CPU 106 moves the processing to Step S5.
In Step S5, the CPU 106 performs processing for jackpot and moves the processing to Step S6.
In Step S6, the CPU 106 performs processing for determining a combination of symbols. A specific description is provided below regarding the combination determination processing.
In the combination determination processing, the CPU 106 first determines the combinations of the symbols along the active pay lines when they are stationary. Specifically, the CPU 106 issues a command for the random number generator 112 to generate a random number, thereby extracting a random number in a predetermined range (in a range of “0” to “65535” in the present embodiment) generated by the random number generator 112. The CPU 106 stores the random number thus extracted in a predetermined memory area of the RAM 110. It should be noted that a description is provided in the present embodiment regarding an arrangement in which the random number is generated by the random number generator 112, which is a separate component from the CPU 106. In addition, an arrangement may be made in which the random number is generated by computation processing by the CPU 106 without involving the random number generator 112. The CPU 106 reads a random number table for a basic game (see
Upon determination of the combination of the symbols when stationary with respect to the active pay lines, the CPU 106 determines whether the combination of the symbols when they are stationary with respect to the active pay lines matches any one of the specified combinations for providing an award. In a case where the combination of the symbols when they are stationary with respect to the active pay lines matches any one of the specified combinations for providing an award, the CPU 106 activates a flag, which indicates that the player has won the award that corresponds to the kind of specified combination for providing an award, in order to provide the award that corresponds with the specified combination of symbols with respect to the active pay lines for providing the award. The activated flag, which indicates the player has won an award, is stored in a predetermined area of the RAM 110 according to the instruction from the CPU 106. On the other hand, in a case where the combination of the stationary symbols with respect to the active pay lines matches any one of the other combinations, i.e. the losing combinations, the CPU 106 does not activate the flag which indicates that the player has won an award. Subsequently, the CPU 106 moves the processing to Step S7.
Here, a random number table for basic games shown in
Referring to
Upon displaying the image which shows the video reels 3A to 3E starting to rotate, the CPU 106 waits for a predetermined period of time to elapse (Step S8) After the predetermined period of time has elapsed (in a case of “YES” in the determination processing in Step S7), the CPU 106 instructs the video reels 3A to 3E to automatically stop rotating (Step S8) Specifically, the CPU 106 displays an image which shows the video reels 3A to 3E stopping rotation sequentially or simultaneously such that the stationary symbols, which correspond to the specified combinations for providing an award determined in Step S6, are displayed within a display region that has a visually interactive relationship with the player. Subsequently, the flow proceeds to Step S10 according to the instruction from the CPU 106.
In the following Step S10, the CPU 106 determines whether a predetermined symbol combination has been formed based upon the results of the combination determination processing performed in Step S6. Specifically, the CPU 106 makes this determination based upon the state of the flag that indicates whether the player has won an award with respect to the active pay lines stored in the predetermined memory area of the RAM 110. In a case where the flag, which indicates that the player has won an award, has not been activated, i.e. in a case where the symbol combination matches any one of the “other” combinations, which are combinations other than the specified combinations for providing an award (in a case of “NO” in the determination processing in Step S10), the CPU 106 determines that the specified combination for providing an award has not been formed, and ends this routine. On the other hand, in a case where the flag, which indicates that the player has won an award, has been activated, i.e. in a case where the symbol combination matches any one of the combinations other than the “other” combinations (in a case of “YES” in the determination processing in Step S9), the processing proceeds to Step S10 according to the instruction from the CPU 106.
In the following Step S10, the CPU 106 determines whether the symbol combination thus formed based upon the combination determination processing performed in Step S5 is a bonus combination. Specifically, the CPU 106 makes this determination based upon the state of the flag that indicates whether the player has won an award with respect to the active pay lines stored in the predetermined memory area of the RAM 110. In a case where the flag indicating winning of an award by the player has been activated and the specified combination for providing an award is a “bonus” combination, the processing proceeds to Step S12 according to the instruction from the CPU 106. If not, the flow proceeds to Step S13.
In the following Step S12, the CPU 106 executes free game receive/defer select processing. Upon finishing the processing in Step S12, the CPU 106 terminates the routine.
