Gaming Machine And Control Method Thereof

A gaming machine is provided with a plurality of balls B, B . . . , on which plural kinds of symbols are arranged, respectively. Each of the balls B is rotatably supported by a ball receptacle 12. Where a player operates a start button, each of the balls B is driven by a vertical motor 31 and a horizontal motor 32, and changeably rotates in a vertical direction, a horizontal direction, and an oblique direction. Further, each of the balls B stops, whereby any one of the symbols that were arranged on each of the balls B stops in an activated area 12a. Where the symbols having stopped in the activated areas 12a, 12a . . . , are specific symbols, a prize is awarded to the player. As the result thereof, plural kinds of symbols can be rotationally moved intricately, the player cannot readily predict which of the symbols stops in the activated area 12a, and can perform a game while maintaining a sense of tension.

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Description
CROSS-REFERENCE TO RELATED APPLICATIONS

This application claims priority of U.S. Provisional Application No. 61/037,426 filed on Mar. 18, 2008. The contents of this application are incorporated herein by reference in their entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine and a control method of the gaming machine in which, in a case where plural kinds of symbols are rotationally moved, and then, specific symbols are stopped in activated areas, prizes are awarded to the specific symbols.

2. Description of the Related Art

Conventionally, in gaming machines, in a case where plural kinds of symbols are rotationally moved, and specific symbols are stopped in an activated area such as a payline or a pay area, prizes corresponding to the symbols are awarded. Such gaming machines are disclosed in U.S. Pat. Nos. 7,217,189B2, 7,220,180B2, 7,222,857B2, or 7,222,858B2, for example.

In the conventional gaming machines, plural kinds of symbols are arranged on reels rotating in a vertical or horizontal direction. Where symbols are rotationally moved together with reel rotation, and then, specific symbols stop in an activated area, an award corresponding to a combination of these symbols is awarded to a player.

However, the reels merely rotate in a unidirectional manner, whereas the rotational movement of the symbols are also always in a unidirectional manner. Therefore, the player easily keeps track of movement of the specific symbols with eyes, and easily predicts whether or not the specific symbols stop in the activated area. As the result thereof, if it is predicted that the specific symbols do not stop in the activated area, it is impossible to arouse the player's passion for gambling.

Further, a game is prone to be monotonous, since a “near miss” sense arises in the player's mind, only in a case where the adjacent symbols in the vertical or horizontal direction of the specific symbols have stopped in the activated area.

SUMMARY OF THE INVENTION

The present invention has been made in view of the above-described circumstance. It is an object of the invention to provide a gaming machine which is capable of rotationally moving plural kinds of symbols intricately.

A first aspect of the present invention is directed to a gaming machine, including: a plurality of balls, on which plural kinds of symbols are arranged, respectively; a ball receptacle for rotatably supporting each of the balls; a driving device for changeably rotating each of the balls in at least a first direction and a second direction; an accepting section for accepting an operation of starting rotation of the plurality of balls; and a processor, which executes processes of: (a) randomly determining symbols in correspondence with each of balls in a case where the accepting section accepts the starting operation; (b) controlling the driving device so that each of the balls starts rotation; (c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction; (d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbols determined in the process (a) are positioned in an activated area corresponding to each of the balls; and (e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.

The gaming machine is provided with a plurality of balls, and plural kinds of symbols are arranged on each of the balls. Further, each of the balls is rotatably supported by a ball receptacle, and a driving device rotates each of the balls changeably in at least a vertical direction and a horizontal direction. Thus, each of the balls can rotate changeably in a multidirectional manner, unlike a conventional reel which always rotates in a unidirectional manner. The word “multidirectional” includes a vertical direction, a horizontal direction, and an oblique direction, for example.

A player staying at the game machine operates an accepting portion in a case where rotation of a plurality of balls is started. In a case where the accepting portion accepts operation, a processor executes the process (a). By executing the process (a), a symbol is randomly determined in correspondence with each of the balls. The symbols determined here are those which stop in an activated area corresponding to each of the balls.

Further, the processor executes the process of (b) controlling the driving device so that each of the balls starts rotation, and then, executes the process of (c) controlling the driving device so that each of the balls continuously rotate while changing a rotational direction. By executing the process (b), each of the balls start rotation, and by executing the process (c), each of the balls rotates while changing the rotational direction. Each of the balls rotates in a multidirectional manner, whereby symbols that were arranged on each of the balls rotationally move in the multidirectional manner, thus making movement of each of the symbols intricate. Therefore, the player can hardly keep track of the movement of specific symbols, making it difficult to predict whether a specific symbol stops in an activated area. As the result thereof, it is possible to arouse the player's passion for gambling.

Further, the processor executes the process of (d) controlling the driving device to stop rotation of each of the balls. By executing the process (d), the symbols determined in the process (a) stop in a state in which they are positioned in an activated area. If specific symbols stop in the activated area, the processor executes the process of awarding a prize corresponding to the specific symbols, and the corresponding prize is awarded to the player.

In such gaming machine, if the adjacent symbols in the vertical, horizontal, and oblique directions of the specific symbols stop in the activated area, a “near miss” sense arises in the player's mind. Thus, the player can continue a game while maintaining a sense of anticipation.

A second aspect of the present invention is directed to a gaming machine, further including: a table storing therein a rotation pattern which is indicative of a change in a rotational direction of each of the balls, wherein: the process (c) is a process of controlling the driving device so that each of the balls continuously rotates while changing the rotational direction in accordance with the rotation pattern stored in the table.

According to the gaming machine, the table stores the rotation pattem which is indicative of a change in the rotation direction of each of the balls. The processor executes the process of (b) controlling the driving device so that each of the balls starts rotation, and then, executes the process of (c) controlling the driving device so that each of the balls continuously rotates while changing the rotational direction in accordance with the rotation pattern stored in the table. By executing the process (b), each of the balls start rotation, and by executing the process (b), each of the balls continuously rotates while changing the rotational direction in accordance with the rotation pattern stored in the table.

If the rotational direction of each of the balls is changed completely disorderly, a pleasure of predicting whether or not specific symbols stop in the activated area is despoiled from the player. In the gaming machine of the present invention, a limited number of rotation patterns are stored in the table, whereby the pressure of prediction can be given to the player, although it becomes difficult to predict the above stoppage.

A third aspect of the present invention is directed to a gaming machine, further including: a detecting section for detecting vertical direction of the symbols arranged on each of the balls, wherein: the process (d) is a process of controlling the driving device in accordance with a detection result of the detecting section to stop the rotation of each of the balls, in a state in which the symbols determined in the process (a) are positioned in the activated area in a posture in which the vertical direction of the symbols coincides with a vertical direction of the gaming machine.

