US20080051187A1 - Slot machine and playing method thereof - Google Patents
Slot machine and playing method thereof Download PDFInfo
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- US20080051187A1 US20080051187A1 US11/833,512 US83351207A US2008051187A1 US 20080051187 A1 US20080051187 A1 US 20080051187A1 US 83351207 A US83351207 A US 83351207A US 2008051187 A1 US2008051187 A1 US 2008051187A1
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
Definitions
- the present invention relates to a slot machine on which a game is played using game media such as coins, and a playing method of the slot machine.
- a game in a facility where slot machines are set up, a game can be played by inserting various game media such as coins or cash, into a slot machine. Then, each slot machine is configured to conduct an award according to a winning state (game result) occurring as a result of the progress of a game (see U.S. Pat. No. 6,960,133, for example).
- Examples of a slot machine whose winning line is not limited only to a straight line include, for example, a slot machine described in U.S. Pat. No. 6,093,102.
- a slot machine that conducts an award when a predetermined number of symbols stops within a display to which a winning line and a symbol matrix are displayed has no difference from a slot machine that uses a straight wining line, in terms of a payout value determined by a result of rearrangement of symbols; accordingly, they have a similar display mode.
- An object of the present invention is to provide a slot machine capable of increasing a player's expectation and performing symbol display with excellent entertainment, and a playing method of the slot machine.
- the present invention provides a slot machine in which a plurality of active areas are randomly selected, for each game, our of a plurality of partitioned areas arranged in a matrix state, symbols are rearranged in the plurality of partitioned areas, and an award is conducted according to symbols rearranged in the active areas.
- the present invention provides the following.
- a slot machine comprises:
- a display having a plurality of partitioned areas arranged in a matrix state in which symbols are to be respectively rearranged in each of the plurality of partitioned areas;
- the controller randomly selects, for each game, a plurality of active areas out of the plurality of partitioned areas,
- a plurality of active areas are randomly selected, for each game, out of a plurality of partitioned areas arranged in a matrix state in which symbols are rearranged. Then, an award is conducted according to the symbols rearranged in the active areas.
- conventional slot machines conduct an award according to the symbols rearranged along a predetermined winning line; on the other hand, in the present invention, the active areas are determined first and then the symbols are rearranged. That is, the arrangement of symbols for conducting an award is different every time. Accordingly, since an active line to be selected changes for each game, a symbol display with excellent entertainment can be performed, making it possible to increase the player's expectation.
- the present invention provides the following.
- the controller includes
- the number of active areas increases as the number of BETs increases. Accordingly, it becomes possible to further increase the player's expectation as the number of game media to be BET by the player increases.
- the present invention provides the following.
- said controller includes
- the active areas are displayed such that the number of active areas gradually increases. Accordingly, by showing the player a scene in which the number of active areas increases, it becomes possible to increase the player's expectation.
- the present invention it is possible to provide a slot machine capable of attracting more customers and adding novel entertainment, and a playing method of the slot machine.
- FIGS. 1A and 1B are views showing an exemplary image displayed to a lower image display panel.
- FIGS. 2A and 2B are views showing an exemplary image displayed to the lower image display panel.
- FIG. 3 is a view showing a corresponding relation between the types of symbols and the numbers of coins to be paid out.
- FIG. 4 is a schematic view showing a symbol sequence displayed in each display block.
- FIG. 5 is a perspective view schematically showing a slot machine according to one embodiment of the present invention.
- FIG. 6 is a block diagram showing an internal configuration of the slot machine shown in FIG. 5 .
- FIG. 7 is a flowchart showing a subroutine of game execution processing.
- FIG. 8 is a flowchart showing a subroutine of symbol determination processing.
- FIG. 9 is a flowchart showing a subroutine of bonus game processing.
- FIGS. 10A to 10C are views showing an exemplary image displayed to the lower image display panel.
- FIG. 11 is a perspective view schematically showing a slot machine according to one embodiment of the present invention.
- FIG. 12 is a front view showing an exemplary stop mode of reels of the slot machine shown in FIG. 11 .
- FIG. 13 is a block diagram showing an internal configuration of the slot machine shown in FIG. 11 .
- FIGS. 1A and 1B are views showing an exemplary image displayed to a lower image display panel.
- FIGS. 1A and 1B are images displayed to a lower image display panel 16 (see FIG. 5 ) included in a slot machine 10 of the present invention, and 15 display blocks 28 ( 28 a to 280 ) are arranged in a matrix state of three rows and five columns. Each display block 28 has one symbol displayed therein.
- the lower image display panel 16 is comprised of a liquid crystal panel.
- the display blocks 28 correspond to partitioned areas in the present invention.
- FIG. 1A shows a state in which the display blocks 28 b , 28 c , 28 g , 28 k , and 28 n have a red background (indicated by right-down diagonal line shaded areas in the drawing) and other display blocks 28 have a colorless background.
- red background indicated by right-down diagonal line shaded areas in the drawing
- other display blocks 28 have a colorless background.
- downward arrows indicate symbols being scrolled.
- a display block 28 with the changed background color is called an active area in the present embodiment.
- FIG. 1B shows a state in which the scrolling is then stopped and 15 symbols in three rows and five columns are rearranged (stop-displayed).
- the symbols stop-displayed in the five display blocks 28 b , 28 c , 28 g , 28 k , and 28 n with a red background are all “BELL”.
- a payout of coins in number determined according to the type of the symbols is conducted (see FIG. 3 ).
- the aforementioned example shows the flow of the game for the case in which the number of BET coins is one.
- the number of display blocks 28 whose background colors is to be changed and the number of types of background colors change according to the number of BET coins.
- the background colors of five display blocks 28 randomly selected out of the display blocks 28 change to red and the background colors of five display blocks 28 randomly selected out of the rest of the display blocks 28 change to green (indicated by right-up diagonal line shaded areas in the drawing).
- the number of BET coins is two, there are two types of active areas, each of which constituted by five display blocks 28 .
- the background colors of five display blocks 28 randomly selected out of the display blocks 28 change to red
- the background colors of five display blocks 28 randomly selected out of the rest of the display blocks 28 change to green
- the background colors of the remaining five display blocks 28 change to blue (indicated by horizontal-line shaded areas in the drawing).
- the number of BET coins is three, there are three types of active areas, each of which constituted by five display blocks 28 , and all the display blocks 28 belong to any one type of active areas.
- FIGS. 2A and 2B are views showing an exemplary image displayed to the lower image display panel.
- display blocks 28 b , 28 c , 28 g , 28 k , and 28 n have a red background
- display blocks 28 a , 28 e , 28 h , 28 j , and 28 o have a green background
- display blocks 28 d , 28 f , 28 i , 28 l , and 28 m have a blue background.
- the symbols stop-displayed in the five display blocks 28 b , 28 c , 28 g , 28 k , and 28 n with a red background are all “BELL”. As such, when all the symbols stop-displayed in the five display blocks 28 belonging to one type of active areas are identical, a payout of coins in number determined according to the type of the symbols is conducted (see FIG. 3 ).
- the number of coins to be paid out may be the largest number of coins among the numbers determined according to the types of the symbols, or the number of a total number of coins thereof.
- the number of types of active areas to be set changes according to the number of BET coins.
- the number of types of active areas may be only one regardless of the number of BETs, and the number of display blocks 28 belonging to the one type of active areas may be changed.
- the number of BETs is two
- the background colors of ten display blocks 28 among the display blocks 28 may be changed to red.
- the five display blocks 28 to be set as active areas are randomly determined out of the 15 display blocks 28 .
- a plurality of winning lines may be pre-stored and any of the winning lines may be set as an active line according to the number of BETs, and when symbols of the same type are stop-displayed along the active line, a payout of coins in number determined according to the type of the symbols may be conducted.
- the five display blocks 28 may be set as active areas, for example, it may be possible for a player to select arbitrary five display blocks 28 by touching a touch panel 69 provided at the front face of the lower image display panel 16 .
- the present embodiment there has been described the case in which five display blocks 28 whose background colors change are selected out of the 15 display blocks 28 .
- the number of display blocks 28 whose background colors change is not particularly limited.
- a condition for conducting a payout of coins is that identical symbols are stop-displayed in all display blocks 28 with their background colors changed to the identical color.
- the condition for conducting a payout of coins is not particularly limited. For example, when identical symbols are stop-displayed in three display blocks 28 among five display blocks 28 belonging to one type of active areas, coins may be paid out according to the type of the symbols.
- a display mode of active areas is not particularly limited.
- an outer edge of each display block 28 set as an active area may be surrounded with a predetermined frame image.
- FIG. 3 is a view showing a corresponding relation between the types of symbols and the numbers of coins to be paid out.
- a payout of coins is conducted when all the five symbols stop-displayed in the display blocks 28 belonging to one type of active areas are of the same type.
- the number of coins to be paid out is determined according to the type of the symbols.
- a combination of bonus game triggers is established and the game shifts to a bonus game.
- a predetermined number of free games are executed, based on a random number obtained by executing a random number generation program included in a symbol determination program.
- FIG. 4 is a schematic view showing a symbol sequence displayed in each display block.
- each display block 28 has one symbol displayed therein.
- each display block 28 there is scrolled a symbol sequence consisting of 22 symbols in total, each of which has one of the code numbers “00” to “21”.
- the symbol sequence consists of a combination of symbols “JACKPOT 7 ”, “STAR”, “BELL”, “STRAWBERRY”, “APPLE”, “CHERRY”, and “ORANGE”.
- “APPLE” is a bonus game trigger (a symbol for the game to shift to a bonus game).
- the bonus game is a free game (a game that can be played a predetermined number of times without betting any coin).
- sequences of symbols to be displayed in the display blocks 28 are all identical.
- sequences of symbols are not particularly limited and thus the sequences of symbols to be displayed in the display blocks 28 may be different from one another.
