Slot Machine

- Aruze Corp.

A slot machine includes: a display device for displaying plural types of symbols in symbol matrix element display regions; and a processor for controlling the display device, the processor being programmed to: (a) rearrange the plural types of symbols arranged in the symbol matrix display regions, in a condition that the plural types of symbols are rearranged in column and row directions; (b) perform a shuffle process in which the symbols arranged in the symbol matrix display regions are rearranged in the same or different display regions of the symbol matrix display regions in a condition that number of predetermined symbols is maintained when more than predetermined number of the predetermined symbols are rearranged in the symbol matrix display regions in the process (a); and (c) award a prize when the shuffled symbols are rearranged in a winning combination on any of winning lines set in the column, row, or oblique direction of the symbol matrix display regions.

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Description
BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a slot machine.

2. Description of the Related Art

Conventionally, slot machines are constituted so that: a player presses a spin button of a slot machine to start a game after inserting game media such as coins and bills into the insertion slot of the slot machine; the slot machine displays a plurality of symbols in a scrolling manner on a display placed on the front face of a cabinet of the slot machines; and scrolling of such each symbol stops automatically.

Such slot machines include those employing a general idea of winning line. Under the idea of winning line, the predetermined number of game media is paid out when rearranged symbols form a predetermined winning combination on the winning line. Such a slot machine is disclosed in, for example, U.S. Pat. No. 6,093,102.

Such slot machines further include those which pay out the predetermined number of game media based on both rearranged symbols realizing a predetermined combination on the winning line and the number of scatter symbols. Such slot machines are disclosed in, for example, U.S. Pat. No. 6,604,999 and U.S. Patent Application Publication No. 2002/0065124.

In such conventional slot machines, payouts are determined without regard to the formation position of the winning lines formed by the symbols of a winning combination and/or the position of the displayed scatter symbols. Thus, the improvement in the entertaining feature of the slot machines has been demanded.

The present invention has been made in view of the above-described circumstance. It is an object of the present invention to provide a novel slot machine by enhancing the entertaining feature in the re-arrangement of the symbols.

SUMMARY OF THE INVENTION

A first aspect of the present invention is a slot machine including: a display device for displaying plural types of symbols in symbol matrix element display regions; and a processor for controlling the display device, the processor being programmed to: (a) rearrange the plural types of symbols arranged in the symbol matrix display regions, in a condition that the plural types of symbols are rearranged in column and row directions; (b) perform a shuffle process in which the symbols arranged in the symbol matrix display regions are rearranged in the same or different display regions of the symbol matrix display regions in a condition that number of predetermined symbols is maintained when more than predetermined number of the predetermined symbols are rearranged in the symbol matrix display regions in the process (a) and (c) award a prize when the shuffled symbols are rearranged in a winning combination on any of winning lines set in the column, row, or oblique direction of the symbol matrix display regions.

According to the first aspect of the present invention, when the predetermined number of (or more) symbols is rearranged, the symbols are shuffled. Therefore, for example, when three symbols “WILD” are rearranged but they do not form any winning combination, the symbols are shuffled and thus the three symbols “WILD” are given a chance to form the winning combination. Thereby the slot machine can enhance entertaining feature related to the arrangement of the symbols.

A second aspect of the present invention is a slot machine constituted as set fourth below. The predetermined symbols are scatter symbols, and the processor awards a prize when the predetermined number of the scatter symbols is arranged in the symbol matrix display regions.

According to the second aspect of the present invention, when the predetermined number of (or more) predetermined symbols is rearranged, the symbols are shuffled. Depending on the combination of the predetermined symbols, the prize to be awarded is determined based on the winning combination and symbols displayed in the symbol matrix elements. Therefore, for example, the prize is awarded as the sum of the award of the winning combination formed by the symbols “WILD” and award of the number of the symbols “WILD” rearranged in the symbol matrix elements. Thereby the slot machine can enhance entertaining feature related to arrangement of the symbols.

A third aspect of the present invention is a slot machine constituted as set fourth below. The predetermined symbols are symbols “WILD”, and the processor awards a prize according to the combination of the symbols “WILD” and other symbols arranged on any of the winning lines.

According to the third aspect of the present invention, the slot machine determines the prize to be awarded based on the combination of the symbols “WILD” and other symbols. For example, when rearranged symbols form “WILD-WILD-1Bar”, the slot machine determines the prize based on the “1Bar-1Bar-1Bar” prize. Thereby the slot machine can enhance entertaining feature related to arrangement of the symbols.

A fourth aspect of the present invention is a slot machine including: a display device for displaying plural types of symbols in symbol matrix display regions; and a processor for controlling the display, the processor being programmed to: (a) rearrange the plural types of symbols arranged in the symbol matrix display regions, in a condition that the plural types of symbols are rearranged in column and row directions; (b) perform a shuffle process in which scatter symbols arranged in the symbol matrix display regions are rearranged in the same or different matrix display regions are rearranged in the same or different display regions of the symbol matrix display regions in a condition that number of the scatter symbols is maintained when more than predetermined number of the scatter symbols are arranged in the symbol matrix display regions in the process (a) and (c) award a prize when the shuffled scatter symbols are arranged in a winning combination on any of winning lines set in the column, row, or oblique direction of the symbol matrix display regions or when the predetermined number of the scatter symbols are arranged in the symbol matrix display regions.

According to the fourth aspect of the present invention, when the predetermined number of (or more) predetermined symbols is rearranged, the symbols are shuffled. Depending on the combination of the predetermined symbols, the prize to be awarded is determined based on the winning combination or symbols displayed in the symbol matrix elements. Therefore, for example, the prize is awarded based on the award of the winning combination formed by the symbols “WILD” or award of the number of the symbols “WILD” rearranged in the symbol matrix elements. Thereby the slot machine can enhance entertaining feature related to arrangement of the symbols.

A fifth aspect of the present invention is a slot machine constituted as set fourth below. The scatter symbols are symbols “WILD”, and the processor awards a prize according to the combination of the symbols “WILD” and other symbols arranged on a winning line.

According to the fifth respect of the present invention, the slot machine determines the prize to be awarded based on the combination of the symbols “WILD” and other symbols. For example, when rearranged symbols displayed in the symbol matrix elements are six “7” symbols and two “WILD” symbols, the prize is determined as when rearranged symbols displayed in the symbol matrix elements are eight “7” symbols. Thereby the slot machine can enhance entertaining feature related to arrangement of the symbols.