According to the gaming machine, the detecting section detects the vertical direction of symbols that were arranged on each of the balls. The processor executes the process of (d) controlling the driving device in accordance with the detection result of the detecting section to stop rotation of each of the balls. By executing the process (d), the symbols determined in the process (a) stop in a state in which they are positioned in an activated area in a posture in which the vertical direction of the symbols coincides with that of the gaming machine.

If the symbols having stopped in the activated area roll sideways or are inverted, the player hardly keeps track of the kinds of symbols intuitively (for example, the player hardly discriminates numbers “6” and “9”). Further, the disfigurement of the game machine may occur. In the gaming machine of the present invention, symbols stop in the activated area in a posture in which the vertical direction of the symbols coincides with that of the gaming machine (i.e., actual vertical direction), so that the player can keep track of the kinds of symbols intuitively, and moreover, the appearance of the gaming machine can be enhanced.

A fourth aspect of the present invention is directed to a gaming machine, including: a plurality of balls, on which plural kinds of symbols are arranged, respectively; a ball receptacle for rotatably supporting each of the balls; a driving device for changeably rotating each of the balls in at least a first direction and a second direction; an accepting section for accepting an operation of starting rotation of the plurality of balls; a table storing therein a rotation pattern which is indicative of a change in a rotational direction of each of the balls; and a processor, which executes processes of: (a) randomly determining a symbol in correspondence with each of the balls in a case where the accepting section accepts the starting operation; (b) controlling the driving device so that each of the balls starts rotation; (c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction in according with the rotation pattern stored in the table; (d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbols determined in the process (a) are positioned in an activated area corresponding to each of the balls; and (e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.

The gaming machine is provided with a plurality of balls, and plural kinds of symbols are arranged on each of the balls. Further, each of the balls is rotatably supported by a ball receptacle, and a driving device rotates each of the balls changeably in at least a vertical direction and a horizontal direction. Thus, each of the balls can rotate changeably in a multidirectional manner, unlike a conventional reel which always rotate in a unidirectional manner. The word “multidirectional” includes a vertical direction, a horizontal direction, and an oblique direction, for example. Moreover, the table stores the rotation pattern which is indicative of a change in the rotational direction of each of the balls.

The player staying at the gaming machine operates the accepting portion in a case of starting rotation of the plurality of balls. The processing executes the process (a) in a case where the accepting portion accepts operation. By executing the process (a), symbols are randomly determined in correspondence with each of the balls. The symbols determined here are those which should stop in the activated area corresponding to each of the balls.

Further, the processor executes the process of (b) controlling the driving device so that each of the balls starts rotation, and then, executes the process of (c) controlling the driving device so that each of the balls continuously rotates while changing the rotational direction in accordance with the rotation pattern stored in the table. By executing the process (b), each of the balls starts rotation, and by executing the process (c), each of the balls continuously rotates while changing the rotation direction in accordance with the rotation pattern stored in the table. Each of the balls rotates in a multidirectional manner, whereby the symbols that were arranged on each of the balls rotationally move in the multidirectional manner, thus making the movement of each of the symbols intricate. Therefore, the player hardly keeps track of the movement of the specific symbols, making it difficult to predict whether or not the specific symbols stop in the activated area. As the result thereof, it is possible to arouse the player's passion for gambling.

If the rotational direction of each of the balls is changed completely disorderly, a pleasure of predicting whether or not specific symbols stop in the activated area is despoiled from the player. In the gaming machine of the present invention, a limited number of rotation patterns are stored in the table, whereby the pressure of prediction can be given to the player, although it becomes difficult to predict the above stoppage.

Further, the processor executes the process of (d) controlling the driving device to stop rotation of each of the balls. By executing the process (d), the symbols determined in the process (a) stop in a state in which they are positioned in the activated area. In a case where specific symbols have stopped in the activated area, the processor executes the process of awarding the prize corresponding to the specific symbols, and the corresponding prize is awarded to the player.

In such gaming machine, if the adjacent symbols in the vertical, horizontal, and oblique directions of the specific symbols stop in the activated area, a “near miss” sense arises in the player's mind. Thus, the player can continue a game while maintaining a sense of anticipation.

A fifth aspect of the present invention is directed to a gaming machine, including: a plurality of balls, on which plural kinds of symbols are arranged, respectively; a ball receptacle for rotatably supporting each of the balls; a driving device for changeably rotating each of the balls in at least a first direction and a second direction; an accepting section for accepting an operation of starting rotation of the plurality of balls; a detecting section for detecting vertical direction of the symbols arranged on each of the balls; and a processor, which executes processes of: (a) randomly determining a symbol in correspondence with each of balls in a case where the accepting section accepts the starting operation; (b) controlling the driving device so that each of the balls starts rotation; (c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction; (d) controlling the driving device in accordance with a detection result of the detecting section to stop the rotation of each of the balls, in a state in which the symbol determined in the process (a) is positioned in an activated area corresponding to each of the balls, in a posture in which the vertical direction of the symbols coincides with a vertical direction of the gaming machine; and (e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.

The gaming machine is provided with a plurality of balls, and plural kinds of symbols are arranged on each of the balls. Further, each of the balls is rotatably supported by a ball receptacle, and a driving device rotates each of the balls changeably in at least a vertical direction and a horizontal direction. Thus, each of the balls can rotate changeably in a multidirectional manner, unlike a conventional reel which always rotates in a unidirectional manner. The word “multidirectional” used herein denotes multiple directions which are inclusive of a vertical direction, a horizontal direction, and oblique directions, for example. Further, the detecting section detects the vertical direction symbols that were arranged to each of the balls.

The player staying at the gaming machine operates an accepting portion in a case of starting rotation of a plurality of balls. In a case where the accepting portion accepts operation, the processor executes the process (a). By executing the process (a), a symbol is randomly determined in accordance with each of the balls. The symbol determined here are that which should stop in the activated area corresponding to each of the balls.

In addition, the processor executes the process of (b) controlling the driving device so that each of the balls starts rotation, and then, executes the process of (c) controlling the driving device so that each of the balls continuously rotates while changing the rotation direction. By executing the process (b), each of the balls starts rotation, and by executing the process (c), each of the balls rotates while changing the rotational direction. Each of the balls rotates in the multidirectional manner, whereby the symbols that were arranged on each of the balls rotationally move in the multidirectional manner, thus making the movement of each of the symbols intricate. Therefore, the player hardly keeps track of the movement of specific symbols, making it difficult to predict whether or not the specific symbols stop in the activated area. As the result thereof, it is possible to arouse the player's passion for gambling.