- a condition for stopping the symbols is not particularly limited; for example, a stop button may be provided on the slot machine 10 and the symbols may be stop-displayed when the stop button is pressed.
- FIG. 5 is a perspective view schematically showing a slot machine according to one embodiment of the present invention.
- the slot machine 10 is a video slot machine.
- the slot machine is not limited to a video slot machine; for example, the slot machine may be a rotation reel slot machine or the like (see FIGS. 11 to 13 ).
- the slot machine 10 is a stand-alone slot machine that is not connected to a network
- the present invention is applicable to a slot machine that is connected to a network.
- a coin, a bill, or electronic valuable information corresponding thereto are used as a game medium.
- a game medium is not particularly limited.
- the game medium may include a medal, a token, electronic money, or a ticket.
- the ticket is not particularly limited, and examples thereof include a ticket with a bar code, which will be described later.
- the slot machine 10 includes a cabinet 11 , a top box 12 installed on the upper side of the cabinet 11 , and a main door 13 provided at the front face of the cabinet 11 .
- a lower image display panel 16 is provided at the front of the main door 13 .
- the lower image display panel 16 is provided with a liquid crystal panel to which various types of information on the game, effect images, and the like, are displayed.
- the lower image display panel 16 functions as a display in the present invention.
- the lower image display panel 16 included in the slot machine 10 of the present invention is comprised of a liquid crystal panel to which 15 display blocks 28 in three rows and five columns are displayed. Each display block 28 has one symbol displayed therein. Of the 15 display blocks, the number of active areas according to the number of BETs is set. When a combination of symbols stop-displayed in the set active areas is a predetermined combination, coins in number according to the combination and the number of coin-ins (the number of BETs) is paid out.
- a number-of-credits display portion 31 and a number-of-payouts display portion 32 are set.
- the number of credited coins is displayed as an image.
- the number-of-payouts display portion 32 there is displayed, as an image, the number of coins to be paid out when a combination of symbols stop-displayed in the display blocks 28 is a predetermined combination.
- a touch panel 69 is provided at the front face of the lower image display panel 16 , and a player can input various types of commands by operating the touch panel 69 .
- a control panel 20 comprised of a plurality of buttons 23 to 27 with each of which a command according to the game progress is inputted by the player, a coin receiving slot 21 through which a coin is accepted into the cabinet 11 , and a bill validator 22 .
- the control panel 20 is provided with a start button 23 , a change button 24 , a CASHOUT button 25 , a 1-BET button 26 , and a maximum BET button 27 .
- the start button 23 is used for inputting a command to start scroll-display of the 15 display blocks 28 .
- the change button 24 is used for making a request of staff at a recreation facility for exchange.
- the CASHOUT button 25 is used for inputting a command to pay out credited coins to a coin tray 18 .
- the 1-BET button 26 is used for inputting a command to BET one coin on a game out of credited coins.
- the maximum BET button 27 is used for inputting a command to BET the maximum number (three in the present embodiment) of coins that can be bet on a single game out of credited coins.
- inserting a game medium means betting a game medium on a game.
- a coin inserted into the coin receiving slot 21 is directly bet on a game
- insertion of the coin into the coin receiving slot 21 corresponds to insertion of the game medium.
- betting of a credited coin on a game corresponds to insertion of a game medium in a case as in the present embodiment where, a coin is once credited after inserted into the coin receiving slot 21 , and the credited coin is BET on a game upon operation of the 1-BET button 26 or the maximum BET button 27 .
- the bill validator 22 not only discriminates a regular bill from a false bill, but also accepts the regular bill into the cabinet 11 . It should be noted that the bill validator 22 may be configured so as to be capable of reading a later-described ticket 39 with a barcode.
- a belly glass 34 At the lower front face of the main door 13 , namely below the control panel 20 , there is provided a belly glass 34 on which a character or the like of the slot machine 10 is drawn.
- an upper image display panel 33 is provided at the front face of the top box 12 .
- the upper image display panel 33 is provided with a liquid crystal panel to display, for example, an image representing an introduction of the contents of a game or a description of a rule of the game.
- both the lower image display panel 16 and the upper image display panel 33 are provided with a liquid crystal panel.
- the above-mentioned image display panels may be provided with any other display such as a CRT (Cathode Ray Tube) or a plasma display.
- the top box 12 is provided with a speaker 29 .
- a ticket printer 35 prints on a ticket a barcode as coded data of the number of credits, date and time, an identification number of the slot machine 10 , and the like, and outputs the ticket as a ticket 39 with a barcode.
- the player can make another slot machine read the ticket 39 with a barcode to play a game thereon, or can exchange the ticket 39 with a barcode with bills or the like at a predetermined place in the recreation facility (e.g., a cashier in a casino).
- the card reader 36 reads data from a smart card and writes data into the smart card.
- the smart card is a card owned by the player, and for example, data for identifying a player and data on a history of games played by the player are stored therein. Data corresponding to a coin, a bill, or a credit may be stored in the smart card. Further, in place of the smart card, a magnetic stripe card may be adopted.
- the data display 37 is comprised of a fluorescent display or the like, and displays, for example, data read by the card reader 36 or data inputted by the player through the keypad 38 .
- the keypad 38 is used for inputting a command and data concerning the issue of a ticket and the like.
- FIG. 6 is a block diagram showing an internal configuration of the slot machine shown in FIG. 5 .
- a gaming board 50 includes a CPU (Central Processing Unit) 51 , a ROM 55 , and a boot ROM 52 which are interconnected to one another via an internal bus, a card slot 53 S corresponding to a memory card 53 , and an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
- a CPU Central Processing Unit
- ROM 55 a ROM 55
- boot ROM 52 which are interconnected to one another via an internal bus
- a card slot 53 S corresponding to a memory card 53
- an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
- GAL Generic Array Logic
- the memory card 53 is comprised of a nonvolatile memory such as CompactFlash®, and has stored a game program therein.
- the game program includes a symbol determination program.
- the symbol determination program is a program for determining a symbol (a code No. corresponding to a symbol) to be stop-displayed in each display block 28 .
- the card slot 53 S is configured so as to allow the memory card 53 to be inserted thereinto or ejected therefrom, and is connected to a mother board 40 via an IDE bus.
- the memory card 53 can be ejected from the card slot 53 S, and then another game program is written onto the memory card 53 , and the memory card 53 can be inserted into the card slot 53 S, to change the type and contents of a game to be played on the slot machine 10 .
- the game program includes a program associated with the progress of a game.
- the game program also includes image data and sound data to be outputted during the game.
- the CPU 51 , the ROM 55 , and the boot ROM 52 which are interconnected to one another via the internal bus, are connected to the mother board 40 via a PCI bus.
- the PCI bus not only conducts signal transmission between the mother board 40 and the gaming board 50 , but also supplies power from the mother board 40 to the gaming board 50 .
- the mother board 40 is configured using a commercially available generic-purpose mother board (a printed wiring board having mounted basic components of a personal computer), and comprises a main CPU 41 , a ROM (Read Only Memory) 42 , a RAM (Random Access Memory) 43 , and a communication interface 44 .
- the mother board 40 has a function as a controller in the present invention.
- the ROM 42 is comprised of a memory device such as a flash memory, and stores a program such as BIOS (Basic Input/Output System) executed by the main CPU 41 , and permanent data.
- BIOS Basic Input/Output System
- BIOS Basic Input/Output System
- processing for initializing predetermined peripheral devices is conducted, concurrently with start of processing for loading a game program stored in the memory card 53 through the gaming board 50 .
- the ROM 42 may be or may not be a content rewritable one.
- the RAM 43 stores data and programs that are used at the time of operation of the main CPU 41 . Also, the RAM 43 is capable of storing a game program.
- the RAM 43 stores data on the number of credits, the number of coin-ins or coin-outs per game, and the like.
- a body PCB (Printed Circuit Board) 60 and a door PCB 80 which will be described later, are connected through respective USBs. Further, the mother board 40 is connected with a power supply unit 45 .
- the body PCB 60 and the door PCB 80 are connected with equipment and devices that generate input signals to be inputted to the main CPU 41 , and equipment and devices operations of which are controlled by control signals outputted from the main CPU 41 .
- the main CPU 41 executes a game program stored in the RAM 43 based on an input signal inputted to the main CPU 41 , thereby executes the predetermined arithmetic processing and stores a result thereof in the RAM 43 , or transmits a control signal to each of the equipment and devices as processing for controlling each of the equipment and devices.
- a lamp 30 To the body PCB 60 , there are connected a lamp 30 , a hopper 66 , a coin detecting portion 67 , a graphic board 68 , a speaker 29 , a touch panel 69 , a bill validator 22 , a ticket printer 35 , a card reader 36 , a key switch 38 S, and a data display 37 .
- the lamp 30 lights up in a predetermined pattern based on a control signal outputted from the main CPU 41 .
- the hopper 66 is installed inside 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 outputted from the main CPU 41 .
- the coin detecting portion 67 is provided inside the coin payout exit 19 , and outputs an input signal to the main CPU 41 when detecting a payout of a predetermined number of coins from the coin payout exit 19 .
- the graphic board 68 controls an image display to the upper image display panel 33 and the lower image display panel 16 serving as an output device, based on a control signal outputted from the main CPU 41 .
- a background color determined according to the selection of a random number and a symbol which is scrolled or stopped.
- the number-of-credits display portion 31 of the lower image display panel 16 there is displayed the number of credits stored in the RAM 43 .
- the number-of-payouts display portion 32 of the lower image display panel 16 there is displayed the number of coins to be paid out.
- the graphic board 68 includes a VDP (Video Display Processor) that generates image data based on a control signal outputted from the main CPU 41 , a video RAM that temporarily stores the image data generated by the VDP, and the like. It should be noted that image data used in generation of the image data by the VDP is included in a game program, which is read from the memory card 53 and stored in the RAM 43 .
- VDP Video Display Processor
- the bill validator 22 not only discriminates a regular bill from a false bill, but also accepts the regular bill into the cabinet 11 .