A sixth aspect of the present invention is a slot machine including: a display device for displaying plural types of symbols in symbol matrix display regions; and a processor for controlling the display, the processor being programmed to: (a) rearrange the plural types of symbols in the symbol matrix display regions, the plural types of symbols being arranged in column and row directions while the plural types of symbols are arranged; (b) perform a shuffle process in which “WILD” symbols arranged in the symbol matrix display regions are rearranged in the same or different display regions of the symbol matrix display regions in a condition that number of the “WILD” symbols is maintained when more than predetermined number of the “WILD” symbols are arranged in the symbol matrix display regions in the process (a) and (c) award a prize when the shuffled “WILD” symbols are arranged in a winning combination on any of winning lines set in the column, row, or oblique direction of the symbol matrix display regions or when the predetermined number of the “WILD” symbols are arranged in the symbol matrix display regions.

According to the sixth aspect of the present invention, the slot machine determines the prize to be awarded based on the combination of the symbols “WILD” and other symbols. For example, when rearranged symbols form “WILD-WILD-1Bar”, the slot machine determines the prize based on the “1Bar-1Bar-1Bar” prize. Thereby the slot machine can enhance entertaining feature related to arrangement of the symbols. As another example, when rearranged symbols displayed in the symbol matrix elements are six symbols “7” and two symbols “WILD”, the prize is determined as when rearranged symbols displayed in the symbol matrix elements are eight “7” symbols. Thereby the slot machine can enhance entertaining feature related to arrangement of the symbols.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A is a view exemplarily showing rearranged symbols according to the first embodiment;

FIG. 1B is a view exemplarily showing the shuffling of the symbols according to the first embodiment;

FIG. 1C is a view exemplarily showing rearranged symbols after shuffled according to the first embodiment;

FIG. 2 is a perspective view schematically showing the slot machine according to the first embodiment;

FIG. 3 is a block diagram exemplarily depicting the internal construction of the slot machine shown in FIG. 2;

FIG. 4 is a view showing a correspondence relationship in a normal game between respective symbols and payouts according to the first embodiment;

FIGS. 5A and 5B are views each exemplarily showing an image displayed on the slot machine shown in FIG. 2 according to the first embodiment;

FIGS. 6A and 6B are views each exemplarily showing an image displayed on the slot machine shown in FIG. 2 according to the first embodiment;

FIGS. 7A and 7B are views each exemplarily showing an image displayed on the slot machine shown in FIG. 2 according to the first embodiment;

FIGS. 8A and 8B are views each exemplarily showing an image displayed on the slot machine shown in FIG. 2 according to the first embodiment;

FIG. 9 is a flowchart exemplarily showing a subroutine of the main process according to the first embodiment;

FIG. 10 is a flowchart showing a subroutine of a game execution process according to the first embodiment;

FIG. 11 is a flowchart exemplarily showing a subroutine of a symbol rearranging process according to the first embodiment;

FIGS. 12A and 12B are views each showing a correspondence relationship between respective symbols and payouts according to the second embodiment;

FIG. 13A is a view exemplarily showing rearranged symbols according to the second embodiment;

FIG. 13B is a view exemplarily showing the shuffling of the symbols according to the second embodiment;

FIG. 13C is a view exemplarily showing rearranged symbols after shuffled according to the second embodiment;

FIG. 14 is a flowchart exemplarily showing a subroutine of a symbol rearranging process according to the third embodiment;

FIG. 15A is a view exemplarily showing rearranged symbols according to the second embodiment;

FIG. 15B is a view exemplarily showing an arrangement of symbols after shuffled according to the third embodiment; and

FIG. 15C is a view exemplarily showing an arrangement of symbols after the symbols shuffled according to the third embodiment.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

First, a slot machine 10 according to a first embodiment will be described with referring to the drawings. The slot machine according to the first embodiment is a so-called video slot machine, which has an image display panel such as a liquid crystal display and executes a game by displaying images of various symbols on the image display panel.

FIG. 1A is a view exemplarily showing rearranged symbols according to the first embodiment. FIG. 1B is a view exemplarily showing the shuffling of the symbols according to the first embodiment. FIG. 1C is a view exemplarily showing rearranged symbols after shuffled according to the first embodiment. The slot machine 10 according to the present invention is of a stand-alone type, which is not connected to a network, although the present invention is applicable to a networked slot machine.

As shown in FIGS. 1A to 1C, symbol matrix elements SM are, as described later, displayed on a lower image display panel 16 included in the slot machine 10. The symbol matrix elements SM are made up of a total of nine symbols in three columns and three rows. In the symbol matrix elements SM, six basic lines BL are defined along the column or row direction, respectively. In the embodiments of the present invention, the basic line shall mean a winning line other than a cross line. Furthermore, two cross lines CL are defined along directions that obliquely cross the symbol matrix elements SM. The eight winning lines in the embodiments of the present invention contain the basic lines BL and the cross lines CL.

In the embodiments of the present invention, any of the symbols, “Blank”, “1Bar”, “2Bar”, “3Bar”, “7”, and “WILD” are rearranged in the symbol matrix elements SM. Payout is determined based on a combination of these symbols on the wining lines defined along the column and row directions.

As shown in FIG. 1, in a case where the symbol “WILD” is rearranged in any one of the symbol matrix elements SM, a frame 70a is identifiably displayed in the symbol matrix element SM where the symbol “WILD” is rearranged. The symbols “Blank”, “1Bar”, “7”, and “WILD” are rearranged, and the frame 70a is identifiably displayed in the symbol matrix element SM, in which the symbol “WILD” is rearranged, in order to make the rearrangement of the symbol “WILD” identifiable.

As shown in FIG. 1B, when three or more symbols “WILD” are rearranged in any of the symbol matrix elements SM, the shuffling of rearranged symbols is executed. In this case, the symbols “Blank”, “1Bar”, “7”, and “WILD”, which have been rearranged as shown in FIG. 1A, are rearranged in the same or different symbol matrix elements SM. Therefore, the frame 70b in a color different from that of the frame 70a is displayed in the symbol matrix element SM so as to make the rearrangement identifiable.

As shown in FIG. 1C, when the symbol “WILD” is rearranged in any one of the symbol matrix elements SM after the shuffling, a frame 70c in a color different from those of frames 70a and 70b is identifiably displayed. In this case, the symbols “Blank”, “1Bar”, “7”, and “WILD” are rearranged, and the payout is determined based on these rearranged symbols on the winning line defined along the column direction, the row direction or oblique directions.

FIG. 2 is a view schematically depicting a frame format of an appearance of the slot machine according to the first embodiment. The gaming media used in the slot machine 10 include coins, bills, or electronic value information equivalent thereto. In the present invention, however, the gaming media are not limitative thereto in particular, and can include medals, tokens, electric money, and tickets, for example. The above tickets are not limitative in particular, and can include barcode-attached tickets or the like, as described later, for example.

The slot machine 10 is provided with a cabinet 11, a top box 12 installed on an upper side of the cabinet 11, and a main door 13 provided on a front surface of the cabinet 11.