Further, the processor executes the process of (d) controlling the driving device in accordance with the detection result of the detecting section. By executing the process (d), the symbols determined in the process (a) stop in a state in which they are positioned in the activated area in a posture in which the vertical direction of the symbols coincides with that of the gaming machine.

If the symbols having stopped in the activated area roll sideways or are inverted, the player hardly keeps track of the kinds of symbols intuitively (for example, the player hardly discriminates numbers “6” and “9”). Further, the disfigurement of the game machine may occur. In the gaming machine of the present invention, symbols stop in the activated area in a posture in which the vertical direction of the symbols coincides with that of the gaming machine (i.e., actual vertical direction), so that the player can keep track of the kinds of symbols intuitively, and moreover, the appearance of the gaming machine can be enhanced.

If the specific symbols have stopped in the activated area, the processor executes the process of awarding a prize corresponding to the specific symbols, and the corresponding prize is awarded to the player.

In such gaming machine, if the adjacent symbols in the vertical, horizontal, and oblique directions of the specific symbols have stopped the activated area, a “near miss” sense arises in the player's mind. Thus, the player can continue a game while maintaining a sense of anticipation.

A sixth aspect of the present invention is directed to a control method of a game machine which includes: a plurality of balls, on which plural kinds of symbols are arranged, respectively; a ball receptacle for rotatably supporting each of the balls; a driving device for changeably rotating each of the balls in at least a first direction and a second direction; and an accepting section for accepting an operation of starting rotation of the plurality of balls, said method including the steps of: (a) randomly determining a symbol in correspondence with each of balls, in a case where the accepting section accepts the starting operation; (b) controlling the driving device so that each of the balls starts rotation; (c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction; (d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbol determined in the step (a) is positioned in an activated area corresponding to each of the balls; and (e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.

The game machine control method is capable of controlling the gaming machine of the present invention, for example. In the above description, as the rotational directions of each of the balls, the first direction can be defined as a vertical direction, for example, and the second direction can be defined as a horizontal direction orthogonal to the vertical direction.

BRIEF DESCRIPTION OF THE DRAWINGS

FIGS. 1A and 1B are views each showing characteristics of a gaming machine according to one embodiment of the present invention;

FIG. 2 is a perspective view showing an appearance of the gaming machine according to one embodiment of the present invention;

FIG. 3 is a block diagram depicting a configuration of essential portions of the gaming machine according to one embodiment of the present invention;

FIG. 4 is a front view showing an appearance of a ball included in the gaming machine according to one embodiment of the present invention;

FIG. 5 is a schematic side view illustrating a configuration of a display window and a ball control unit which are included in the gaming machine according to one embodiment of the present invention;

FIG. 6 is a schematic view showing an appearance of a ball display window included in the gaming machine according to one embodiment of the present invention;

FIG. 7 is a schematic front view illustrating rotation of balls which are included in the gamming machine according to one embodiment of the present invention;

FIG. 8 is a schematic front view illustrating rotation and rotation stop of the balls which are included in the gaming machine according to one embodiment of the present invention;

FIGS. 9A and 9B are schematic front view each illustrating rotation and rotation stop of the balls which are included in the gaming machine according to one embodiment of the present invention;

FIG. 10 is a schematic view illustrating an exemplary rotation pattern stored in a pattern table which is included in the gaming machine according to one embodiment of the present invention;

FIG. 11 is a schematic view illustrating another exemplary rotation pattern stored in the pattern table which is included in the gaming machine according to one embodiment of the present invention;

FIG. 12 is a flowchart showing procedures for executing game control processing in the gaming machine according to one embodiment of the present invention; and

FIG. 13 is a flowchart showing a subroutine of procedures for executing game playing processing in the gaming machine according to one embodiment of the present invention.

DESCRIPTION OF THE PREFERRED EMBODIMENTS 1. Overview of the Present Invention

Hereinafter, embodiments of the present invention will be described in detail with referring to the drawings. FIGS. 1A and 1B are views each showing characteristics of a gaming machine according to one embodiment of the present invention. A gaming machine 1 of the embodiment (see FIGS. 2 and 3) is provided with a plurality of balls B, B . . . , on which plural kinds of symbols are arranged. In the embodiment, three balls B, B . . . , are provided. On each of the balls B, 12 symbols of 6 kinds, such as “Star” and “Heart”, are arranged to be spaced from each other at equal intervals (see FIG. 4).

As shown in FIG. 1B, each of the balls B is rotatably supported by a ball receptacle 12. A vertical motor 31 and a horizontal motor 32 are arranged for each of the balls B. The vertical motor 31 is intended for vertically rotating each of the balls B and the horizontal motor 32 is intended for rotating each of the balls B in a horizontal direction orthogonal to the vertical direction. The vertical motor 31 and the horizontal motor 32 each function as a driving device for changeably rotating each of the balls B in at least either of the vertical and horizontal directions. Further, the vertical motor 31 and/or the horizontal motor 32 start actuation where a player presses a start button 12 (see FIGS. 2 and 3). The start button 12 functions as an accepting portion for accepting an operation of starting rotation of a plurality of balls B, B . . . .

The vertical motor 31 is activated, and then, the horizontal motor 32 is deactivated, whereby a ball B rotates in a vertical direction (specifically in an upward or downward direction). A center ball B shown in FIG. 1A rotates in the upward direction). In addition, the vertical motor 31 is deactivated, and then, the horizontal motor 32 is activated, whereby each of the balls B rotates in a horizontal direction (specifically in a leftward or rightward direction). A left ball B shown in FIG. 1A rotates in the rightward direction. Further, both of the vertical and horizontal motors 31 and 32 are activated, whereby the ball B rotates in an oblique direction (specifically, in an upper-rightward, lower-rightward, upper-leftward, or lower-leftward direction). A right ball B shown in FIG. 1A rotates in the upper-rightward direction.

Furthermore, both of the vertical and horizontal motors 31 and 32 are deactivated, whereby a ball B rotationally stops. At this time, any one of the 12 symbols that were arranged on the ball B is indicated for a player staying at the gaming machine, in a state in which it is positioned at the center of an opening 12a formed at the ball receptacle 12. Such opening 12a serves as an activated area corresponding to each of the balls B. In the following description, the opening 12a is referred to as an activated area 12a.