- the bill validator 22 outputs an input signal to the main CPU 41 , based on the face amount of the bill.
- the main CPU 41 stores, in the RAM 43 , the number of credits according to the face amount of the bill transmitted with the input signal.
- the ticket printer 35 prints on a ticket, based on a control signal outputted from the main CPU 41 , a barcode formed by encoding data such as the number of credits, date and time, an identification number of the slot machine 10 , and of the like data stored in the RAM 43 , and outputs the ticket as a ticket 39 with a barcode.
- the card reader 36 reads data from a smart card and transmits the data to the main CPU 41 or writes data into the smart card based on a control signal from the main CPU 41 .
- the key switch 38 S is provided on the keypad 38 , and outputs a predetermined input signal to the main CPU 41 when the keypad 38 is operated by the player.
- the data display 37 displays, based on a control signal outputted from the main CPU 41 , data read by the card reader 36 or data inputted by the player through the keypad 38 .
- the control panel 20 is provided with a start switch 23 S corresponding to the start button 23 , a change switch 24 S corresponding to the change button 24 , a CASHOUT switch 25 S corresponding to the CASHOUT button 25 , a 1-BET switch 26 S corresponding to the 1-BET button 26 , and a maximum BET switch 27 S corresponding to the maximum BET button 27 .
- Each of the switches 23 S to 27 S outputs an input signal to the main CPU 41 when each of the buttons 23 to 27 corresponding thereto is operated by the player.
- the coin counter 21 C is provided inside the coin receiving slot 21 and discriminates a regular coin from a false coin inserted into the coin receiving slot 21 by the player. Coins other than regular coins are discharged from the coin payout exit 19 . When the coin counter 21 C detects a regular coin, the coin counter 21 C outputs an input signal to the main CPU 41 .
- the reverter 21 S operates based on a control signal outputted from the main CPU 41 , and distributes a coin identified by the coin counter 21 C as a regular coin into a cash box (not shown) or the hopper 66 , which are disposed in the slot machine 10 . Specifically, when the hopper 66 is filled with coins, a regular coin is distributed into the cash box by the reverter 21 S. On the other hand, when the hopper 66 is not filled with coins, the regular coin is distributed into the hopper 66 .
- the cold cathode tube 81 functions as a backlight installed on the rear face side of the lower image display panel 16 and the upper image display panel 33 , and lights up based on a control signal to be outputted from the main CPU 41 .
- the main CPU 41 reads a game program and executes the game program to progress a game.
- FIG. 7 is a flowchart showing a subroutine of game execution processing.
- the main CPU 41 determines whether or not a coin has been BET (step S 10 ). In the processing, the main CPU 41 determines whether or not to have received an input signal outputted from the 1-BET switch 26 S when the 1-BET button 26 is operated or an input signal outputted from the maximum BET switch 27 S when the maximum BET button 27 is operated. When determining that a coin has not been BET, the main CPU 41 returns the processing to step S 10 .
- step S 10 when determining that a coin has been BET in step S 10 , the main CPU 41 executes processing for making a subtraction from the number of credits stored in the RAM 43 , according to the number of BET coins (step S 1 ). It should be noted that, when the number of BET coins is larger than the number of credits stored in the RAM 43 , the main CPU 41 does not execute the processing for making a subtraction from the number of credits stored in the RAM 43 , and returns the processing to step S 10 .
- the main CPU 41 When the number of BET coins exceeds an upper limit of the number of coins that can be BET on a single game (three in the present embodiment), the main CPU 41 does not execute the processing for making a subtraction from the number of credits stored in the RAM 43 , and the processing is proceeded to step S 12 .
- step S 12 the main CPU 41 sets active areas according to the number of coins BET in step S 11 . Specifically, when the number of BET coins is one, five display blocks 28 are set as active areas. When the number of BET coins is three, all display blocks 28 are set as any of three types of active areas. At this time, the number of display blocks 28 set as each type of active areas is five. After the processing in step S 12 is completed, the main CPU 41 proceeds the processing to step S 13 .
- step S 13 the main CPU 41 determines whether or not the start button 23 has been turned ON. In the processing, the main CPU 41 determines whether or not to have received an input signal outputted from the start switch 23 S when the start button 23 is pressed.
- the main CPU 41 When determining that the start button 23 has not been turned ON, the main CPU 41 returns the processing to step S 10 . It should be noted that, when the start button 23 is not turned ON (e.g., when a command to end the game is inputted without pressing the start button 23 ), the main CPU 41 cancels a result of the subtraction obtained in step S 11 .
- step S 14 when determining in step S 13 that the start button 23 has been turned ON, then the main CPU 41 executes symbol determination processing (step S 14 ).
- the main CPU 41 executes a symbol determination program stored in the RAM 43 to determine code Nos. to be used when symbols are stopped. This processing will be described in detail later using FIG. 8 .
- the symbols to be stop-displayed are determined to determine one or a plurality of prizes out of a plurality of types of prizes.
- one or a plurality of prizes to be selected out of a plurality of types of prizes may be determined, and then a combination of symbols to be stop-displayed may be determined based on the determined prize.
- step S 15 This processing is processing for controlling display so as to stop-display the symbols determined in step S 14 , after scrolling of symbols is started.
- the main CPU 41 determines whether or not a combination of bonus game triggers has been established, i.e., whether or not all of the symbols stop-displayed in the five display blocks 28 belonging to one type of active areas are “APPLE” (step S 16 ).
- the main CPU 41 reads a program for playing a bonus game from the PAM 43 and executes bonus game processing (step S 17 ) and then ends the present subroutine.
- the bonus game processing will be described in detail later using FIG. 9 .
- step S 16 When determining that a combination of bonus game triggers has not been established (step S 16 : NO), the main CPU 41 determines whether or not a prize has been established (step S 18 ). When determining that a prize has been established, the main CPU 41 pays out coins in number according to the number of coin-ins and the prize (step S 19 ) and then ends the present subroutine.
- step S 18 NO
- the main CPU 41 ends the present subroutine.
- FIG. 8 is a flowchart showing a subroutine of symbol determination processing invoked and executed in step S 13 of the subroutine shown in FIG. 7 . This processing is executed by the main CPU 41 executing a symbol determination program stored in the RAM 43 .
- the main CPU 41 executes a random number generation program included in the symbol determination program, to select random numbers respectively corresponding to each of the symbols, out of the numbers falling in a numerical range of 0 to 255 (step S 31 ).
- the present embodiment describes the case of generating random numbers on a program (the case of using so-called software random numbers).
- a random number generator may be provided and random numbers may be extracted from the random number generator (so-called hardware random numbers may be used).
- the main CPU 41 determines a code No. of each symbol (see FIG. 4 ), based on the selected 15 random numbers (step S 32 ). Code Nos. in a symbol sequence correspond to code Nos. of the symbols to be stop-displayed in the respective display blocks 28 .
- the main CPU 41 determines a code No. of each symbol, to determine a prize. For example, when the code Nos. of the symbols corresponding to the five display blocks 28 belonging to one type of active areas have been respectively determined to be “00”, “00”, “00”, “00”, and “00”, it indicates that the main CPU 41 determines “JACKPOT 7 ” as a prize.
- FIG. 9 is a flowchart showing a subroutine of bonus game processing invoked and executed in step S 17 of the subroutine shown in FIG. 7 .
- the main CPU 41 determines the number of bonus games from any of 10 to 25 based on a random number obtained by executing the random number generation program included in the symbol determination program stored in the RAM 43 (step S 60 ).
- the main CPU 41 stores, in the RAM 43 , the determined number of bonus games as data.
- step S 61 the main CPU 41 executes active area setting processing (step S 61 ), symbol determination processing (step S 62 ), and scroll-display control processing (step S 63 ).
- step S 61 the processing in steps S 61 to S 63 is substantially the same as that described using FIG. 7 .
- the processing is already described and thus a description thereof will be omitted here.
- the main CPU 41 determines whether or not a combination of bonus game triggers has been established, i.e., whether or not all of the symbols stop-displayed in the five display blocks 28 belonging to one type of active areas are “APPLE” (step S 64 ).
- the main CPU 41 determines that a combination of bonus game triggers has been established, the number-of-game-repetitions t of a bonus game is newly determined (step S 65 ) and the determined number-of-game-repetitions t is added to the current number-of-bonus-games T (step S 66 ).
- the number of remaining bonus games increases. Specifically, for example, in the case in which the game shifts to 20 bonus games for the first time, when the player wins 17 bonus games at the 12th game of the 20 bonus games, 25 (20 ⁇ 12+17) bonus games are executed thereafter.
- step S 66 After the processing in step S 66 is completed, the processing shifts to step S 69 .
- step S 67 the main CPU 41 determines whether or not a prize has been established.
- step S 68 the main CPU 41 pays out coins in number according to the number of coin-ins and the prize.
- step S 67 NO
- step S 68 the processing shifts to step S 69 .
- step S 69 the main CPU 41 reads the number-of-bonus-games T stored in the RAM 43 and subtracts 1 from a value of the read number-of-bonus-games T. Then, the number-of-bonus-games obtained after the subtraction is stored in the RAM 43 again.
- the main CPU 41 determines whether or not the number-of-bonus-games T has reached the number of bonus games determined in step S 60 (step S 70 ); specifically, it is determined according to whether or not the number-of-bonus-games T stored in the RAM 43 has become 0.
- the main CPU 41 returns the processing to step S 61 and repeats the above-described processing.
- the main CPU 41 ends the present subroutine.
- the slot machine 10 according to the present embodiment and a playing method of the slot machine 10 comprises: the lower image display panel 16 having a plurality of display blocks 28 arranged in a matrix state (see FIGS. 1 , 2 , and 10 ) in which symbols are to be respectively rearranged in each of the plurality of display blocks 28 ; and the mother board 40 .