The lower image display panel 16 serving as a display is provided in front of the main door 13. The lower image display panel 16 is provided with a liquid crystal panel, which displays the nine symbol matrix elements SM in three columns and three rows. In each symbol matrix element SM, one symbol is arranged.

In the symbol matrix elements SM of the lower image display panel, winning lines containing six basic lines BL and two cross lines CL are defined. The six basic lines BL are defined along the columns or rows, respectively, while the cross lines are defined along the oblique direction across the symbol matrix elements SM. The basic lines BL and the cross lines CL as winning lines define a combination of symbols.

A payout amount display unit 31 of the lower image display panel 16 displays the number of coins credited by way of an image. A payout amount display unit 32 displays by way of an image the number of coins to be paid if a predetermined combination of symbols are rearranged on the winning line.

Provided on a lower side of the lower image display panel 16 are a control panel 20 having a plurality of buttons 23 to 27 through which command regarding the process of the game will be input by a player, a coin receiving slot 21 for receiving coins into the cabinet 11, and a bill validator 22.

On the control panel 20, a start button 23, a change button 24, a cashout button 25, a 1-BET button 26, and a max-BET button 27 are provided. The start button 23 is intended for entering a command for starting the game. The change button 24 is intended for use in asking an attendant of the gaming facility for change. The cashout button 25 is intended for entering a command for paying the credited coins to a coin tray 18 through a coin payout exit 19.

The 1-BET button 26 is intended for entering a command for betting one coin among the credited coins on the game. The max-BET button 27 is intended for entering a command for betting the upper number (50 in this embodiment) of coins that can be bet per game among the credited coins on the game.

The bill validator 22 validates whether or not a bill is legitimate and accepts a legitimate bill into the cabinet 11. The bill validator 22 may be configured so that a barcode-attached ticket 39 described later is readable thereby. Provided on a lower front surface of the main door 13, that is, at a lower part of the control panel 20, is a berry glass 34 on which characters of the slot machine 10 and the like are depicted.

On a front surface of the top box 12, an upper image display panel 33 is provided. The upper image display panel 33 has a liquid crystal panel, which displays images for introducing the game contents or explaining game rules, for example.

Also, on the top box 12, a lamp 30 and a speaker 29 are provided. On a lower side of the upper image display panel 33, a ticket printer 35, a card reader 36, a data display 37, and a key pad 38 are provided. The ticket printer 35 prints on the ticket, a barcode having encoded thereon data such as the credit amount, the date and time, and the identification number of the slot machine 10, and outputs the printed ticket as the barcode-attached ticket 39. The player can play the game on another slot machine with the barcode attached ticket 39 by causing this slot machine to read the barcode attached ticket 39. Alternatively, the player can exchange the barcode-attached ticket 39 with the bills or the like at a predetermined place (at a cashier inside a casino, for example) of the gaming facility.

The card reader 36 reads data from and writes data into a smart card. The smart card is to be owned by the player, which stores data for identifying the player or data regarding the log of games executed by the player, for example. The smart chard may store data corresponding to coins, bills, or a credit. As an alternative of a smart card, a magnetic stripe card may be employed. The data display 37 is made up of a fluorescent display and the like, and displays the data read by the card reader or the data input by the player through the key pad 38, for example. The key pad 38 inputs data and commands regarding the ticket issuance or the like.

FIG. 3 is a block diagram depicting the internal construction of the slot machine shown in FIG. 2. A gaming board 50 includes: a CPU (Central Processing Unit) 51, a ROM (Read Only Memory) 55 and a boot ROM 52 interconnected by an internal bus; a card slot 53S corresponding to a memory card 53; and an IC socket 54S corresponding to a GAL (Generic Array Logic) 54.

The memory card 53 is formed of a nonvolatile memory such as Compact Flash (registered trademark) and stores game programs. The game programs include a symbol selection program. The aforementioned symbol selection program is intended for determining the symbols to be rearranged in the symbol matrix elements SM. The aforementioned symbol selection program includes symbol weighing data respectively corresponding to plural types of payout ratios (80%, 84%, 88%, for example). The symbol weighting data is indicative of the correspondence relationship between the respective symbols and one or more random numeric values which come under a predetermined numerical range (0 to 255). The payout ratio is determined according to the payout-ratio setting data output from the GAL 54. The symbols to be rearranged in the symbol matrix elements SM are determined depending upon the symbol weighing data corresponding to this payout ratio. Further, the game programs include table data (see FIGS. 4A and 4B) indicating the correspondence relationship between each of the symbols and a payout.

Also, the card slot 53S is configured to allow the memory card 53 to be inserted thereinto or ejected therefrom, and is connected to a motherboard 40. Accordingly, the memory card 53 can be ejected from the card slot 53S, other game programs and other game system programs can then be written into the memory card 53, and further, the memory card 53 can be inserted into the card slot 53S, thereby allowing the player to change the types and contents of games executed in the slot machine 10. The game programs include those related to the process of the game. The game programs further include image data and voice data that are displayed and outputted, respectively, during the game. That image data include those for displaying the symbol matrix elements SM.

The GAL 54 is a type of a PLD having a fixed OR array structure. The GAL 54 includes plural input ports and plural output ports. Where predetermined data is input to the input port, the GAL 54 outputs data corresponding to the aforementioned data from the output port. The data output from this output port is equivalent to the aforementioned payout-ratio setting data. Further, the IC socket 54S is configured to allow the GAL 54 to be attached thereto and detached therefrom, and is connected to the motherboard 40 by a PCI bus. Accordingly, the GAL can be replaced with the replacement GAL 54 to change the payout-ratio setting data.

The CPU 51, the ROM 55, and the boot ROM 52 interconnected by the internal bus are connected to the motherboard 40 by the PCI bus. The PCI bus serves to transmit signals between the motherboard 40 and the gaming board 50 and supply power from the motherboard 40 to the gaming board 50.

The motherboard 40 is constructed using a general-purpose motherboard commercially available (a printed circuit board on which essential parts of a personal computer are mounted) and includes: a main CPU 41, a ROM (Read Only Memory) 42; a RAM (Random Access Memory) 43; and a communication interface 44. According to the embodiment of the present invention, the main CPU 41 functions as a processor for controlling a display device.

The ROM 42 includes a memory device such as a flash memory and stores a program thereon. The program includes: BIOS (Basic Input/Output System) executed by the main CPU 41; and permanent data. When the BIOS is executed by the main CPU 41, processing of initializing predetermined peripheral devices is carried out and processing of capturing game programs and game system programs stored in the memory card 53 through the gaming board 50 is started. In the present invention, the contents of the ROM 42 may be rewritable or not.

The RAM 43 stores data and a program used when the main CPU 41 is activated. The RAM 43 can also store game programs. Further, the RAM 43 further stores data concerning the credit amount, the number of coin-in or coin-out for one game, and the like.