In a case where the flow has proceeded to Step S12, the CPU 106 pays out an amount of coins corresponding to the specified combination for providing an award. Specifically, the CPU 106 calculates the amount of coins to be paid out for the specified combination for providing an award, with reference to the payout table for a basic game (
Referring to
In Step S21, the CPU 106 determines whether or not the portion of the credit amount bet has reached the predetermined amount. In a case where the CPU 106 determines that the portion of the credit amount bet has reached the predetermined amount, the CPU 106 moves the processing to Step S22, and in a case where the CPU 106 determines that it has not reached the predetermined amount, the CPU 106 terminates the routine. Specifically, the CPU 106 compares the portion of the credit amount bet stored in the predetermined area with the predetermined amount.
In Step S22, the CPU 106 executes the read processing of the number of times jackpot awards deferred, and moves the processing to Step S23. Specifically, the CPU 106 reads the number on the counter for counting the number of times the jackpot has been deferred in the predetermined memory area in RAM 110.
In Step S23, the CPU 106 determines whether or not the player receives the jackpot award, and moves the processing to Step S24. Specifically, the CPU 106 determines whether or not the player receives the jackpot award with reference to a random number table for determining a jackpot award, which is described below in
Here, a random number table for determining a jackpot award shown in
Although the random number table for determining the jackpot award (deferred once) shown in
Although the random number table for determining the jackpot award (deferred twice) shown in
Referring to
In the following Step S25, the CPU 106 receives a input for selecting of whether a player receives or defers the award, and moves processing to Step S26. Specifically, the CPU 106 receives a signal of the input for selecting via the touch panel 32.
In the following Step S26, the CPU determines whether the CPU has received the input for selecting to defer the award. In a case where the CPU receives the input for selecting to defer the award, the processing is moved to Step S27, and in a case where the CPU receives the input for selecting of receiving the award, the processing is moved to Step S28. Specifically, the CPU 106 determines whether a player receives or defers the free game according to a signal of the input for selecting received via the touch panel 32.
In the following Step S27, the CPU 106 adds one to the number of times the jackpot has been deferred. Specifically, the CPU 106 adds one to the read number of times the jackpot has been deferred, and stores the number in the predetermined memory area in the RAM 110. Upon finishing the processing in Step S27, the CPU 106 terminates the routine.
In Step S28, the CPU 106 provides the award according to the levels of awards which are corresponding to the number of times the jackpot has been deferred. Specifically, the CPU determines the amount of credits corresponding to the number of times the jackpot has been deferred with reference to the payout table for the jackpot, which is described below in
Here, the payout table for a jackpot in
Referring to
In Step S31, the CPU 106 executes the read processing of the number of times a free game has been deferred, and moves to Step S32. Specifically, the CPU 106 reads the number on the counter for counting the number of times a free game has been deferred in the predetermined memory area in the RAM 110.
In Step S32, the CPU 106 receives a signal of input for selecting of whether to receive or defer a free game, and moves to Step S33. Specifically, the CPU 106 receives the signal of the input for selecting via the touch panel 32.
In Step S33, the CPU 106 determines whether or not the CPU 106 has received the input for selecting to defer the free game. In a case where the CPU 106 receives the input for selecting to defer, the processing is moved to Step S34, and in a case where the CPU 106 receives the input for selecting of receiving, the processing is moved to Step S28.
Specifically, the CPU 106 determines whether a player receives or defers the free game according to a signal of the input for selecting received via the touch panel 32.
In Step S34, the CPU 106 adds one to the number of times deferred. Specifically, the CPU 106 adds one to the read number of a free game having been deferred, and stores the number in the predetermined memory area in the RAM 110. Upon finishing the processing in Step S34, the CPU 106 terminates the routine.
In Step S35, the CPU 106 provides the award according to the level of awards which are corresponding to the number of times a free game has been deferred. Specifically, the CPU 106 executes the free game a number of times corresponding to the number of times a free game has been deferred with reference to the multiplication factor/a number of times table for a free game, which is described below in
Here, a random number table for free games in
Furthermore, the multiplication factor table/number of times table for free games shown in
The CPU 106 extracts the credit amount corresponding to the combination of symbols from a payout table for a free game which is described above in
Although in the present embodiment, the player can not receive a jackpot or a free game until the next time the player receives a jackpot or a free game in a case where a player defers a jackpot or a free game, the present embodiment is not limited thereto, and a player may cancel deferring and receive a jackpot or a free game.