- the mother board 40 randomly selects, for each game, a plurality of active areas out of the plurality of display blocks 28 , rearranges each of the symbols in each of the plurality of display blocks 28 , and conducts an award (see FIG. 3 ) according to the symbols rearranged in the plurality of active areas.
- the mother board 40 determines the number of active areas according to the number of BETs, such that the number of active areas increases as the number of BETs increases. Furthermore, the mother board 40 selects the plurality of active areas such that the number of active areas gradually increases, and displays the plurality of selected active areas to the lower image display panel 16 in a visible mode.
- the timing at which the background colors of the display blocks 28 change is not limited to those shown in the examples of FIGS. 1A , 1 B, 2 A, and 2 B; for example, timing such as the one shown below can be adopted.
- FIGS. 10A to 10C are views showing an exemplary image displayed to the lower image display panel.
- 15 symbols are being scroll-displayed.
- the background colors of all display blocks 28 remain colorless.
- the background colors of display blocks 28 set as active areas change by turns.
- FIG. 10B of the five display blocks 28 set as the active areas, the background colors of two display blocks 28 c and 28 g are changed to red. Thereafter, the background colors of all of the five display blocks 28 set as the active areas change to red, and at the same time, symbols are stop-displayed.
- FIG. 10A 15 symbols are being scroll-displayed.
- the background colors of all display blocks 28 remain colorless.
- the background colors of display blocks 28 set as active areas change by turns.
- FIG. 10B of the five display blocks 28 set as the active areas, the background colors of two display blocks 28 c and 28 g are changed to red. Thereafter, the background colors of all of the five display blocks 28 set as the active areas change to red, and at the same time, symbols
- the background colors of all of the five display blocks 28 b , 28 c , 28 g , 28 k , and 28 n set as the active areas are changed to red and the symbols are stop-displayed.
- the selected active areas are displayed to the display in a visible mode, such that the number of active areas gradually increases while symbols are being variably displayed.
- the slot machine 10 is a video slot machine.
- the slot machine 10 is not limited to a video slot machine; for example, the slot machine 10 may be a rotation reel slot machine or the like.
- FIG. 11 is a perspective view schematically showing a slot machine according to another embodiment of the present invention.
- FIG. 12 is a front view showing an exemplary stop mode of reels of the slot machine shown in FIG. 11 .
- Five reels 14 ( 14 A, 14 B, 14 C, 14 D, and 14 E) are rotatably provided inside a cabinet 11 .
- a symbol sequence consisting of 22 symbols is drawn on the peripheral face of the respective reels 14 .
- At the center portion of a lower image display panel 16 there is provided a symbol display area 28 in which symbols are displayed.
- the symbol display area 28 has formed therein five display windows 15 ( 15 A, 15 B, 15 C, 15 D, and 15 E) through which the back thereof is visible.
- Three symbols drawn on the peripheral face of each of the reels 14 are displayed through each display window 15 .
- the main CPU 41 changes the display colors of portions set as the active areas among the portions located at the front of the reels 14 in the lower image display panel 16 .
- FIG. 13 is a block diagram showing an internal configuration of the slot machine shown in FIG. 11 .
- a reel control portion 72 To a body PCB 60 , there is connected a reel control portion 72 .
- a sub CPU 61 included in the reel control portion 72 controls the rotation and stoppage of the reels 14 ( 14 A, 14 B, 14 C, 14 D, and 14 E).
- the sub CPU 61 is connected with a motor driving circuit 62 including an FPGA (Field Programmable Gate Array) 63 and a driver 64 .
- the FPGA 63 is an electronic circuit such as a programmable LSI, and functions as a control circuit of stepping motors 70 .
- the driver 64 functions as an amplification circuit for pulses to be inputted to the stepping motors 70 .
- the motor driving circuit 62 is connected with the stepping motors 70 ( 70 A, 70 B, 70 C, 70 D, and 70 E) that conduct rotation of the reels 14 .
- the stepping motors 70 are one-two phase excitation stepping motors.
- the sub CPU 61 is connected with an index detecting circuit 65 and a position-change detecting circuit 71 .
- the index detecting circuit 65 detects a position of the reels 14 during rotation and is further capable of detecting a loss of synchronism of the reels 14 .
- the position-change detecting circuit 71 detects a change of the stop positions of the reels 14 after the stop of the rotation of the reels 14 .
- the position-change detecting circuit 71 detects a change of the stop positions of the reels 14 , in the case such that a player forcibly changes the stop positions of reels 14 to create a combination of winning state, even though the actual combination of symbols is not in the winning state, or in some other cases.
- the position-change detecting circuit 71 is configured, for example, to detect fins (not shown) mounted to the inner sides of the reels 14 at predetermined intervals so as to detect the change of the stop positions of the reels 14 .
- each step for deriving a single result should be understood to be self-consistent processing. Further, each step includes transmission, reception, recording and the like of electric or magnetic signals. Although, in the processing at each step, such signals have been expressed as bits, values, symbols, characters, terms, numerical characters and the like, it should be noticed that they have been merely used for convenience of description. Further, although the processing at each step was described using expressions common to human behaviors in some cases, the processing described in the present specification are to be executed by various types of devices, in principle. Further, other structures required for conducting each step will be apparent from the aforementioned description.
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Abstract
A slot machine of the present invention includes: a slot machine comprising: a display having a plurality of partitioned areas arranged in a matrix state in which symbols are to be respectively rearranged in each of the plurality of partitioned areas; and a controller, the controller randomly selecting, for each game, a plurality of active areas out of the plurality of partitioned areas, rearranging each of the symbols in each of the plurality of partitioned areas, and conducting an award according to the symbols rearranged in the plurality of active areas.
Description
- This application claims benefit of priority based on Japanese Patent No. 2006-229133 filed on Aug. 25, 2006. The contents of this application are incorporated herein by reference in their entirety.
- 1. Field of the Invention
- The present invention relates to a slot machine on which a game is played using game media such as coins, and a playing method of the slot machine.
- 2. Discussion of the Background
- Conventionally, in a facility where slot machines are set up, a game can be played by inserting various game media such as coins or cash, into a slot machine. Then, each slot machine is configured to conduct an award according to a winning state (game result) occurring as a result of the progress of a game (see U.S. Pat. No. 6,960,133, for example).
- Further, although in conventional slot machines it is common practice that a winning line is a straight line, there also appears a slot machine having a variety of winning lines other than such a straight winning line and a slot machine that has no concept of a winning line.
- Examples of a slot machine whose winning line is not limited only to a straight line include, for example, a slot machine described in U.S. Pat. No. 6,093,102. However, a slot machine that conducts an award when a predetermined number of symbols stops within a display to which a winning line and a symbol matrix are displayed has no difference from a slot machine that uses a straight wining line, in terms of a payout value determined by a result of rearrangement of symbols; accordingly, they have a similar display mode.
- The contents of U.S. Pat. Nos. 6,960,133 and 6,093,102 are incorporated herein by reference in their entirety.
- An object of the present invention is to provide a slot machine capable of increasing a player's expectation and performing symbol display with excellent entertainment, and a playing method of the slot machine.
- In order to solve the above-described problem, the present invention provides a slot machine in which a plurality of active areas are randomly selected, for each game, our of a plurality of partitioned areas arranged in a matrix state, symbols are rearranged in the plurality of partitioned areas, and an award is conducted according to symbols rearranged in the active areas.
- Specifically, the present invention provides the following.
- (1) A slot machine comprises:
- a display having a plurality of partitioned areas arranged in a matrix state in which symbols are to be respectively rearranged in each of the plurality of partitioned areas; and
- a controller.
- The controller randomly selects, for each game, a plurality of active areas out of the plurality of partitioned areas,
- rearranges each of the symbols in each of the plurality of partitioned areas, and
- conducts an award according to the symbols rearranged in the plurality of active areas.
- According to the slot machine of the present invention, a plurality of active areas are randomly selected, for each game, out of a plurality of partitioned areas arranged in a matrix state in which symbols are rearranged. Then, an award is conducted according to the symbols rearranged in the active areas.
- In other words, conventional slot machines conduct an award according to the symbols rearranged along a predetermined winning line; on the other hand, in the present invention, the active areas are determined first and then the symbols are rearranged. That is, the arrangement of symbols for conducting an award is different every time. Accordingly, since an active line to be selected changes for each game, a symbol display with excellent entertainment can be performed, making it possible to increase the player's expectation.
- Further, the present invention provides the following.
- (2) The slot machine according to the above-mentioned (1),
- wherein
- the controller includes
- determining the number of active areas according to the number of BETs, such that the number of active areas increases as the number of BETs increases.
- According to the slot machine of the present invention, the number of active areas increases as the number of BETs increases. Accordingly, it becomes possible to further increase the player's expectation as the number of game media to be BET by the player increases.
- Further, the present invention provides the following.
- (3) The slot machine according to the above-mentioned (1) or (2),
- wherein
- said controller includes
- selecting the plurality of active areas such that the number of active areas gradually increases, and displaying the plurality of selected active areas to the display in a visible mode.
- According to the slot machine of the present invention, rather than displaying, from the start, all of the selected active areas in a state visible to the player, the active areas are displayed such that the number of active areas gradually increases. Accordingly, by showing the player a scene in which the number of active areas increases, it becomes possible to increase the player's expectation.
- According to the present invention, it is possible to provide a slot machine capable of attracting more customers and adding novel entertainment, and a playing method of the slot machine.