Both a main body PCB (Printed Circuit Board) 60 and a door PCB 80, which will be described later, are connected to the motherboard 40 through a USB. A power supply unit 45 is also connected to the motherboard 40.

Connected to the main body PCB 60 and the door PCB 80 are: equipment and devices which generate input signals to be input to the main CPU 41; and equipment and devices of which operations are controlled by a control signal output from the main CPU 41. The main CPU 41 executes a game program stored in the RAM 43 based on an input signal having been input to the main CPU 41 and performs a predetermined computational process, thereby storing results thereof in the RAM 43 or transmitting a control signal to each of equipment and devices as a control process therefor.

A lamp 30, a hopper 66, a coin detecting section 67, a graphic board 68, a speaker 29, a touch panel 69, the bill validator 22, the ticket printer 35, the card reader 36, a key switch 38S, and the data display 37 are connected to the main body PCB 60. The lamp 30 is lit up in a predetermined pattern based on a control signal output from the main CPU 41.

The hopper 66 is installed in the cabinet 11 and pays out a predetermined number of coins from the coin payout exit 19 to the coin tray 18 based on a control signal output from the main CPU 41. The coin detecting section 67 is installed inside the coin payout exit 19 and outputs an input signal to the main CPU 41 upon detecting that a predetermined number of coins have been paid out from the coin payout exit 19.

The graphic board 68 controls, based on a control signal output from the main CPU 41, images to be displayed on the upper image display panel 33 and the lower image display panel 16. The credit amount stored in the RAM 43 is displayed on a credit amount display section 31 (see FIG. 2) of the lower image display panel 16. The number of coins to be paid out is displayed at a payout amount display section 31 (see FIG. 2) of the lower image display panel 16. The graphic board 68 is equipped with a DVP (Video Display Processor) which generates image data based on a control signal output from the main CPU 41 and a video RAM which temporarily stores image data generated by the VDP, and the like. The image data used in generating image data with the VDP is contained in the game program read from the memory card 53 and stored in the RAM 43.

The bill validator 22 validates whether or not a bill is legitimate and accepts a legitimate bill into the cabinet 11. Upon accepting a legitimate bill, the bill validator 22 outputs an input signal to the main CPU 41 based on the amount of the bill. The main CPU 41 stores in the RAM 43 the credit amount corresponding to the amount of bills transmitted by the input signal.

Based on a control signal output from the main CPU 41, the ticket printer 35 prints on a ticket a barcode having encoded thereon data such as the credit amount, data and time, and the identification number of the slot machine 10 stored in the RAM 43. Further, this printer outputs the printed ticket as a barcode-attached ticket 39. The card reader 36 transmits to the main CPU 41 the data read from the smart card and writes the read data onto the smart card, based on a control signal from the main CPU 41. The key pad switch 38S is provided on the key pad 38, and outputs a predetermined input signal to the main CPU 41 when the player operates the key pad 38. The data display 37, based on a control signal output from the main CPU 41, displays the data read by the card reader 36 and the data input by the player through the key pad 38.

A control panel 20, a reverter 21S, a coin counter 21C, and a cold cathode tube 81 are connected to a door PCB 80. The control panel 20 is provided with: a start switch 23S corresponding to the start button 23; a change switch 24S corresponding to the change button 24; a cashout switch 25S corresponding to a cashout button 25; a 1-BET switch 26S corresponding to a 1-BET button 26; and a max-BET switch 27S corresponding to the max BET button 27. When the player operates the buttons 23 to 27, the corresponding switches 23S to 27S output input-signals to the main CPU 41, respectively.

The coin counter 21C is provided inside the coin receiving slot 21, and validates whether or not a legitimate coin is inserted into the coin receiving slot 21. Those other than the legitimate coins are discharged from the coin payout exit 19. The coin counter 21C outputs an input signal to the main CPU 41 when a legitimate coin is detected.

The reverter 21S operates based on a control signal output from the main CPU 41 and distributes coins recognized as being legitimate by the coin counter 21C into a cash box (not shown in the drawings) or the hopper 66 which is arranged in the slot machine 10. In other words, when the hopper 66 is filled with coins, legitimate coins are distributed by the reverter 21S into the cash box. On the other hand, when the hopper 66 is not filled with coins, legitimate coins are distributed into the hopper 66. A cold cathode tube 81 functions as a backlight installed on rear face side of each of the lower image display panel 16 and the upper image display panel 33, and is lit up based on a control signal output from the main CPU 41.

FIG. 4 is a view showing a correspondence relationship in a normal game between respective symbols and payouts according to the first embodiment. As shown in FIG. 4, where a predetermined symbol is rearranged on a winning line on which the player has bet, payout is determined based on a winning combination. The payout is determined in a case where a winning combination is realized as one of the combinations of symbols “WILD-WILD-WILD”, “7-7-7”, “3Bar-3Bar-3Bar”, “2Bar-2Bar-2Bar”, and “1Bar-1Bar-1Bar” on the winning lines set in the nine symbol matrix elements SM, which are made up of the basic lines BL and the cross lines CL. When the winning combination “WILD-WILD-WILD” is rearranged on the winning line, a player can receive a payout of “500” and move to a bonus game. The bonus game is offered after the basic game. The bonus game is generally favorable to the player.

FIGS. 5A to 8B are views each showing an exemplary image displayed in the slot machine shown in FIG. 2 according to the first embodiment. FIG. 5A is a view exemplarily showing rearranged symbols according to the first embodiment. FIG. 5B is a view exemplarily showing the shuffling of the symbols according to the first embodiment. As shown in FIG. 5A, the lower image display panel 16 is made up of display-related sections such as a display region 92, an information display section 93, an effect image display section 94. In the display region 92, the symbol matrix elements SM are displayed. The information display section 93 is arranged at an upper side of the display region 82 and is made up of a credit amount display section 93a, a BET amount display section 93b, a character information display section 93c, a PAID amount display section 93d, and a charge display section 93e.

The number of coins presently credited is displayed at the credit amount display section 93a while the number of coins bet in one game is displayed at the BET amount display section 93b. The character information indicative of a current status of the game is displayed at the character information display section 93. The characters “PLAYNOW” are displayed during the play of the game, whereas the characters “GAMEOVER” are displayed at the intervals between the plays of the game. The number of coins that has been successfully obtained in one game is displayed at the PAID amount display section 93d, whereas a conversion value of the credit amount based on a predetermined charge is displayed at the charge display section 93e.

At the effect image display section 94, effect images are displayed in accordance with a type of the present slot game. Therefore, the effect image display section 94 displays effects images which are different from each other between the normal game and bonus game.