In a case where the start button 12 is operated, a main CPU 20 (see FIG. 3) randomly determines symbols in correspondence with each of the balls B, and controls the vertical and horizontal motors 31 and 32 so that each of the balls B starts rotation. The gaming machine 1 has a pattern table 2a (see FIG. 3) storing a rotation pattern which is indicative of a change in the rotational direction of each of the balls B. The main CPU 20 controls the vertical and horizontal motors 31 and 32 so that each of the balls B continues rotation while the rotational direction is changed in accordance with the rotation pattern stored in the pattern table 2a.

Further, the gaming machine 1 is provided with a mark detecting section 34. The mark detecting section 34 functions as a detecting section for detecting the vertical direction of the symbols that were arranged on each of the balls B. The main CPU 20 controls the vertical and horizontal motors 31 and 32 in accordance with the detection result of the mark detecting section 34 to stop rotation of each of the balls B. At this time, the main CPU 20 stops rotation of each of the balls B in a state in which the symbols randomly determined in correspondence with each of the balls B are positioned at the center of an activated area 12a. Moreover, the main CPU 20 stops rotation of each of the balls B in a posture in which the vertical direction of the symbols positioned in the activated area 12a coincides with that of the gaming machine 1.

Lastly, if specific symbols are stopped in the activated areas 12a, 12a . . . , the main CPU 20 awards the corresponding prize to a player, and if not, this CPU does not award any prize.

The gaming machine 1 of the embodiment is provided with three balls B, B . . . , instead of three mechanical reels removed from a slot machine equipped therewith. However, the balls B rotate in a multidirectional manner, unlike the mechanical reels rotating in either of the vertical and horizontal directions.

In the gaming machine 1 of such type, each of the balls B rotates in a multidirectional manner, whereby the symbols that were arranged on each of the balls B rotationally move in a multidirectional manner. Thus, the movement of the symbols becomes intricate. Therefore, a player hardly keeps track of the movement of specific symbols and hardly predicts whether or not the specific symbols stop in the activated area 12a. Moreover, the rotation patterns of each of the balls B are limitative to a definite number thereof stored in the pattern table 2a. Thus, it is not impossible to predict the above stoppage, although it is difficult to do so. Therefore, the pleasure of prediction can be given to a player. As the result thereof, it is possible to arouse the player's passion for gambling. In addition, where the adjacent symbols are stopped in the actuated area in the vertical, horizontal, and oblique directions of the special symbols, a “near miss” sense arises in the player's mind, thus allowing the player to continue a game while maintaining the sense of anticipation.

In the gaming machine 1, further, symbols stop in the activated area 12a in a posture in which the vertical direction of the symbols coincides with that of the gaming machine 1 (i.e., an actual vertical direction). Thus, the player can easily keep track of kinds of the symbols, and moreover, the appearance of the gaming machine 1 can be enhanced.

2. Configuration of the Gaming Machine

FIG. 2 is a perspective view showing an appearance of a gaming machine according to one embodiment of the present invention. A gaming machine 1 is installed in an amusement place such as casino. The gaming machine 1 is provided with a cabinet 10 which houses electrical or mechanical parts for performing a predetermined game.

A display window 11, in which three balls B, B . . . , were displayed, is arranged at the lower side of the frontal center of the cabinet 10. A transparent, flat window glass 111 is engaged in the display window 11. A player can visually recognize balls B, B . . . , through the window glass 111. At the upper side of the frontal center of the cabinet 10, a liquid crystal display panel 17 is arranged which displays an image for introducing the contents of a game, an image for explaining rules, and an effect image, etc., while in a game.

At the frontal upper part of the cabinet 10, speakers 15, 15 are disposed to be spaced from each other at the right and left sides. Further, a number of decorative lamps 16, 16 . . . , are arranged at the frontal periphery of the cabinet 10. The frontal lower part of the cabinet 10 serves as an operating console 100 intended for a player to operate the gaming machine 1. At the upper face of the operating console 100, an operating section 120 operated by the player and a coin insertion slot 13 for the player to insert coins are provided. A coin tray 14 is provided at the lower part of the operating console 100. At the operating section 120, a start button 12 and variety of other operational buttons such as BET and CASHOUT buttons are provided. In the gaming machine 1, coins are employed as gaming media, without being limitative thereto. For example, other gaming media such as bills, securities, medals, tokens, electronic money, and tickets may be employed.

FIG. 3 is a block diagram depicting a configuration of essential portions of a gamming machine according to one embodiment of the present invention. A gaming machine 1 has a plurality of constituent elements, mainly a main control board 2 including a microcomputer 200. In addition to the microcomputer 200, the main control board 2 has: a random number generating circuit 23; a sampling circuit 24; an I/O port 25; a hopper driving circuit 142; and a lamp driving circuit 161. To the I/O port 25, an operating section 120, a coin detecting section 131, a hopper driving circuit 142, a lamp driving circuit 161, a ball control unit 3, and a sub-control board 4 are connected. To the sub-control board 4, speakers 15, 15 and a liquid crystal display panel 17 are connected. To the hopper driving circuit 142, a hopper 141 is connected. To the lamp driving circuit 161, decorative lamps 16, 16 . . . , are connected.

The microcomputer 200 has a main CPU 20, a ROM 21, and a RAM 22. To the main CPU 20, the ROM 21, the RAM 22, the random number generating circuit 23, the sampling circuit 24, and the I/O port 25 are connected. The ROM 21 stores: computer programs (hereinafter, simply referred to as programs); and permanent data used to execute the programs.

The data stored in the ROM 21 includes a symbol table, a prize table, a random number table, and a pattern table 2a or the like, for example. The pattern table 2a stores a rotation pattern which is indicative of a change in the rotational direction of each of the balls B, as described previously (see FIGS. 10 and 11). The symbol table stores: individual ball identification information assigned to each of the balls B; and symbol identification information of a respective one of the symbols that were arranged on each of the balls B.

The prize table stores prizes awarded to players in a case where specific symbols stop in activated areas 12a, 12a . . . (see FIGS. 5 and 6). For example, the prize table stores various types of data so that prizes are awarded to players, in a case where all of the symbols having stopped in the activated areas 12a, 12a . . . are those of a same kind and the number of prizes corresponding to different symbols (specifically, the number of coins) is different. The random number table stores the range of random numbers and winning probabilities (i.e., probabilities of awarding prizes to players) in association with each other. For example, the random number table stores various types of data so as to narrow the range of random numbers and lower the winning probability relative to symbols in which a large amount of prizes (i.e., a large number of coins) are given to players.