-
FIGS. 1A and 1B are views showing an exemplary image displayed to a lower image display panel. -
FIGS. 2A and 2B are views showing an exemplary image displayed to the lower image display panel. -
FIG. 3 is a view showing a corresponding relation between the types of symbols and the numbers of coins to be paid out. -
FIG. 4 is a schematic view showing a symbol sequence displayed in each display block. -
FIG. 5 is a perspective view schematically showing a slot machine according to one embodiment of the present invention. -
FIG. 6 is a block diagram showing an internal configuration of the slot machine shown inFIG. 5 . -
FIG. 7 is a flowchart showing a subroutine of game execution processing. -
FIG. 8 is a flowchart showing a subroutine of symbol determination processing. -
FIG. 9 is a flowchart showing a subroutine of bonus game processing. -
FIGS. 10A to 10C are views showing an exemplary image displayed to the lower image display panel. -
FIG. 11 is a perspective view schematically showing a slot machine according to one embodiment of the present invention. -
FIG. 12 is a front view showing an exemplary stop mode of reels of the slot machine shown inFIG. 11 . -
FIG. 13 is a block diagram showing an internal configuration of the slot machine shown inFIG. 11 . - Embodiments of the present invention will be described with reference to the drawings.
-
FIGS. 1A and 1B are views showing an exemplary image displayed to a lower image display panel. - The images shown in
FIGS. 1A and 1B are images displayed to a lower image display panel 16 (seeFIG. 5 ) included in aslot machine 10 of the present invention, and 15 display blocks 28 (28 a to 280) are arranged in a matrix state of three rows and five columns. Eachdisplay block 28 has one symbol displayed therein. The lowerimage display panel 16 is comprised of a liquid crystal panel. The display blocks 28 correspond to partitioned areas in the present invention. - When a game is started, on the
slot machine 10, scrolling of symbols is started and the background colors of five display blocks 28, which are randomly selected out of the display blocks 28, change.FIG. 1A shows a state in which the display blocks 28 b, 28 c, 28 g, 28 k, and 28 n have a red background (indicated by right-down diagonal line shaded areas in the drawing) and other display blocks 28 have a colorless background. In the drawing, downward arrows indicate symbols being scrolled. Adisplay block 28 with the changed background color is called an active area in the present embodiment. -
FIG. 1B shows a state in which the scrolling is then stopped and 15 symbols in three rows and five columns are rearranged (stop-displayed). InFIG. 1B , the symbols stop-displayed in the five display blocks 28 b, 28 c, 28 g, 28 k, and 28 n with a red background are all “BELL”. As such, when all the symbols stop-displayed in the active areas are identical, a payout of coins in number determined according to the type of the symbols is conducted (seeFIG. 3 ). - The aforementioned example shows the flow of the game for the case in which the number of BET coins is one. In the present embodiment, the number of display blocks 28 whose background colors is to be changed and the number of types of background colors change according to the number of BET coins. When the number of BET coins is two, the background colors of five display blocks 28 randomly selected out of the display blocks 28 change to red and the background colors of five display blocks 28 randomly selected out of the rest of the display blocks 28 change to green (indicated by right-up diagonal line shaded areas in the drawing). Namely, when the number of BET coins is two, there are two types of active areas, each of which constituted by five display blocks 28. When the number of BET coins is three, the background colors of five display blocks 28 randomly selected out of the display blocks 28 change to red, the background colors of five display blocks 28 randomly selected out of the rest of the display blocks 28 change to green, and the background colors of the remaining five display blocks 28 change to blue (indicated by horizontal-line shaded areas in the drawing). Namely, when the number of BET coins is three, there are three types of active areas, each of which constituted by five display blocks 28, and all the display blocks 28 belong to any one type of active areas.
-
FIGS. 2A and 2B are views showing an exemplary image displayed to the lower image display panel. - In
FIG. 2A , display blocks 28 b, 28 c, 28 g, 28 k, and 28 n have a red background, display blocks 28 a, 28 e, 28 h, 28 j, and 28 o have a green background, and display blocks 28 d, 28 f, 28 i, 28 l, and 28 m have a blue background. InFIG. 2B , the symbols stop-displayed in the five display blocks 28 b, 28 c, 28 g, 28 k, and 28 n with a red background are all “BELL”. As such, when all the symbols stop-displayed in the five display blocks 28 belonging to one type of active areas are identical, a payout of coins in number determined according to the type of the symbols is conducted (seeFIG. 3 ). - It should be noted that, when, in a plurality of types of active areas, all the symbols stop-displayed in five display blocks 28 belonging to each of the active types of active areas are identical, such as when, for example, all the symbols stop-displayed in the five display blocks 28 b, 28 c, 28 g, 28 k, and 28 n with a red background color are “BELL” and all the symbols stop-displayed in the five display blocks 28 a, 28 e, 28 h, 28 j, and 28 o with a green background color are “APPLE”, the number of coins to be paid out may be the largest number of coins among the numbers determined according to the types of the symbols, or the number of a total number of coins thereof.
- In the present embodiment, there has been described the case in which the number of types of active areas to be set changes according to the number of BET coins. However, in the present invention, the number of types of active areas may be only one regardless of the number of BETs, and the number of display blocks 28 belonging to the one type of active areas may be changed. For example, when the number of BETs is two, the background colors of ten display blocks 28 among the display blocks 28 may be changed to red. In such a case, it is possible to employ a configuration in which when symbols of the same type are stop-displayed in five display blocks 28 among the ten display blocks 28 with their background colors changed to red, a payout of coins in number determined according to the type of the symbols is conducted.
- In addition, in the present embodiment, the five display blocks 28 to be set as active areas are randomly determined out of the 15 display blocks 28. However, in the present invention, there is no particular limitation on a method of determining the display blocks whose background colors to be changed. For example, in five display block columns each of which consists of three vertically aligned display blocks 28, one
display block 28 may be randomly selected out of the threedisplay blocks 28 constituting each display block column, and the selected display blocks 28 may be set as active areas. Alternatively, a plurality of winning lines, each of which consists of five display blocks 28, may be pre-stored and any of the winning lines may be set as an active line according to the number of BETs, and when symbols of the same type are stop-displayed along the active line, a payout of coins in number determined according to the type of the symbols may be conducted. - Alternatively, instead of randomly selecting the five display blocks 28 to be set as active areas, for example, it may be possible for a player to select arbitrary five display blocks 28 by touching a
touch panel 69 provided at the front face of the lowerimage display panel 16. - Further, in the present embodiment, there has been described the case in which five display blocks 28 whose background colors change are selected out of the 15 display blocks 28. However, in the present invention, the number of display blocks 28 whose background colors change is not particularly limited. Also, in the present embodiment, there has been described the case in which a condition for conducting a payout of coins is that identical symbols are stop-displayed in all display blocks 28 with their background colors changed to the identical color. However, in the present invention, the condition for conducting a payout of coins is not particularly limited. For example, when identical symbols are stop-displayed in three
display blocks 28 among five display blocks 28 belonging to one type of active areas, coins may be paid out according to the type of the symbols. - Furthermore, in the present embodiment, there has been described the case in which the background colors are changed for the display blocks 28 which serve as active areas. However, in the present invention, a display mode of active areas is not particularly limited. For example, an outer edge of each
display block 28 set as an active area may be surrounded with a predetermined frame image. -
FIG. 3 is a view showing a corresponding relation between the types of symbols and the numbers of coins to be paid out. - As described above, a payout of coins is conducted when all the five symbols stop-displayed in the display blocks 28 belonging to one type of active areas are of the same type. The number of coins to be paid out is determined according to the type of the symbols.
- When symbols of “APPLE” are stop-displayed in all of the five display blocks 28 belonging to one type of active areas among the display blocks 28 displayed to the lower
image display panel 16, a combination of bonus game triggers is established and the game shifts to a bonus game. In the bonus game, a predetermined number of free games are executed, based on a random number obtained by executing a random number generation program included in a symbol determination program. - When symbols of “
JACKPOT 7” are stop-displayed in all of the five display blocks 28 belonging to one type of active areas, 30 coins are paid out per inserted coin. Similarly, when symbols of “STAR”, “BELL”, “STRAWBERRY”, “APPLE”, “CHERRY”, or “ORANGE” are stop-displayed in all of the five display blocks 28 belonging to one type of active areas, the number of coins corresponding to the respective prizes is paid out. -
FIG. 4 is a schematic view showing a symbol sequence displayed in each display block. - As described above, to the lower
image display panel 16, there are displayed 15 display blocks 28 in three rows and five columns and eachdisplay block 28 has one symbol displayed therein. - As shown in
FIG. 4 , for symbols to be displayed in eachdisplay block 28, there is scrolled a symbol sequence consisting of 22 symbols in total, each of which has one of the code numbers “00” to “21”. The symbol sequence consists of a combination of symbols “JACKPOT 7”, “STAR”, “BELL”, “STRAWBERRY”, “APPLE”, “CHERRY”, and “ORANGE”. - When “
JACKPOT 7”, “STAR”, “BELL”, “STRAWBERRY”, “APPLE”, “CHERRY”, or “ORANGE” is stop-displayed in all of the five display blocks 28 with their background colors changed to an identical color, a predetermined number of coins are paid out (seeFIG. 3 ). - “APPLE” is a bonus game trigger (a symbol for the game to shift to a bonus game). When “APPLE” is stop-displayed in all of the five display blocks 28 whose background colors changed to an identical color, the player can shift the game to a bonus game. In the present embodiment, the bonus game is a free game (a game that can be played a predetermined number of times without betting any coin).
- In the present embodiment, there has been described the case in which the sequences of symbols to be displayed in the display blocks 28 are all identical. However, in the present invention, the sequences of symbols are not particularly limited and thus the sequences of symbols to be displayed in the display blocks 28 may be different from one another.