A total of nine symbols in three columns and three rows are rearranged in the symbol matrix elements SM displayed on the lower image display panel 16. Any of the symbols “Blank”, “1Bar”, “2Bar”, “3Bar”, “7”, and “WILD” are rearranged in the symbol matrix elements SM. Where the symbol “WILD” is arranged in any one of the symbol matrix elements SM, a frame 70a is identifiably displayed in the symbol matrix element SM in which the symbol “WILD” is rearranged.

The symbols “Blank”, “1Bar”, “7”, and “WILD” are rearranged, and the frame 70a is identifiably displayed in the symbol matrix element SM in which the symbol “WILD” is rearranged in order to make the rearrangement of the symbol “WILD” identifiable.

As shown in FIG. 5B, when three or more symbols “WILD” are rearranged in any of the symbol matrix elements SM in FIG. 5A, the shuffling of the rearranged symbols is executed. In this case, the symbols “Blank”, “1Bar”, “7”, and “WILD”, which have been rearranged as shown in FIG. 5A, are rearranged in the same or different symbol matrix elements SM. Therefore, the frame 70b in a color different from that of the frame 70a is displayed in the symbol matrix element SM so as to make the rearrangement identifiable.

FIGS. 6A and 6B are views exemplarily showing an arrangement of symbols after shuffled according to the first embodiment. As shown in FIG. 6A, when the symbol “WILD” after shuffled is rearranged in any one of the symbol matrix elements SM, the frame 70c in a color different from those of the frames 70a and 70b is identifiably displayed, and the symbol “WILD” is rearranged in the symbol matrix element SM in which the frame 70c has been displayed. In this case, the symbols “Blank”, “1Bar”, “7”, and “WILD” are rearranged while the symbols “WILD” are rearranged in the column direction. Thus, the payout corresponding to a winning combination of the symbols “WILD” is determined.

As shown in FIG. 6B, when the symbol “WILD” after shuffled is rearranged in any one of the symbol matrix elements SM, the frame 70c in a color different from those of the frames 70a and 70b is identifiably displayed. The symbols “Blank”, “1Bar”, “7”, and “WILD” are rearranged without realizing a winning combination. Thus, the player is allowed to execute a next normal game.

FIGS. 7A and 7B are views exemplarily showing rearranged symbols according to the first embodiment. When less than three symbols “WILD” are rearranged in any of the symbol matrix elements SM in FIG. 7A, the shuffling of the rearranged symbols is not executed, and the player is allowed to execute a next normal game. The symbols “Blank”, “1Bar”, “2Bar”, “7”, and “WILD” are rearranged, and the frame 70a is displayed in order to make the rearrangement of the symbol “WILD” identifiable.

As shown in FIG. 7B, in a case where the symbol “WILD” is rearranged in any one of the symbol matrix elements SM, the frame 70a is displayed in order to make the rearrangement of the symbol “WILD” identifiable. In this case, the symbols “Blank”, “1Bar”, “2Bar”, and “WILD” are rearranged, and the symbols “WILD” are rearranged in the column direction, and a winning combination of the symbols “WILD” is realized. Thus, the shuffling of the rearranged symbols is not executed, and the payout corresponding to the winning combination is determined.

FIGS. 8A and 8B are views exemplarily showing rearranged symbols according to the first embodiment. As shown in FIG. 8A, when three or more symbols “WILD” are rearranged in any of the symbol matrix elements SM, the shuffling of the rearranged symbols will be executed. The symbols “Blank”, “1Bar”, “2Bar”, and “WILD” are rearranged, and the frame 70a is displayed in order to make identifiable the rearrangement of the symbol “WILD”. In this case, the symbol “2Bar” is rearranged in the column direction, and a winning combination is realized.

As shown in FIG. 8B, the frame 70a is identifiably displayed in a case where the symbols “WILD” after shuffled in FIG. 8A are rearranged in any of the symbol matrix elements SM. The symbols “Blank”, “1Bar”, “2Bar”, and “WILD” are rearranged without realizing any winning combination. Thus, a payout corresponding to a winning combination of the symbols “2Bar” before shuffled is realized.

Next, a process executed in the slot machine 10 according to the first embodiment will be described in detail with reference to the drawings. The main CPU 41 processes the game by reading out the game program.

FIG. 9 is a flowchart showing a subroutine of a main process. In the main process, first, when a power switch is turned on (that is, when power is supplied), a motherboard 40 and a gaming board 50 are activated respectively, so that the CPU 51 executes an initial setting process (step S101). In this initial setting process, the main CPU 41 executes the BIOS stored in the ROM 41, decompresses, in the ROM 42, compressed data included in the BIOS, executes the BIOS decompressed in the RAM 43, and performs diagnosis and initialization of each of the peripheral devices. The main CPU 41 writes game programs or the like from the ROM 42 into the RAM 43, and retrieves data for setting a payout ratio and country-identification information. The main CPU 41 also performs an authentication process for each program during execution of the initial setting process.

Next, the main CPU 41 performs a game execution process described later with reference to FIG.10 (step S102). In this game execution process, the main CPU 41 sequentially reads and executes the game programs or the like from the ROM 42. By performing this game execution process, the slot machine 10 executes the game according to the first embodiment. The game execution process is repeatedly performed while power is supplied to the slot machine 10.

FIG. 10 is a flowchart showing a subroutine of the game execution process invoked and performed at step S102 of the subroutine shown in FIG. 9. First, the main CPU 41 judges whether or not a coin has been bet (step S201). Specifically, the main CPU 41 judges whether an input signal output from the 1-BET switch 26S at the time of operation of the 1-BET BET button 26 has been received or whether an input signal output from the max BET switch 27S at the time of operation of the max BET switch 27 has been received. The main CPU 41 controls the current step to return to the process at the step S201 upon judging that no coin has been bet (step S201: NO).

On the other hand, the main CPU 41 subtracts (Step S202) the number of bet coins from the credit amount stored in the RAM 43 upon judging that a coin has been bet (step S201:YES). Where the number of bet coins is larger than the credit amount stored in the RAM 43, the main CPU 41 controls the current step to return to step S101 without performing the process for subtracting the number of bet coins from the credit number stored in the RAM 43. Where the number of bet coins exceeds the upper limit (50 coins in this embodiment) of coins that can be bet in one game, the main CPU 41 controls the step to return to step 203 without performing the process for subtracting the number of bet coins from the credit number stored in the RAM 43.

At step S203, the main CPU 41 judges whether or not the start button 23 has been set to ON (step S203). Specifically, the main CPU 41 judges whether or not an input signal has been received, the signal being output from the start switch 23S at the time of pushing of the start button 23. The main CPU 41 controls the step to return to step 201 upon judging that the start button 23 has not been set to ON (step S203: NO). Where the start button 23 has not been set to ON (for example, where an instruction has been input to terminate the game without setting the start button 23 to ON), the main CPU 41 cancels acceptance of a subtraction result at step S202.