The main CPU 20 executes various types of processes in accordance with the programs and data stored in the ROM 21. Specifically, the main CPU 20 inputs/outputs a signal from/to another constituent element directly or via the I/O port 25, thereby controlling the entire operation of the gaming machine 1. The random number generating circuit 23 is controlled and actuated by means of the main CPU 20, and generates a predetermined range of random numbers. The sampling circuit 24 is controlled and actuated by means of the main CPU 24; samples any of the random numbers generated by the random number generating circuit 23; and inputs the sampled random numbers to the main CPU 20.

The RAM 22 temporarily stores the data and programs used when the main CPU 20 is actuated. For example, the RAM 22 temporarily stores the random numbers sampled by the sampling circuit 24. Further, the RAM 22 stores ball identification information of a respective one of three balls B, B . . . , and symbol identification information of the symbols that should stop in the activated area 12a with respect to each of the balls B.

The lamp driving circuit 161 outputs to decorative lamps 16, 16 . . . , an effect signal for the decorative lamps 16, 16 . . . , to perform an illumination effect under the control of the main CPU 20. The decorative lamps 16, 16 . . . , to which the effect signals were input, light or blink. The hopper driving circuit 142 drives the hopper 141 under the control of the main CPU 20. As the result thereof, the hopper 141 pays out a predetermined number of coins to the coin tray 14. The coin detecting section 131 detects a coin inserted into the coin insertion slot 13, and then, outputs a coin detection signal, which is indicative of the detection result, to the main CPU 20 via the I/O port 25. The main CPU 20 computes the number of coins inserted into the coin insertion slot 13, based upon the input coin detection signal.

From the operating section 120, in a case where various types of operating buttons, which are inclusive of the start button 12, are operated, an operational signal, which is responsive to the operated buttons, is output to the main CPU 20 via the I/O port 25. The main CPU 20 controls equipment operation of the gaming machine 1 in response to the input operational signal. For example, where the start button 12 is operated, the corresponding start signal is output to the main CPU 20. The main CPU 20, to which the start signal was input, controls motor driving circuits 33, 33 . . . , described later, and then, starts rotation of each of the balls B.

The main CPU 20 indirectly controls the speakers 15, 15 and a liquid crystal display panel 17, by controlling a sub CPU (not shown) which is included in the sub-control board 4. As the result thereof, an effect voice is output from the speakers 15, 15, and the liquid crystal display panel 17 displays various types of images.

The ball control unit 3 is provided with three vertical motors 31, 31 . . . , three horizontal motors 32, 32 . . . , three motor driving circuits 33, 33 . . . , and three mark detecting sections 34, 34 . . . , in correspondence to three balls B, B . . . . FIG. 3 illustrates the vertical motor 31 corresponding to one ball B1, the horizontal motor 32, the motor driving circuit 33, and the mark detecting section 34.

FIG. 4 is a front view showing an appearance of a ball included in the gaming machine according to one embodiment of the present invention. As shown in the figure, six kinds of symbols are arranged on each of the balls B on a two-by-two symbols basis. The six kinds of symbols serve as patterns which are indicative of “Star”, “Heart”, “Sun”, and “Triangle” and a pattern which is indicative of number “7”. These symbols are arranged to be spaced from each other at equal intervals. Further, the symbols of a same kind are arranged to be point-symmetrical with respect to a center point of the ball B. Although the ball B is spherical, it may be a truncated icosahedron which is made up of 12 pentagonal panels and 20 hexagonal panels, such as a general soccer ball.

FIG. 5 is a schematic side view illustrating a configuration of a display window and a ball control unit which are included in the game machine according to one embodiment of the present invention, as is the case with FIG. 1B. In FIG. 5, the left side of a window glass 11 corresponds to the outside of the gaming machine 1, and the right side of the window glass 11 corresponds to the inside of the gaming machine 1. FIG. 6 is a schematic view showing an appearance of a ball display window included in the gaming machine according to one embodiment of the present invention, as is the case with FIG. 1A.

As shown in FIGS. 5 and 6, the display window 11 is provided inner than the window glass 111, and a support plate 112 is provided in parallel to the window glass 111. The support plate 112 is a flat member for supporting three ball receptacles 12, 12 . . . , and is fixed to the inside of the cabinet 10. On the support plate 112, an opening is formed in correspondence with an activated area 12a serving as an opening of each of the ball receptacles 12. Each of the ball receptacles 12 is fixed to the support plate 112 so that the periphery of the activated area 12a is internally engaged in the opening of the support plate 112. The support plate 112 also functions as a blind plate for hiding an internal mechanism of the gaming machine 1 to prevent a player from looking into the internal mechanism of the gaming machine 1 via the window glass 111.

As shown in FIG. 5, each of the balls B is rotatably supported by the ball receptacle 12. The ball receptacle 12 is a truncated hemispheric bowl-like member, and the internal face of the ball receptacle 12 comes into contact with ball B via a ball bearing, for example.

The peripheral face of a vertical roller 311 for vertically rotating ball B comes into contact with part of the surface of each of the balls B. A rotary shaft 312 of the vertical roller 311 is coupled to an output shaft of the vertical motor 31. Thus, the vertical motor 31 is actuated in a unidirectional manner, whereby the vertical roller 311 rotates in a unidirectional manner. At this time, the ball B rotates upwardly inside of the ball receptacle 12 (see center ball B shown in FIG. 6). On the other hand, the vertical motor 31 is actuated in another direction, whereby the vertical roller 311 rotates in another direction. At this time, the ball B rotates downwardly inside of the ball receptacle 12. In addition, the vertical motor 31 is deactivated, whereby the vertical roller 311 is deactivated. At this time, the ball B stops inside of the ball receptacle 12.

Further, the peripheral face of the horizontal roller 321, for horizontally rotating ball B, comes into contact with another portion of the surface of each of the balls B. A rotary shaft 322 of the horizontal roller 321 is coupled to an output shaft of the horizontal motor 32. Thus, the horizontal motor 32 is actuated in a unidirectional manner, whereby the horizontal roller 321 rotates in a unidirectional manner, inside of the ball receptacle 12. At this time, the ball B rotates in the rightward direction (see left ball B shown in FIG. 6). On the other hand, the horizontal motor 32 is actuated in another direction, whereby the horizontal roller 321 rotates in another direction inside of the ball receptacle 12. At this time, the ball B rotates in the leftward direction. Further, the horizontal motor 32 is deactivated, whereby the horizontal roller 321 rotationally stops. At this time, the ball B stops inside of the ball receptacle 12.