In addition, although in the present embodiment, an example where the more a player defers a jackpot or a free game, the more a player receives awards is explained, the present embodiment is not limited thereto, and in a case where the predetermined combination of symbols is formed or the predetermined number of predetermined symbols are displayed, the number of times deferred may be reset (for example, 0) to a predetermined number.
Furthermore, although in the present embodiment, an example is explained for a case in which the portion of the credit amount bet has reached the predetermined amount, the CPU 106 determines whether or not to provide the jackpot award randomly, and in a case where the predetermined combination of symbols is formed, etc., a jackpot award may be provided when the predetermined condition is satisfied.
In addition, although in the present embodiment, an example applied to a video reel slot machine is explained regarding the present invention, the present embodiment is not limited thereto, and the present invention may be applied to a mechanical slot machine, for example.
Furthermore, although in the present embodiment, an example using a slot machine (a so-called casino machine) in which a reel is automatically stopped after being rotated without using a stop button is explained regarding the present invention, the present embodiment is not limited thereto, and the present invention may be applied to a slot machine (a so-called Pachinko-slot machine) in which reels are stopped in the order by which a player stops the reels by hand using the stop button, for example.
While the embodiments according to the present invention have been described as mentioned above, it is understood that many changes and modifications may be made therein without departing from the spirit and scope of the present invention.
Claims
1. A gaming machine, comprising:
- a memory storing a plurality of levels of awards;
- an input device for accepting selection by a player between reception and reservation of an award and for transmitting a signal indicating the selection;
- a counter for storing a number of times that the input device has accepted the selection of reservation of the award; and
- a controller configured with logic to:
- (a) start a game;
- (b) randomly determine whether to provide the player a specific award;
- (c) when the specific award has been determined to be provided, receive the signal indicating the selection via the input device;
- (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and
- (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
2. A gaming machine, comprising:
- a memory storing a portion of credits bet in a game and a plurality of levels of awards;
- an input device for accepting selection by a player between reception and reservation of an award and for transmitting a signal indicating the selection;
- a counter for storing a number of times that the input device has accepted the selection of reservation of the award; and
- a controller configured with logic to:
- (a) start a game;
- (b) when the portion of credits has reached a predetermined threshold, randomly determine whether to provide the player a jackpot award;
- (c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device;
- (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and
- (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
3. A gaming machine, comprising:
- a memory storing a portion of credits bet in a game and a plurality of levels of awards;
- an input device for accepting selection by a player between reception and reservation of an award and for transmitting a signal indicating the selection;
- a counter for storing a number of times that the input device has accepted the selection of reservation of the award; and
- a controller configured with logic to:
- (a) start a game;
- (b) when the portion of credits has reached a predetermined threshold, determine whether to provide the player a jackpot award in accordance with the number of times stored in the counter;
- (c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device;
- (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and
- (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
4. A gaming machine, comprising:
- a memory storing a plurality of levels of awards;
- an input device for accepting selection by a player between reception and reservation of an award and for transmitting a signal indicating the selection;
- a counter for storing a number of times that the input device has accepted the selection of reservation of the award; and
- a controller configured with logic to:
- (a) start a game;
- (b) randomly determine whether to provide the player a specific award of a predetermined game state;
- (c) when the specific award of the predetermined game state has been determined to be provided, receive the signal indicating the selection via the input device;
- (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and
- (e) when a signal indicating the selection of reception has been received, switch the game to the predetermined game state and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
5. A gaming machine, comprising:
- a memory storing a plurality of levels of awards;
- an input device for accepting selection by a player between reception and reservation of an award and for transmitting a signal indicating the selection;
- a counter for storing a number of times that the input device has accepted the selection of reservation of the award; and
- a controller configured with logic to:
- (a) start a basic game;
- (b) randomly determine whether to provide the player a specific award of a free game;
- (c) when the specific award of the free game has been determined to be provided, receive the signal indicating the selection via the input device;
- (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and
- (e) when a signal indicating the selection of reception has been received, switch the basic game to a free game and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
Type: Application
Filed: Jan 8, 2008
Publication Date: Jul 24, 2008
Applicant: Aruze Corp. (Tokyo)
Inventor: Hiro SAKUMA (Tokyo)
Application Number: 11/970,955
International Classification: A63F 9/24 (20060101);