On the other hand, the main CPU 41 performs a symbol rearrangement process of the normal game (step S204) upon judging that the start button 23 has been set to ON (step S201: YES). Specifically, the CPU 41 executes the program stored in the RAM 43 and determines the symbols to be rearranged in symbol matrix elements SM, from among the symbols “Blank”, “1Bar”, “2Bar”, “3Bar”, “7”, and “WILD”. This determination is based on the symbol weighting data and random numeric values sampled by sampling the random numeric values in a numerical range which comes under a predetermined range of random numeric values. The CPU 41 then rearranges the symbols to be arranged in symbol matrix elements SM.

Next, the main CPU 41 judges whether or not any prize has been established (step S205). Specifically, the main CPU 41 judges whether or not a combination of symbols having been rearranged in the symbol matrix elements SM is a winning combination that awards any of payouts. The establishment of a prize shall mean the formation of a winning combination of predetermined symbols on a winning line (see, FIG. 4).

Upon judging that the prize is established (step S205: YES), the main CPU 41 then performs a coin-payout process in accordance with the bet amount and the number of coins set for the winning combination (step S206). Where the coins are deposited, the main CPU 41 performs the process for adding the number of paid-out coin to the credit amount stored in the RAM 43. On the other hand, where the coins are paid out, the main CPU 41 pays out a predetermined number of coins by transmitting the control signal to the hopper 66.

Meanwhile, the CPU 41 judges whether or not a bonus game trigger condition has been met (step S207) when judging that the prize is not established (step S205: NO) or after executing the process at step S206. Specifically, the main CPU 41 executes the program stored in the RAM 43 to sample the random numeric values in a numerical range which comes under a predetermined range of random numeric values, thereby judging whether or not the bonus game trigger condition has been met based on the sampled random numeric values. Upon judging that the bonus game trigger is established (step S207: YES), the main CPU 41 then performs a bonus-game execution process (step S208). In this bonus-game execution process, the main CPU 41 sequentially reads and executes the game programs or the like from the ROM 42 and performs the bonus-game execution process.

The CPU 41 terminates the game execution process when judging that the bonus game trigger condition is not met (step S207: NO) or after executing the process at step S208.

FIG. 11 is a flowchart showing a subroutine of a symbol rearranging process that is invoked and executed at step S204 of the subroutine shown in FIG. 10. First, the main CPU 41 begins an execution of a process in which symbols to be rearranged in the symbol matrix elements SM at the lower image display panel 16 are displayed in a scrolling manner (step S301). In this case, six basic lines BL are defined along the column or row direction, respectively, in the symbol matrix elements SM. Further, two cross lines CL are defined along the directions that obliquely cross the symbol matrix elements SM.

Next, the main CPU 41 performs a process for rearranging the symbols (step S302). Specifically, the CPU 41 executes the program stored in the RAM 43 and determines the symbols to be rearranged in symbol matrix elements SM, from among the symbols “Blank”, “1Bar”, “2Bar”, “3Bar”, “7”, and “WILD”. This determination is based on the symbol weighting data, and random numeric values sampled by sampling the random numeric values in a numerical range which comes under a predetermined range of random numeric values. The CPU 41 then rearranges the symbols to be arranged in symbol matrix elements SM.

Then, the main CPU 41 then judges whether the “WILD” symbols have been rearranged (step S303). Specifically, the main CPU 41 judges whether or not the symbols “WILD” have been rearranged in any of the symbol matrix elements SM. Upon judging that the symbol “WILD” has not been rearranged (step S303: NO), the main CPU 41 terminates the symbol rearranging process.

Upon judging that the symbol “WILD” has been rearranged (step S303: YES), the main CPU 41 displays a frame “70a”. Specifically, the main CPU 41 identifiably displays the frame 70a in the symbol matrix elements SM where the symbols “WILD” have been rearranged (see FIG. 5A).

The main CPU 41 then judges whether the predetermined number (or more) of the symbols “WILD” has been rearranged (step S305). Specifically, the main CPU 41 judges whether or not three of more symbols “WILD” have been rearranged in any of the symbol matrix elements SM. Upon judging that the predetermined number (or more) of the symbols “WILD” have not been rearranged (step S305: NO), the main CPU 41 terminates the symbol rearranging process (see FIG. 7).

Upon judging that the predetermined number (or more) of the symbols “WILD” has been rearranged (step 305: YES), the main CPU 41 judges whether or not any prize has been established (step S306). Specifically, the main CPU 41 judges whether or not the rearranged symbols “WILD” are on any of the winning combinations defined along the column direction, the row direction or the oblique directions, and whether or not the prize has been established (see FIG. 7B). Upon judging that any prize has been established (step S306: YES), the main CPU 41 terminates the symbol rearranging process (see FIG. 7B).

On the other hand, upon judging that any prize has not been established (step S306: NO), the RAM 43 stores positional information of the rearranged symbols (step S307). Specifically, the main CPU 41 transfers positional information of the symbols “WILD” rearranged in the symbol matrix elements SM to the RAM 43, and thus, that information is stored in the RAM 43.

Next, the main CPU 41 performs a process for shuffling the symbols (step S308). Specifically, the main CPU 41 rearranges a plurality of rearranged symbols in any one of the symbol matrix elements SM (see FIG. 5B). The number of the rearranged symbols “WILD” is retained during this process.

Next, the main CPU 41 displays a frame 70b (step S309). Specifically, when the symbol “WILD” is rearranged in any one of the symbol matrix elements SM, the main CPU 41 displays the frame 70b in a color different from the frame 70a in the symbol matrix element SM so as to make the rearrangement identifiable (see, FIG. 5B).

Next, the main CPU 41 performs a process for rearranging the symbols (step S310). Specifically, the main CPU 41 shuffles the symbols in the symbol matrix elements SM.

Next, the main CPU 41 displays the frame 70c (step S311). Specifically, the main CPU 41 displays the frame 70c in a color different from those of the frames 70a and 70b so as to make the symbols “WILD” arranged in any of the symbol matrix elements SM identifiable.

Next, the main CPU 41 judges whether or not the established prize is higher than the previously established prize (step S312). Specifically, the main CPU 41 compares the winning combination of the symbols rearranged at step S302 and stored in the RAM 43 with the winning combination of the symbols rearranged at step S310. Upon judging that the established prize is not higher than the previously established prize (step S312) the main CPU 41 terminates the symbol rearranging process.

On the other hand, upon judging that the established prize is higher than the previously established prize (step S312: YES), the main CPU 41 arranges the previously rearranged symbols. Specifically, the symbols that have been stored in the RAM 43 and were rearranged at step S302 are arranged in the symbol matrix element SM by the main CPU 41. After executing the process at step S313, the main CPU 41 terminates the symbol rearranging process (see FIGS. 8A and 8B).