In a case where the vertical and horizontal motors 31 and 32 are actuated together in a unidirectional manner, the vertical and horizontal rollers 311 and 321 rotate in a unidirectional manner altogether, so that ball B rotates in the upper right direction inside of the ball receptacle 12 (see right ball B shown in FIG. 6). Similarly, ball B rotates in the lower right direction, the upper left direction, or the lower right direction, inside of the ball receptacle 12, according to a combination of the actuation directions of the vertical and horizontal motors 31 and 32.

A motor driving circuit 33 shown in FIG. 3 is controlled by means of the main CPU 20, and outputs various types of drive signals to the vertical and horizontal motors 31 and 32. The vertical and horizontal motors 31 and 32, to which the drive signals were input, are actuated, respectively, in response to the input drive signals. These motors then change their actuation directions, or alternatively, are deactivated.

FIG. 7 is a schematic front view illustrating rotation of a ball included in the game machine according to one embodiment of the present invention. FIG. 8 is a schematic front view illustrating rotation and rotation stop of a ball included in the gaming machine according to one embodiment of the present invention. FIGS. 9A and 9B are schematic front views each illustrating rotation stop of a ball included in the gaming machine according to one embodiment of the present invention. Each of the balls B changes the rotational direction several times in a duration between a time of starting rotation as shown in FIG. 7 and a time of stopping rotation as shown in FIG. 9A or FIG. 9B.

FIG. 10 is a schematic view illustrating an exemplary rotation pattern stored in a pattern table included in the gaming machine according to one embodiment of the present invention. FIG. 11 is a schematic view illustrating another exemplary rotation pattern stored in the pattern table included in the gaming machine according to one embodiment of the present invention.

As shown in FIGS. 10 and 11, a pattern table 2a stores plural kinds of rotation patterns which are indicative of a change in the rotational direction of each of the balls B. Specifically, FIG. 10 shows a rotation pattern in which the left ball B rotates upwardly for four seconds from a time point (0 seconds) of starting rotation, rotates in the leftward direction for two seconds after four seconds have elapsed, and then, stops after six seconds have elapsed. In addition, FIG. 10 shows a rotation pattern in which the center ball B rotates in the rightward direction for four seconds from a time point (0 seconds) of starting rotation, rotates in the lower left direction for two seconds after four seconds have elapsed, rotates in the downward direction for four seconds after six seconds have elapsed, and then, stops after four seconds have elapsed. Further, FIG. 10 shows a rotation pattern in which the right ball B rotates upwardly for four seconds from a time point (0 seconds) of starting rotation, and then, stops after four seconds have elapsed.

The main CPU 20 shown in FIG. 3 randomly determines symbols in correspondence with each of the balls B in a case where the start button 12 is operated. For example, this CPU determines: a symbol “7” in correspondence with the left ball B; a symbol “7” in correspondence with the right ball B; and a symbol “7” in correspondence with the center ball B (see FIG. 9A). Alternatively, this CPU determines: a symbol “7” in correspondence with the left ball B; a symbol “7” in correspondence with the right ball B; and a symbol “convolute” in correspondence with the center ball B (see FIG. 9B).

Next, the main CPU 20 controls the vertical motor 31 and the horizontal motor 32 via the motor driving circuit 33, and then, starts rotation of each of the balls B. Further, the main CPU 20 continuously rotates each of the balls B while the rotational direction is changed in accordance with the rotation pattern stored in the pattern table 2a. Lastly, the main CPU 20 stops rotation of each of the balls B in a state in which the symbols determined in correspondence with each of the balls B are positioned at the center of the activated area 12a.

In a case where specific symbols have stopped in the activated area 12a, the main CPU 20 controls a hopper 141 via a hopper driving circuit 142, and then, pays out a predetermined number of coins as a prize to be awarded to a player. If no specific symbols have stopped in the activated area 12a, the main CPU 20 does not pay out a coin.

As shown in FIG. 7, therefore, a player can see how the left ball B rotates upwardly, the center ball B rotates in the rightward direction, and the right ball B rotates in the upper rightward direction, for four seconds after the start button 12 is operated via the activated areas 12a, 12a . . . . In addition, as shown in FIG. 8, the player can also see how the right ball B stops while indicating the symbol “7”, via the activated areas 12a, 12a . . . , the left ball B rotates in the leftward direction for two seconds, and then, the center ball B rotates in the lower leftward direction. Further, the player can also see how the left ball B stops while indicating a symbol “7”, via the activated areas 12a, 12a . . . , the left ball B rotates in the leftward direction for two seconds, and then, the center ball B rotates in the lower leftward direction.

Lastly, as shown in FIG. 9A, the player can see how the center ball B stops while indicating a symbol “7”, via the activated areas 12a, 12a . . . . At this time, a predetermined number of coins are paid out to the coin tray 14 shown in FIG. 2. Alternatively, as shown in FIG. 9B, the player can see how the center ball B stops while indicating a symbol “convolute”, via the activated areas 12a, 12a . . . . At this time, no coins are paid out to the coin tray 14.

In the meantime, if any of the symbols that stopped in the activated area 12a is set in an inverted posture, for example, such setting may cause disfigurement, making it difficult to discriminate kinds of symbols. In order to avoid such inconvenience, there is a need that the vertical direction of the symbols that stop in the activated area 12a is caused to coincide with that of the gaming machine 1, i.e., an actual vertical direction. Thus, as shown in FIG. 5, on each of the balls B, a simply-shaped marks M, M . . . formed by invisible ink, for example, are arranged with respect to 12 symbols, respectively. The marks M, M corresponding to respective ones of the symbols indicate kinds and vertical direction of the symbols.

A mark detecting section 34 shown in FIGS. 3 and 5 employs an image pickup device for picking up invisible ink as an image, and detects marks M, M . . . formed by the invisible ink. Further, the mark detecting section 34 is arranged on a virtual line connecting the activated area 12a and the center of the ball B. Namely, the mark detecting section 34 detects marks M, M . . . of the symbols that were arranged at the point-symmetrical position of the symbols that were arranged in the activated area 12a. Hereinafter, the symbols that were arranged in the activated area 12a are referred to as top side symbols, and the symbols that were arranged at a point-symmetrical position of the top side symbols are referred to as back side symbols.

The kinds of the top side symbols are identical to those of the back side symbols. If the vertical direction of the back side symbol is inverted, the vertical direction of the top side symbol coincides with an actual vertical direction. The mark detecting section 34 stores patterns of the marks M, M . . . corresponding to six kinds of symbols, and then, performs pattern recognition with the use of the detected marks M, M . . . , thereby discriminating the kinds of the symbols corresponding to the detected marks M, M . . . and the postures of the symbols, followed by outputting to the main CPU 20 a mark discrimination signal which is indicative of the discrimination result.