- Further, in the present embodiment, there has been described the case in which the symbols to be displayed in the display blocks 28 are automatically stop-displayed after a lapse of a predetermined period of time from when the symbols are scroll-displayed. However, in the present invention, a condition for stopping the symbols is not particularly limited; for example, a stop button may be provided on the
slot machine 10 and the symbols may be stop-displayed when the stop button is pressed. - Next, the configuration of the
slot machine 10 will be described. -
FIG. 5 is a perspective view schematically showing a slot machine according to one embodiment of the present invention. - In the present embodiment, the
slot machine 10 is a video slot machine. However, in the present invention, the slot machine is not limited to a video slot machine; for example, the slot machine may be a rotation reel slot machine or the like (seeFIGS. 11 to 13 ). - Although the
slot machine 10 is a stand-alone slot machine that is not connected to a network, the present invention is applicable to a slot machine that is connected to a network. - On the
slot machine 10, a coin, a bill, or electronic valuable information corresponding thereto are used as a game medium. However, in the present invention, a game medium is not particularly limited. Examples of the game medium may include a medal, a token, electronic money, or a ticket. It should be noted that the ticket is not particularly limited, and examples thereof include a ticket with a bar code, which will be described later. - The
slot machine 10 includes acabinet 11, atop box 12 installed on the upper side of thecabinet 11, and amain door 13 provided at the front face of thecabinet 11. - A lower
image display panel 16 is provided at the front of themain door 13. The lowerimage display panel 16 is provided with a liquid crystal panel to which various types of information on the game, effect images, and the like, are displayed. The lowerimage display panel 16 functions as a display in the present invention. The lowerimage display panel 16 included in theslot machine 10 of the present invention is comprised of a liquid crystal panel to which 15 display blocks 28 in three rows and five columns are displayed. Eachdisplay block 28 has one symbol displayed therein. Of the 15 display blocks, the number of active areas according to the number of BETs is set. When a combination of symbols stop-displayed in the set active areas is a predetermined combination, coins in number according to the combination and the number of coin-ins (the number of BETs) is paid out. - To the lower
image display panel 16, a number-of-credits display portion 31 and a number-of-payouts display portion 32 are set. To the number-of-credits display portion 31, the number of credited coins is displayed as an image. To the number-of-payouts display portion 32, there is displayed, as an image, the number of coins to be paid out when a combination of symbols stop-displayed in the display blocks 28 is a predetermined combination. - Furthermore, a
touch panel 69, though not shown, is provided at the front face of the lowerimage display panel 16, and a player can input various types of commands by operating thetouch panel 69. - Below the lower
image display panel 16, there are provided acontrol panel 20 comprised of a plurality ofbuttons 23 to 27 with each of which a command according to the game progress is inputted by the player, acoin receiving slot 21 through which a coin is accepted into thecabinet 11, and abill validator 22. - The
control panel 20 is provided with astart button 23, achange button 24, aCASHOUT button 25, a 1-BET button 26, and amaximum BET button 27. Thestart button 23 is used for inputting a command to start scroll-display of the 15 display blocks 28. Thechange button 24 is used for making a request of staff at a recreation facility for exchange. TheCASHOUT button 25 is used for inputting a command to pay out credited coins to acoin tray 18. - The 1-
BET button 26 is used for inputting a command to BET one coin on a game out of credited coins. Themaximum BET button 27 is used for inputting a command to BET the maximum number (three in the present embodiment) of coins that can be bet on a single game out of credited coins. - In the present invention, inserting a game medium means betting a game medium on a game. For example, when a coin inserted into the
coin receiving slot 21 is directly bet on a game, insertion of the coin into thecoin receiving slot 21 corresponds to insertion of the game medium. However, betting of a credited coin on a game corresponds to insertion of a game medium in a case as in the present embodiment where, a coin is once credited after inserted into thecoin receiving slot 21, and the credited coin is BET on a game upon operation of the 1-BET button 26 or themaximum BET button 27. - The bill validator 22 not only discriminates a regular bill from a false bill, but also accepts the regular bill into the
cabinet 11. It should be noted that thebill validator 22 may be configured so as to be capable of reading a later-describedticket 39 with a barcode. At the lower front face of themain door 13, namely below thecontrol panel 20, there is provided abelly glass 34 on which a character or the like of theslot machine 10 is drawn. - At the front face of the
top box 12, an upperimage display panel 33 is provided. The upperimage display panel 33 is provided with a liquid crystal panel to display, for example, an image representing an introduction of the contents of a game or a description of a rule of the game. - It should be noted that, in the present embodiment, there has been described the case in which both the lower
image display panel 16 and the upperimage display panel 33 are provided with a liquid crystal panel. However, in the present invention, the above-mentioned image display panels may be provided with any other display such as a CRT (Cathode Ray Tube) or a plasma display. - Further, the
top box 12 is provided with aspeaker 29. Below the upperimage display panel 33, there are provided aticket printer 35, acard reader 36, adata display 37, and akeypad 38. Theticket printer 35 prints on a ticket a barcode as coded data of the number of credits, date and time, an identification number of theslot machine 10, and the like, and outputs the ticket as aticket 39 with a barcode. The player can make another slot machine read theticket 39 with a barcode to play a game thereon, or can exchange theticket 39 with a barcode with bills or the like at a predetermined place in the recreation facility (e.g., a cashier in a casino). - The
card reader 36 reads data from a smart card and writes data into the smart card. The smart card is a card owned by the player, and for example, data for identifying a player and data on a history of games played by the player are stored therein. Data corresponding to a coin, a bill, or a credit may be stored in the smart card. Further, in place of the smart card, a magnetic stripe card may be adopted. The data display 37 is comprised of a fluorescent display or the like, and displays, for example, data read by thecard reader 36 or data inputted by the player through thekeypad 38. Thekeypad 38 is used for inputting a command and data concerning the issue of a ticket and the like. -
FIG. 6 is a block diagram showing an internal configuration of the slot machine shown inFIG. 5 . - A
gaming board 50 includes a CPU (Central Processing Unit) 51, aROM 55, and aboot ROM 52 which are interconnected to one another via an internal bus, acard slot 53S corresponding to amemory card 53, and anIC socket 54S corresponding to a GAL (Generic Array Logic) 54. - The
memory card 53 is comprised of a nonvolatile memory such as CompactFlash®, and has stored a game program therein. The game program includes a symbol determination program. The symbol determination program is a program for determining a symbol (a code No. corresponding to a symbol) to be stop-displayed in eachdisplay block 28. - Further, the
card slot 53S is configured so as to allow thememory card 53 to be inserted thereinto or ejected therefrom, and is connected to amother board 40 via an IDE bus. Thus, thememory card 53 can be ejected from thecard slot 53S, and then another game program is written onto thememory card 53, and thememory card 53 can be inserted into thecard slot 53S, to change the type and contents of a game to be played on theslot machine 10. The game program includes a program associated with the progress of a game. The game program also includes image data and sound data to be outputted during the game. - The
CPU 51, theROM 55, and theboot ROM 52, which are interconnected to one another via the internal bus, are connected to themother board 40 via a PCI bus. The PCI bus not only conducts signal transmission between themother board 40 and thegaming board 50, but also supplies power from themother board 40 to thegaming board 50. - The
mother board 40 is configured using a commercially available generic-purpose mother board (a printed wiring board having mounted basic components of a personal computer), and comprises amain CPU 41, a ROM (Read Only Memory) 42, a RAM (Random Access Memory) 43, and a communication interface 44. Themother board 40 has a function as a controller in the present invention. - The
ROM 42 is comprised of a memory device such as a flash memory, and stores a program such as BIOS (Basic Input/Output System) executed by themain CPU 41, and permanent data. When the BIOS is executed by themain CPU 41, processing for initializing predetermined peripheral devices is conducted, concurrently with start of processing for loading a game program stored in thememory card 53 through thegaming board 50. It should be noted that, in the present invention, theROM 42 may be or may not be a content rewritable one. - The
RAM 43 stores data and programs that are used at the time of operation of themain CPU 41. Also, theRAM 43 is capable of storing a game program. - In addition, The
RAM 43 stores data on the number of credits, the number of coin-ins or coin-outs per game, and the like. - To the
mother board 40, a body PCB (Printed Circuit Board) 60 and adoor PCB 80, which will be described later, are connected through respective USBs. Further, themother board 40 is connected with apower supply unit 45. - The
body PCB 60 and thedoor PCB 80 are connected with equipment and devices that generate input signals to be inputted to themain CPU 41, and equipment and devices operations of which are controlled by control signals outputted from themain CPU 41. Themain CPU 41 executes a game program stored in theRAM 43 based on an input signal inputted to themain CPU 41, thereby executes the predetermined arithmetic processing and stores a result thereof in theRAM 43, or transmits a control signal to each of the equipment and devices as processing for controlling each of the equipment and devices. - To the
body PCB 60, there are connected alamp 30, ahopper 66, acoin detecting portion 67, agraphic board 68, aspeaker 29, atouch panel 69, abill validator 22, aticket printer 35, acard reader 36, akey switch 38S, and adata display 37. Thelamp 30 lights up in a predetermined pattern based on a control signal outputted from themain CPU 41. - The
hopper 66 is installed inside thecabinet 11 and pays out a predetermined number of coins from thecoin payout exit 19 to thecoin tray 18, based on a control signal outputted from themain CPU 41. Thecoin detecting portion 67 is provided inside thecoin payout exit 19, and outputs an input signal to themain CPU 41 when detecting a payout of a predetermined number of coins from thecoin payout exit 19. - The