Next, a slot machine 10 according to a second embodiment will be described with reference to the drawings. The slot machine according to the following second embodiment has an appearance, circuitry, and the like that are substantially the same as those of the slot machine 10 according to the first embodiment. Thus, a duplicated explanation will be omitted here. Constituent elements corresponding to those of the slot machine 10 are designated by the same reference numerals and are explained.

FIG. 12 is a view each showing a correspondence relationship between respective symbols and payouts according to the second embodiment. As shown in FIG. 12A, where predetermined symbols are rearranged on a winning line on which the player has bet, LIN payout is determined based on the winning combination. Furthermore, where the predetermined number of identical symbols are rearranged in the symbol matrix elements SM, as shown in FIG. 12B, ANY payment is determined based on a winning combination. The LIN payout is obtained in a case where one of winning combinations “WILD-WILD-WILD”, “7-7-7”, “3Bar-3Bar-3Bar”, “2Bar-2Bar-2Bar” and “1Bar-1Bar-1Bar” is realized on the winning lines—the basic lines BL and the cross lines CL—set in the nine symbol matrix elements SM. The ANY payout is obtained according to the number of symbols, “WILD”, “7”, “3Bar”, “2Bar” and “1Bar” that are rearranged in the symbol matrix elements SM.

FIG. 13A is a view exemplarily showing rearranged symbols according to the second embodiment. FIG. 13B is a view exemplarily showing the shuffling of the symbols according to the second embodiment. FIG. 13C is a view exemplarily showing rearranged symbols after shuffled according to the second embodiment.

As shown in FIG. 13A, in a case where the symbols “WILD” are rearranged in the symbol matrix elements SM, the frame 70a is identifiably displayed in the symbol matrix elements SM where the symbol “WILD” is rearranged. The symbols “Blank”, “1Bar”, “7”, and “WILD” are rearranged, and the frame 70a is identifiably displayed in the symbol matrix elements SM, in which the symbol “WILD” is rearranged, in order to make the rearrangement of the symbols “WILD” identifiable.

As shown in FIG. 13B, when three or more symbols “WILD” are rearranged in any of the symbol matrix elements SM, the shuffling of rearranged symbols is executed. In this case, the symbols “Blank”, “1Bar”, “7”, and “WILD”, which have been rearranged as shown in FIG. 13A, are rearranged in the same or different symbol matrix elements SM. Therefore, the frame 70b in a color different from that of the frame 70a is displayed in the symbol matrix element SM as to make the rearrangement identifiable.

As shown in FIG. 13C, when the symbols “WILD” after shuffled are rearranged in the symbol matrix elements SM, the frame 70c in a color different from those of the frames 70a and 70b is identifiably displayed. In this case, the symbols “blank”, “1bar”, “7” and “WILD” are rearranged, and a LIN payout according to a winning combination of “WILD-WILD-WILD” and a ANY payout according to the number of symbols “WILD” that have been rearranged in the symbol matrix elements SM are obtained (see FIG. 12).

FIG. 14 is a flowchart showing a subroutine of a symbol rearranging process according to the third embodiment. The process is invoked and executed at step S204 of the subroutine shown in FIG. 10. First, the main CPU 41 begins an execution of a process in which symbols to be rearranged in the symbol matrix elements SM located on the lower image display panel 16 are displayed in a scrolling manner (step S401). In this case, six basic lines BL are defined along the column direction or the row direction, respectively, in the symbol matrix elements SM. Further, two cross lines CL are defined along directions that obliquely cross the symbol matrix elements SM.

Next, the main CPU 41 performs a process for rearranging the symbols (step S402). Specifically, the CPU 41 executes the program stored in the RAM 43 and determines the symbols to be rearranged in symbol matrix elements SM, from among the symbols “Blank”, “1Bar”, “2Bar”, “3Bar”, “7”, and “WILD”. This determination is based on the symbol weighting data and random numeric values sampled by sampling the random numeric values in a numerical range which comes under a predetermined range of random numeric values. The CPU 41 then rearranges the symbols to be arranged in symbol matrix elements SM.

The main CPU 41 then judges whether or not the symbols “WILD” are rearranged (step S403). Specifically, the main CPU 41 judges whether or not the symbols “WILD” are rearranged in any of the symbol matrix elements SM. Upon judging that the symbols “WILD” have not been rearranged (step S403: NO), the main CPU 41 terminates the symbol rearranging process.

Upon judging that the symbols “WILD” have been rearranged, (step S403: YES), the main CPU 41 displays the frame 70a. Specifically, the main CPU 41 identifiably displays the frame 70a in the symbol matrix elements SM where the symbols “WILD” are rearranged (see FIG. 15A).

Next, the main CPU 41 judges whether the predetermined number (or more) of the symbols “WILD” are rearranged (step S405). Specifically, the main CPU 41 judges whether or not three of more symbols “WILD” are rearranged in any of the symbol matrix elements SM. Upon judging that the symbols “WILD” have not been rearranged (step S405: NO), the main CPU 41 terminates the symbol rearranging process.

Upon judging that the predetermined number (or more) of the symbols “WILD” are rearranged (step 405: YES), the main CPU 41 judges whether or not any prize can be established (step S406). Specifically, the main CPU 41 judges whether or not the rearranged symbols “WILD” form a winning combination and a prize can be established. Upon judging that any prize is established (step S406: YES), the main CPU 41 terminates the symbol rearranging process.

On the other hand, upon judging that any prize is not established (step S406: NO), the main CPU 41 stores positional information of the rearranged symbols (step S407). Specifically, the main CPU 41 transfers positional information of the symbols rearranged in the symbol matrix element SM to the RAM 43, and thus, that information is stored in the RAM 43.

Next, the main CPU 41 performs a process for shuffling the symbols (step S408). Specifically, the main CPU 41 rearranges a plurality of rearranged symbols in the same or different symbol matrix elements SM. The number of the rearranged symbols “WILD” is retained in this process.

Next, the main CPU 41 displays the frame 70b (step S409). Specifically, when the symbols “WILD” are rearranged in any one of the symbol matrix elements SM, the main CPU 41 displays the frame 70b in a color different from the frame 70a in the symbol matrix element SM so as to make the rearrangement of the symbols “WILD” identifiable (see FIG. 15B).

Next, the main CPU 41 performs a process for rearranging the symbols (step S410). Specifically, the main CPU 41 determines the symbols to be rearranged, and rearranges these symbols in the symbol matrix elements SM.

Next, the main CPU 41 displays the frame 70c (step S411). Specifically, the main CPU 41 displays the frame 70c in a color different from those of the frames 70a and 70b so as to make identifiable the symbols “WILD” arranged in any of the symbol matrix elements SM (see FIG. 15C).