The main CPU 20, to which the mark discrimination signal was input, judges the kinds of the symbols that were arranged in the activated area 12a, and adjusts the rotation quantity of the ball B so that the vertical direction of the symbols that were arranged in the activated area 12a coincides with the actual vertical direction.

A technique of aligning the vertical direction of the symbols that were arranged in the activated area 12a with an actual vertical direction is not limitative to that of the embodiment. For example, a technique of pattern recognition using the shape and color or the like of symbols per se, instead of invisible mark M, may be employed. A method of judging the kinds and vertical direction of symbols by reading magnetic codes that were formed in the vicinity of symbols may be employed. Further, there may be employed a technique of providing irregularities engaged only in a case where the vertical direction of the symbols that were arranged in the activated area 12a coincides with the actual vertical direction with respect to the ball B and the ball receptacle 12, followed by adjusting the rotation quantity of the ball B so that the irregularities are engaged.

In the meantime, the rotation patterns of the balls B may be identical to each other. As shown in FIG. 11, specifically, the left, center, and right balls B, B . . . rotates upwardly for four seconds from a time point (0 seconds) of starting rotation, rotates in the leftward direction for two seconds after four seconds have elapsed, and then, stops after six seconds have elapsed. The main CPU 20 selects one kind of rotation pattern from among plural kinds of rotation patterns stored in the pattern table 2a, and then, rotates each of the balls B in accordance with the selected rotation pattern. This rotation pattern is randomly selected, or alternatively, a predetermined rotation pattern is selected according to the progress of a game, for example.

3. Operation of the Gaming Machine

FIG. 12 is a flowchart showing procedures for executing game control processing in a gaming machine according to one embodiment of the present invention. Where a power switch (not shown) of the gaming machine 1 is turned ON, whereby power is supplied to the gaming machine 1, a microcomputer 200 is activated, and a main CPU 20 performs initial setting (Step 1. Hereinafter, the word “Step” is abbreviated as “S”).

The main CPU 20 at S1 executes a BIOS stored in a ROM 21 and decompresses, in a RAM 22, the compressed data incorporated in the BIOS. Then, this CPU executes the BIOS decompressed in the RAM 22 and diagnoses and initializes various types of peripheral devices. The main CPU 20 causes the RAM 22 to store the programs and data stored in the ROM 21. In addition, this CPU controls decorative lamps 16, 16 . . . via a lamp driving circuit 161, and then, starts an illumination effect. Further, this CPU controls speakers 15, 15 and a liquid crystal display panel 17 via a sub-control board 4 to start an effect by way of voice and image.

Next, the main CPU 20 invokes and executes a subroutine of game playing processing (see FIG. 13) (S2). After the completion of the processing at S2, the main CPU 20 judges whether or not the power switch is turned OFF (S3). If the power switch is left to be ON (NO at S3), this CPU repeatedly executes the processing at S2. If the power switch is turned OFF (YES at S3), the main CPU 20 controls constituent elements of the gaming machine 1 to terminate various types of operations (effects by way of illumination, voice, and image, for example), and then, terminates game control processing.

FIG. 13 is a flowchart showing a subroutine of procedures for executing game playing processing in the gaming machine according to one embodiment. The main CPU 20 accepts getting ready to start a game (S11). In a case where the processing at S11 is executed, a player inserts a coin into a coin insertion slot 13 and operates an operating section 120 (increases/decreases BET by operating BET button, for example), thereby getting ready to start a game, and thereafter, operates a start button 12. Although not shown, the main CPU 20 computes the number of coins inserted into the coin insertion slot 13, based upon the coin detection signal input from the coin detecting section 131, and then, causes the RAM 22 to store the computation result. In addition, this CPU causes the RAM 22 to store the value of BET increased/decreased by operating the operating section 120.

Next, the main CPU 20 judges whether or not a start signal is input from the operating section 120 (S12). The judgment at S12 is made as to whether or not the start button 12 has accepted operation. If the start signal is not input yet (NO at S12), the main CPU 20 controls the routine to reverts to S11, and then, continuously accepts getting ready to start a game. If the start signal is input from the operating section 120 (YES at S12), i.e., if the start button 12 accepts operation, although not shown, the main CPU 20 subtracts the value of BET from the number of coins stored in the RAM 22, thereby computing the number of coins stored in the gaming machine 1, and then, controls the routine to proceed to S13.

The main CPU 20 randomly determines symbols corresponding to balls B (S13). The symbols determined at S13 are those which should stop in the activated area 12a corresponding to each of the balls B. In addition, in order to determine symbols at S13, the main CPU 20 refers to the symbol table and random number table or the like, which were stored in the ROM 21, and employs the random numbers generated by the random number generating circuit 23 and sampled by the sampling circuit 24. The symbol identification information of the determined symbols is associated with ball identification information of each of the balls B, and then, is stored in the RAM 22 until it is judged to be YES at least at S19 described later.

After the completion of the processing at S13, the main CPU 20 selects one kind of rotation pattern from among plural kinds of rotation patterns stored in the pattern table 2a, with referring to the pattern table 2a (S14). After the completion of the processing at S14, the main CPU 20 starts rotation of each of the balls B (S15). Thus, the main CPU 20 refers to the rotation pattern selected at S14, and controls vertical motors 31 and horizontal motors 32 via the motor driving circuits 33. By executing the processing at S15, each of the balls B starts rotation in the rotational direction specified for the rotation pattern selected at S14.

Next, the main CPU 20 continues rotation of each of the balls B while changing the rotational direction in accordance with the rotation pattern selected at S14 (S16). Thus, the main CPU 20 refers to the rotation pattern selected at S14 and controls the vertical motors 31 and the horizontal motors 32 via the motor driving circuits 33 while clocking en elapsed time after starting rotation of each of the balls B. The elapsed time after starting rotation of each of the balls B may be clocked with the use of a timer (not shown), or alternatively, may be clocked by clocking the number of clocks input from a clock generator (not shown) to the main CPU 20.

By executing the processing at S15, each of the balls B continuously rotates while changing the rotational direction in accordance with the rotation pattern selected at S14. Further, while each of the balls B continuously rotates, a mark discrimination signal is continuously input from a mark detecting section 34 to the main CPU 20.

Further, the main CPU 20 judges whether or not a timing with which each of the balls B should stop rotation is established, based upon the rotation pattern selected at S14 and the elapsed time after starting rotation of each of the balls B (S17). If the judgment result is negative (NO at S17), the main CPU controls the routine to revert to S16, and then, controls rotation of each of the balls B in action.