graphic board 68 controls an image display to the upperimage display panel 33 and the lowerimage display panel 16 serving as an output device, based on a control signal outputted from themain CPU 41. In each of the display blocks 28 of the lowerimage display panel 16, there are displayed a background color determined according to the selection of a random number and a symbol which is scrolled or stopped. To the number-of-credits display portion 31 of the lowerimage display panel 16, there is displayed the number of credits stored in theRAM 43. Further, to the number-of-payouts display portion 32 of the lowerimage display panel 16, there is displayed the number of coins to be paid out. - The
graphic board 68 includes a VDP (Video Display Processor) that generates image data based on a control signal outputted from themain CPU 41, a video RAM that temporarily stores the image data generated by the VDP, and the like. It should be noted that image data used in generation of the image data by the VDP is included in a game program, which is read from thememory card 53 and stored in theRAM 43. - The bill validator 22 not only discriminates a regular bill from a false bill, but also accepts the regular bill into the
cabinet 11. When accepting a regular bill, thebill validator 22 outputs an input signal to themain CPU 41, based on the face amount of the bill. Themain CPU 41 stores, in theRAM 43, the number of credits according to the face amount of the bill transmitted with the input signal. - The
ticket printer 35 prints on a ticket, based on a control signal outputted from themain CPU 41, a barcode formed by encoding data such as the number of credits, date and time, an identification number of theslot machine 10, and of the like data stored in theRAM 43, and outputs the ticket as aticket 39 with a barcode. Thecard reader 36 reads data from a smart card and transmits the data to themain CPU 41 or writes data into the smart card based on a control signal from themain CPU 41. Thekey switch 38S is provided on thekeypad 38, and outputs a predetermined input signal to themain CPU 41 when thekeypad 38 is operated by the player. The data display 37 displays, based on a control signal outputted from themain CPU 41, data read by thecard reader 36 or data inputted by the player through thekeypad 38. - To the
door PCB 80, there are connected acontrol panel 20, areverter 21S, acoin counter 21C, and acold cathode tube 81. Thecontrol panel 20 is provided with astart switch 23S corresponding to thestart button 23, achange switch 24S corresponding to thechange button 24, aCASHOUT switch 25S corresponding to theCASHOUT button 25, a 1-BET switch 26S corresponding to the 1-BET button 26, and amaximum BET switch 27S corresponding to themaximum BET button 27. Each of theswitches 23S to 27S outputs an input signal to themain CPU 41 when each of thebuttons 23 to 27 corresponding thereto is operated by the player. - The
coin counter 21C is provided inside thecoin receiving slot 21 and discriminates a regular coin from a false coin inserted into thecoin receiving slot 21 by the player. Coins other than regular coins are discharged from thecoin payout exit 19. When thecoin counter 21C detects a regular coin, thecoin counter 21C outputs an input signal to themain CPU 41. - The
reverter 21S operates based on a control signal outputted from themain CPU 41, and distributes a coin identified by thecoin counter 21C as a regular coin into a cash box (not shown) or thehopper 66, which are disposed in theslot machine 10. Specifically, when thehopper 66 is filled with coins, a regular coin is distributed into the cash box by thereverter 21S. On the other hand, when thehopper 66 is not filled with coins, the regular coin is distributed into thehopper 66. Thecold cathode tube 81 functions as a backlight installed on the rear face side of the lowerimage display panel 16 and the upperimage display panel 33, and lights up based on a control signal to be outputted from themain CPU 41. - Next, processing executed on the
slot machine 10 will be described. - The
main CPU 41 reads a game program and executes the game program to progress a game. -
FIG. 7 is a flowchart showing a subroutine of game execution processing. - In the game execution processing, first, the
main CPU 41 determines whether or not a coin has been BET (step S10). In the processing, themain CPU 41 determines whether or not to have received an input signal outputted from the 1-BET switch 26S when the 1-BET button 26 is operated or an input signal outputted from themaximum BET switch 27S when themaximum BET button 27 is operated. When determining that a coin has not been BET, themain CPU 41 returns the processing to step S10. - On the other hand, when determining that a coin has been BET in step S10, the
main CPU 41 executes processing for making a subtraction from the number of credits stored in theRAM 43, according to the number of BET coins (step S1). It should be noted that, when the number of BET coins is larger than the number of credits stored in theRAM 43, themain CPU 41 does not execute the processing for making a subtraction from the number of credits stored in theRAM 43, and returns the processing to step S10. When the number of BET coins exceeds an upper limit of the number of coins that can be BET on a single game (three in the present embodiment), themain CPU 41 does not execute the processing for making a subtraction from the number of credits stored in theRAM 43, and the processing is proceeded to step S12. - In step S12, the
main CPU 41 sets active areas according to the number of coins BET in step S11. Specifically, when the number of BET coins is one, five display blocks 28 are set as active areas. When the number of BET coins is three, all display blocks 28 are set as any of three types of active areas. At this time, the number of display blocks 28 set as each type of active areas is five. After the processing in step S12 is completed, themain CPU 41 proceeds the processing to step S13. - In step S13, the
main CPU 41 determines whether or not thestart button 23 has been turned ON. In the processing, themain CPU 41 determines whether or not to have received an input signal outputted from thestart switch 23S when thestart button 23 is pressed. - When determining that the
start button 23 has not been turned ON, themain CPU 41 returns the processing to step S10. It should be noted that, when thestart button 23 is not turned ON (e.g., when a command to end the game is inputted without pressing the start button 23), themain CPU 41 cancels a result of the subtraction obtained in step S11. - On the other hand, when determining in step S13 that the
start button 23 has been turned ON, then themain CPU 41 executes symbol determination processing (step S14). In the symbol determination processing, themain CPU 41 executes a symbol determination program stored in theRAM 43 to determine code Nos. to be used when symbols are stopped. This processing will be described in detail later usingFIG. 8 . In the present embodiment, there is described the case in which the symbols to be stop-displayed are determined to determine one or a plurality of prizes out of a plurality of types of prizes. However, in the present invention, for example, first, one or a plurality of prizes to be selected out of a plurality of types of prizes may be determined, and then a combination of symbols to be stop-displayed may be determined based on the determined prize. - Next, the
main CPU 41 executes scroll-display control processing (step S15). This processing is processing for controlling display so as to stop-display the symbols determined in step S14, after scrolling of symbols is started. - Subsequently, the
main CPU 41 determines whether or not a combination of bonus game triggers has been established, i.e., whether or not all of the symbols stop-displayed in the five display blocks 28 belonging to one type of active areas are “APPLE” (step S16). When determining that a combination of bonus game triggers has been established, themain CPU 41 reads a program for playing a bonus game from thePAM 43 and executes bonus game processing (step S17) and then ends the present subroutine. The bonus game processing will be described in detail later usingFIG. 9 . - When determining that a combination of bonus game triggers has not been established (step S16: NO), the
main CPU 41 determines whether or not a prize has been established (step S18). When determining that a prize has been established, themain CPU 41 pays out coins in number according to the number of coin-ins and the prize (step S19) and then ends the present subroutine. - When a prize has not been established (step S18: NO), the
main CPU 41 ends the present subroutine. -
FIG. 8 is a flowchart showing a subroutine of symbol determination processing invoked and executed in step S13 of the subroutine shown inFIG. 7 . This processing is executed by themain CPU 41 executing a symbol determination program stored in theRAM 43. - First, the
main CPU 41 executes a random number generation program included in the symbol determination program, to select random numbers respectively corresponding to each of the symbols, out of the numbers falling in a numerical range of 0 to 255 (step S31). The present embodiment describes the case of generating random numbers on a program (the case of using so-called software random numbers). However, in the present invention, a random number generator may be provided and random numbers may be extracted from the random number generator (so-called hardware random numbers may be used). - Next, the
main CPU 41 determines a code No. of each symbol (seeFIG. 4 ), based on the selected 15 random numbers (step S32). Code Nos. in a symbol sequence correspond to code Nos. of the symbols to be stop-displayed in the respective display blocks 28. Themain CPU 41 determines a code No. of each symbol, to determine a prize. For example, when the code Nos. of the symbols corresponding to the five display blocks 28 belonging to one type of active areas have been respectively determined to be “00”, “00”, “00”, “00”, and “00”, it indicates that themain CPU 41 determines “JACKPOT 7” as a prize. -
FIG. 9 is a flowchart showing a subroutine of bonus game processing invoked and executed in step S17 of the subroutine shown inFIG. 7 . - In the bonus game processing, first, the
main CPU 41 determines the number of bonus games from any of 10 to 25 based on a random number obtained by executing the random number generation program included in the symbol determination program stored in the RAM 43 (step S60). Themain CPU 41 stores, in theRAM 43, the determined number of bonus games as data. - Subsequently, the
main CPU 41 executes active area setting processing (step S61), symbol determination processing (step S62), and scroll-display control processing (step S63). The processing in steps S61 to S63 is substantially the same as that described usingFIG. 7 . The processing is already described and thus a description thereof will be omitted here. - The
main CPU 41 then determines whether or not a combination of bonus game triggers has been established, i.e., whether or not all of the symbols stop-displayed in the five display blocks 28 belonging to one type of active areas are “APPLE” (step S64). When themain CPU 41 determines that a combination of bonus game triggers has been established, the number-of-game-repetitions t of a bonus game is newly determined (step S65) and the determined number-of-game-repetitions t is added to the current number-of-bonus-games T (step S66). Thereby, when a bonus game is won during a bonus game, the number of remaining bonus games increases. Specifically, for example, in the case in which the game shifts to 20 bonus games for the first time, when the player wins 17 bonus games at the 12th game of the 20 bonus games, 25 (20−12+17) bonus games are executed thereafter. - After the processing in step S66 is completed, the processing shifts to step S69.