Next, the main CPU 41 judges whether or not the established prize is higher than the previously established prize (step S412). Specifically, the main CPU 41 compares the winning combination of the symbols rearranged at step S402 and stored in the RAM 43 with a winning combination of the symbols rearranged at step S410. Upon judging the established prize is not higher than the previously established prize (step S412: NO), the main CPU 41 judges whether or not the symbols form any predetermined combination (step S413). Specifically, the main CPU 41 judges whether or not the symbols form a combination of either “WILD-ANY-ANY” or “WILD-WILD-ANY” on the winning line. Upon judging that the symbols do not form either combination (step S413: NO), the main CPU 41 terminates the symbol rearranging process.

Upon judging that the symbols form either combination (step S413: YES), the main CPU 41 replaces the symbol(s) “WILD” with a predetermined symbol (step S414). Specifically, when the symbols form a winning combination of either “WILD-ANY-ANY” or “WILD-WILD-ANY” on the winning line, the main CPU 41 replaces the symbol(s) “WILD” with a symbol corresponding to the symbol “ANY” (see, FIG. 15C). After executing the process at step S414, the main CPU 41 terminates the symbol rearranging process.

On the other hand, upon judging that the established prize is higher than the previously established prize (step S412: YES), the main CPU 41 arranges the previously rearranged symbols (step S415). Specifically, the symbols that have been stored in the RAM 43 and were rearranged at step S302 are arranged in the symbol matrix element SM by the main CPU 41. After executing the process at step S415, the main CPU 41 terminates the symbol rearranging process.

As shown in FIG. 15A, in a case where the symbol “WILD” is rearranged in any of the symbol matrix elements SM, the frame 70a is identifiably displayed in the symbol matrix element SM where the symbol “WILD” is rearranged. The symbols “Blank”, “1Bar”, “7”, and “WILD” are rearranged, and the frame 70a is identifiably displayed in the symbol matrix element SM, in which the symbol “WILD” is rearranged, in order to make the rearrangement of the symbol “WILD” identifiable.

As shown in FIG. 15B, when the symbol “WILD” after shuffled is rearranged in any one of the symbol matrix elements SM, the frame 70c in a color different from those of the frames 70a and 70b is identifiably displayed, and the symbol “WILD” is rearranged in the symbol matrix element SM in which the frame 70c has been displayed. The symbols “Blank”, “1Bar”, “7”, and “WILD” are rearranged, and the winning combination “WILD-WILD-ANY” is realized.

As shown in FIG. 1C, when the symbols form a winning combination of either “WILD-ANY-ANY” or “WILD-WILD-ANY” on the winning line, the symbol(s) “WILD” is replaced with a symbol corresponding to the symbol “ANY”. In this case, the symbols “blank”, “1Bar”, “7” and “WILD” are rearranged, the winning combination “WILD-WILD-ANY” in FIG. 1B is replaced with the winning combination “1Bar-1Bar-1Bar”, and thus, the payout corresponding to the winning combination “1Bar-1Bar-1Bar” is determined.

In the foregoing, while the embodiments of the present invention have been described, these embodiments merely present specific examples. An appropriate design change can be made for the specific configuration of each means or the like. Also, the effects described in the embodiments of the present invention are only listing the most preferable effects arising from the present invention, and the effects of the present invention are not limited to those described in the embodiments of the present invention.

Claims

1. A slot machine, comprising:

a display device for displaying plural types of symbols in symbol matrix element display regions; and
a processor for controlling the display device, the processor being programmed to:
(a) rearrange the plural types of symbols arranged in the symbol matrix display regions, in a condition that the plural types of symbols are rearranged in column and row directions;
(b) perform a shuffle process in which the symbols arranged in the symbol matrix display regions are rearranged in the same or different display regions of the symbol matrix display regions in a condition that number of predetermined symbols is maintained when more than predetermined number of the predetermined symbols are rearranged in the symbol matrix display regions in the process (a) and
(c) award a prize when the shuffled symbols are rearranged in a winning combination on any of winning lines set in the column, row, or oblique direction of the symbol matrix display regions.

2. The slot machine according to claim 1, wherein:

the predetermined symbols are scatter symbols; and
the processor awards the prize when the predetermined number of the scatter symbols are arranged in the symbol matrix display regions.

3. The slot machine according to claim 1, wherein

the predetermined symbols are symbols “WILD”; and
the processor awards the prize according to the combination of the symbols “WILD” and other symbols arranged on any of the winning lines.

4. A slot machine, comprising:

a display device for displaying plural types of symbols in symbol matrix display regions; and
a processor for controlling the display, the processor being programmed to:
(a) rearrange the plural types of symbols arranged in the symbol matrix display regions, in a condition that the plural types of symbols are rearranged in column and row directions;
(b) perform a shuffle process in which scatter symbols arranged in the symbol matrix display regions are rearranged in the same or different matrix display regions are rearranged in the same or different display regions of the symbol matrix display regions in a condition that number of the scatter symbols is maintained when more than predetermined number of the scatter symbols are arranged in the symbol matrix display regions in the process (a) and
(c) award a prize when the shuffled scatter symbols are arranged in a winning combination on any of winning lines set in the column, row, or oblique direction of the symbol matrix display regions or when the predetermined number of the scatter symbols are arranged in the symbol matrix display regions.

5. The slot machine according to claim 1, wherein

the scatter symbols are symbols “WILD”; and
the processor awards the prize according to the combination of the symbols “WILD” and other symbols arranged on any of the winning lines.

6. A slot machine, comprising:

a display device for displaying plural types of symbols in symbol matrix display regions; and
a processor for controlling the display, the processor being programmed to:
(a) rearrange the plural types of symbols in the symbol matrix display regions, the plural types of symbols being arranged in column and row directions while the plural types of symbols are arranged;
(b) perform a shuffle process in which “WILD” symbols arranged in the symbol matrix display regions are rearranged in the same or different display regions of the symbol matrix display regions in a condition that number of the “WILD” symbols is maintained when more than predetermined number of the “WILD” symbols are arranged in the symbol matrix display regions in the process (a) and
(c) award a prize when the shuffled “WILD” symbols are arranged in a winning combination on any of winning lines set in the column, row, or oblique direction of the symbol matrix display regions or when the predetermined number of the “WILD” symbols are arranged in the symbol matrix display regions.
Patent History
Publication number: 20090227324
Type: Application
Filed: Jun 4, 2008
Publication Date: Sep 10, 2009
Applicant: Aruze Corp. (Tokyo)
Inventor: Hiroki SAITO (Tokyo)
Application Number: 12/132,978
Classifications
Current U.S. Class: Lot-to-lot Combination (e.g., Slot Machine, Etc.) (463/20)
International Classification: A63F 9/24 (20060101);