As to at least one of the balls B, if a timing with which the ball B should stop rotation is established (YES at S17), the main CPU 20 stops rotation of this ball B in a state in which the symbols determined at S13 for the ball B that should stop is positioned in the activated area 12a corresponding to the ball B (S18). Thus, the main CPU 20 judges the kinds of symbols that were arranged in the activated area 12a, based upon the mark discrimination signal input from the mark detecting section 34. Further, this CPU controls the vertical motors 31 and the horizontal motors 32 via the motor driving circuits 33, and then, adjusts the rotation quantity of the ball B, so that the vertical direction of the symbols that were arranged in the activated area 12a coincides with an actual vertical direction.

By executing the processing at S18, the ball B judged to be a timing at which it should stop, at S17, stops in a state in which the symbols determined at S13 are indicated for a player in an appropriate posture.

After the completion of the processing at S18, the main CPU 20 judges whether or not all of the three balls B, B . . . are stopped (S19). If at least one of the balls B continuously rotates (NO at S19), the routine reverts to S16 at which rotation of the ball B in action is continued. If all of the three balls B, B . . . have been stopped (YES at S19), the main CPU 20 judges whether or not a winning prize is established (S20). Thus, the main CPU 20 refers to: the symbol table and prize table that were stored in the ROM 21; and the ball identification information and symbol identification information that were stored in the RAM 22, and then, judges whether or not special symbols have stopped in the activated areas 12a, 12a . . . .

If a winning prize is established (YES at S20), i.e., if specific symbols have stopped in the activated areas 12a, 12a . . . , the main CPU controls the hopper 141 via the hopper driving circuit 142, and then, pays out a predetermined number of coins (S21). Further, this CPU terminates game playing processing, and reverts to the former routine. If no winning prize is established (NO at S20), the main CPU 20 terminates game playing processing without executing the processing at S21, and then, reverts to the former routine.

4. Others

The configuration of the gaming machine of the present invention is not limitative to that of the gaming machine 1 of the embodiment, and various modifications can occur without departing from the spirit of the present invention. For example, where a magnet is arranged inside of a ball B and an electromagnet is arranged at a ball receptacle 12, thereby rotating the ball B, this ball may be floated from the internal face of the ball receptacle 12 by means of a repulsing force between the magnet and the electromagnet. Further, where the ball B is stopped, this ball may be fixed in contact with the internal face of the ball receptacle 12 by means of an attractive force between the magnet and the electromagnet.

Claims

1. A gaming machine, comprising:

a plurality of balls, on which plural kinds of symbols are arranged, respectively;
a ball receptacle for rotatably supporting each of the balls;
a driving device for changeably rotating each of the balls in at least a first direction and a second direction;
an accepting section for accepting an operation of starting rotation of the plurality of balls; and
a processor, which executes processes of:
(a) randomly determining a symbol in correspondence with each of the balls in a case where the accepting section accepts the starting operation;
(b) controlling the driving device so that each of the balls starts rotation;
(c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction;
(d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbol determined in the process (a) is positioned in an activated area corresponding to each of the balls; and
(e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.

2. The gaming machine according to claim 1, further comprising a table storing therein a rotation pattern which is indicative of a change in a rotational direction of each of the balls, wherein:

the process (c) is a process of controlling the driving device so that each of the balls continuously rotates while changing the rotational direction in accordance with the rotation pattern stored in the table.

3. The gaming machine according to claim 1, further comprising a detecting section for detecting vertical direction of the symbols arranged on each of the balls, wherein:

the process (d) is a process of controlling the driving device in accordance with a detection result of the detecting section to stop the rotation of each of the balls, in a state in which the symbols determined in the process (a) are positioned in the activated area in a posture in which the vertical direction of the symbols coincides with a vertical direction of the gaming machine.

4. A gaming machine, comprising:

a plurality of balls, on which plural kinds of symbols are arranged, respectively;
a ball receptacle for rotatably supporting each of the balls;
a driving device for changeably rotating each of the balls in at least a first direction and a second direction;
an accepting section for accepting an operation of starting rotation of the plurality of balls;
a table storing therein a rotation pattern which is indicative of a change in a rotational direction of each of the balls; and
a processor, which executes processes of:
(a) randomly determining a symbol in correspondence with each of the balls in a case where the accepting section accepts the starting operation;
(b) controlling the driving device so that each of the balls starts rotation;
(c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction in accordance with the rotation pattern stored in the table;
(d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbol determined in the process (a) is positioned in an activated area corresponding to each of the balls; and
(e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.

5. A gaming machine, comprising:

a plurality of balls, on which plural kinds of symbols are arranged, respectively;
a ball receptacle for rotatably supporting each of the balls;
a driving device for changeably rotating each of the balls in at least a first direction and a second direction;
an accepting section for accepting an operation of starting rotation of the plurality of balls;
a detecting section for detecting vertical direction of the symbols arranged on each of the balls; and
a processor, which executes processes of:
(a) randomly determining a symbol in correspondence with each of balls in a case where the accepting section accepts the starting operation;
(b) controlling the driving device so that each of the balls starts rotation;
(c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction;
(d) controlling the driving device in accordance with a detection result of the detecting section to stop the rotation of each of the balls, in a state in which the symbol determined in the process (a) is positioned in an activated area corresponding to each of the balls, in a posture in which the vertical direction of the symbols coincides with a vertical direction of the gaming machine; and
(e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.

6. A control method of a gaming machine which comprises: a plurality of balls, on which plural kinds of symbols are arranged, respectively; a ball receptacle for rotatably supporting each of the balls; a driving device for changeably rotating each of the balls in at least a first direction and a second direction; and an accepting section for accepting an operation of starting rotation of the plurality of balls, said method including the steps of:

(a) randomly determining a symbol in correspondence with each of balls, in a case where the accepting section accepts the starting operation;
(b) controlling the driving device so that each of the balls starts rotation;
(c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction;
(d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbol determined in the step (a) is positioned in an activated area corresponding to each of the balls; and
(e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.
Patent History
Publication number: 20090239611
Type: Application
Filed: Jul 29, 2008
Publication Date: Sep 24, 2009
Applicant: ARUZE GAMING AMERICA, INC. (Las Vegas, NV)
Inventor: Tatsuya TERANISHI (Tokyo)
Application Number: 12/181,677
Classifications
Current U.S. Class: Lot-to-lot Combination (e.g., Slot Machine, Etc.) (463/20)
International Classification: A63F 9/24 (20060101);