- When a combination of bonus game triggers has not been established in step S64, the
main CPU 41 determines whether or not a prize has been established (step S67). When determining that a prize has been established, themain CPU 41 pays out coins in number according to the number of coin-ins and the prize (step S68). When a prize has not been established (step S67: NO) and after the processing in step S68 is completed, the processing shifts to step S69. - In step S69, the
main CPU 41 reads the number-of-bonus-games T stored in theRAM 43 and subtracts 1 from a value of the read number-of-bonus-games T. Then, the number-of-bonus-games obtained after the subtraction is stored in theRAM 43 again. - Next, the
main CPU 41 determines whether or not the number-of-bonus-games T has reached the number of bonus games determined in step S60 (step S70); specifically, it is determined according to whether or not the number-of-bonus-games T stored in theRAM 43 has become 0. When the number-of-bonus-games T is not 0, i.e., when determining that the number of executed bonus games has not reached the number of bonus games determined in step S60, themain CPU 41 returns the processing to step S61 and repeats the above-described processing. On the other hand, when the number-of-bonus-games T is 0, i.e., when determining that the number of executed bonus games has reached the number of bonus games determined in step S60, themain CPU 41 ends the present subroutine. - As described above, the
slot machine 10 according to the present embodiment and a playing method of theslot machine 10 comprises: the lowerimage display panel 16 having a plurality of display blocks 28 arranged in a matrix state (seeFIGS. 1 , 2, and 10) in which symbols are to be respectively rearranged in each of the plurality of display blocks 28; and themother board 40. Themother board 40 randomly selects, for each game, a plurality of active areas out of the plurality of display blocks 28, rearranges each of the symbols in each of the plurality of display blocks 28, and conducts an award (seeFIG. 3 ) according to the symbols rearranged in the plurality of active areas. Themother board 40 determines the number of active areas according to the number of BETs, such that the number of active areas increases as the number of BETs increases. Furthermore, themother board 40 selects the plurality of active areas such that the number of active areas gradually increases, and displays the plurality of selected active areas to the lowerimage display panel 16 in a visible mode. - In the present invention, the timing at which the background colors of the display blocks 28 change is not limited to those shown in the examples of
FIGS. 1A , 1B, 2A, and 2B; for example, timing such as the one shown below can be adopted. -
FIGS. 10A to 10C are views showing an exemplary image displayed to the lower image display panel. InFIG. 10A , 15 symbols are being scroll-displayed. At this point, the background colors of all display blocks 28 remain colorless. Then, while the 15 symbols are being scroll-displayed, the background colors of display blocks 28 set as active areas change by turns. InFIG. 10B , of the five display blocks 28 set as the active areas, the background colors of two display blocks 28 c and 28 g are changed to red. Thereafter, the background colors of all of the five display blocks 28 set as the active areas change to red, and at the same time, symbols are stop-displayed. InFIG. 10C , the background colors of all of the five display blocks 28 b, 28 c, 28 g, 28 k, and 28 n set as the active areas are changed to red and the symbols are stop-displayed. By employing such a configuration, the selected active areas are displayed to the display in a visible mode, such that the number of active areas gradually increases while symbols are being variably displayed. - Further, in the present embodiment, there has been described the case in which the
slot machine 10 is a video slot machine. However, in the present invention, theslot machine 10 is not limited to a video slot machine; for example, theslot machine 10 may be a rotation reel slot machine or the like. -
FIG. 11 is a perspective view schematically showing a slot machine according to another embodiment of the present invention.FIG. 12 is a front view showing an exemplary stop mode of reels of the slot machine shown inFIG. 11 . Five reels 14 (14A, 14B, 14C, 14D, and 14E) are rotatably provided inside acabinet 11. A symbol sequence consisting of 22 symbols is drawn on the peripheral face of therespective reels 14. At the center portion of a lowerimage display panel 16, there is provided asymbol display area 28 in which symbols are displayed. Thesymbol display area 28 has formed therein five display windows 15 (15A, 15B, 15C, 15D, and 15E) through which the back thereof is visible. Three symbols drawn on the peripheral face of each of thereels 14 are displayed through eachdisplay window 15. Themain CPU 41 changes the display colors of portions set as the active areas among the portions located at the front of thereels 14 in the lowerimage display panel 16. -
FIG. 13 is a block diagram showing an internal configuration of the slot machine shown inFIG. 11 . - To a
body PCB 60, there is connected areel control portion 72. - A
sub CPU 61 included in thereel control portion 72 controls the rotation and stoppage of the reels 14 (14A, 14B, 14C, 14D, and 14E). Thesub CPU 61 is connected with amotor driving circuit 62 including an FPGA (Field Programmable Gate Array) 63 and adriver 64. TheFPGA 63 is an electronic circuit such as a programmable LSI, and functions as a control circuit of steppingmotors 70. Thedriver 64 functions as an amplification circuit for pulses to be inputted to the steppingmotors 70. Themotor driving circuit 62 is connected with the stepping motors 70 (70A, 70B, 70C, 70D, and 70E) that conduct rotation of thereels 14. The steppingmotors 70 are one-two phase excitation stepping motors. - Further, the
sub CPU 61 is connected with anindex detecting circuit 65 and a position-change detecting circuit 71. Theindex detecting circuit 65 detects a position of thereels 14 during rotation and is further capable of detecting a loss of synchronism of thereels 14. - The position-
change detecting circuit 71 detects a change of the stop positions of thereels 14 after the stop of the rotation of thereels 14. - For example, the position-
change detecting circuit 71 detects a change of the stop positions of thereels 14, in the case such that a player forcibly changes the stop positions ofreels 14 to create a combination of winning state, even though the actual combination of symbols is not in the winning state, or in some other cases. The position-change detecting circuit 71 is configured, for example, to detect fins (not shown) mounted to the inner sides of thereels 14 at predetermined intervals so as to detect the change of the stop positions of thereels 14. - Although the present invention has been described with reference to embodiments thereof, these embodiments merely illustrate concrete examples, not restrict the present invention. The concrete structures of respective means and the like can be designed and changed as required. Furthermore, there have been merely described most preferable effects of the present invention, as the effects of the present invention, in the embodiments of the present invention. The effects of the present invention are not limited to those described in the embodiments of the present invention.
- Further, in the aforementioned detailed description, characteristic portions have been mainly described, for ease of understanding the present invention. The present invention is not limited to the embodiments described in the aforementioned detailed description, but can be also applied to other embodiments over a wider range of applications. Further, the terms and phrases used in the present specification have been used for clearly describing the present invention, not for limiting the interpretation of the present invention. Further, those skilled in the art will easily conceive other structures, systems, methods and the like which are included in the concept of the present invention, from the concept of the present invention described in the present specification. Accordingly, the description of the claims is intended to include equivalent structures that fall within the technical scope of the invention. Further, the abstract aims at enabling engineers and the like who belong to the present technical field but are not familiar with the patent office and public institutions, the patent, law terms and technical terms to immediately understand the technical content and the essence of the present application through brief studies. Accordingly, the abstract is not intended to restrict the scope of the invention which should be evaluated from the description of the claims. It is desirable that literatures and the like which have been already disclosed are sufficiently studied and understood, in order to sufficiently understand the objects of the present invention and the specific effects of the present invention.
- In the aforementioned detailed description, there have been described processing to be executed by computers. The aforementioned description and expressions have been described for the sake of enabling those skilled in the art to understand the present invention most effectively. In the present specification, each step for deriving a single result should be understood to be self-consistent processing. Further, each step includes transmission, reception, recording and the like of electric or magnetic signals. Although, in the processing at each step, such signals have been expressed as bits, values, symbols, characters, terms, numerical characters and the like, it should be noticed that they have been merely used for convenience of description. Further, although the processing at each step was described using expressions common to human behaviors in some cases, the processing described in the present specification are to be executed by various types of devices, in principle. Further, other structures required for conducting each step will be apparent from the aforementioned description.
-
-
- 10 SLOT MACHINE
- 11 CABINET
- 12 TOP BOX
- 13 MAIN DOOR
- 16 LOWER IMAGE DISPLAY PANEL
- 18 COIN TRAY
- 19 COIN PAYOUT OPENING
- 20 CONTROL PANEL
- 21 COIN RECEIVING SLOT
- 22 BILL VALIDATOR
- 23 SPIN BUTTON
- 24 CHANGE BUTTON
- 25 CASHOUT BUTTON
- 26 BET ONE BUTTON
- 27 BET MAX BUTTON
- 28 DISPLAY BLOCK
- 29 SPEAKER
- 30 LAMP
- 31 NUMBER-OF-CREDITS DISPLAY SECTION
- 32 NUMBER-OF-PAYOUTS DISPLAY SECTION
- 33 UPPER IMAGE DISPLAY PANEL
- 34 BELLY GLASS
- 35 TICKET PRINTER
- 36 CARD READER
- 37 DATA DISPLAY
- 38 KEYPAD
- 39 BAR CODE TICKET
- 40 MOTHER BOARD
- 41 MAIN CPU
- 42 ROM
- 43 RAM
- 44 COMMUNICATION INTERFACE
- 45 POWER SUPPLY UNIT
- 50 GAMING BOARD
- 51 CPU
- 52 BOOT ROM
- 53 MEMORY CARD
- 54 GAL
- 60 BODY PCB
- 61 SUB CPU
- 66 HOPPER
- 67 COIN DETECTING PORTION
- 68 GRAPHIC BOARD
- 69 TOUCH PANEL
- 80 DOOR PCB
- 81 COLD-CATHODE TUBE
- 100 GAMING SYSTEM
- 200 MANAGEMENT SERVER
Claims (12)
1. A slot machine comprising:
a display having a plurality of partitioned areas arranged in a matrix state in which symbols are to be respectively rearranged in each of the plurality of partitioned areas; and
a controller,
said controller randomly selecting, for each game, a plurality of active areas out of the plurality of partitioned areas,
rearranging each of the symbols in each of the plurality of partitioned areas, and
conducting an award according to the symbols rearranged in the plurality of active areas.
2. The slot machine according to claim 1 ,
wherein
said controller includes
determining the number of active areas according to the number of BETs, such that the number of active areas increases as the number of BETs increases.
3. The slot machine according to claim 1 or 2 ,
wherein
said controller includes
selecting the plurality of active areas such that the number of active areas gradually increases, and displaying the plurality of selected active areas to said display in a visible mode.
4. A slot machine comprising:
a display having a plurality of partitioned areas arranged in a matrix state in which symbols are to be respectively rearranged in each of the plurality of partitioned areas; and
a controller,
said controller determining, for each game, the number of active areas according to the number of BETs, such that the number of active areas increases as the number of BETs increases,
randomly selecting the determined number of active areas out of the plurality of partitioned areas,
rearranging each of the symbols in each of the plurality of partitioned areas, and
conducting an award according to the symbols rearranged in the plurality of active areas.
5. The slot machine according to claim 4 ,
wherein
said controller includes
selecting the plurality of active areas such that the number of active areas gradually increases, and displaying the plurality of selected active areas to said display in a visible mode.
6. A slot machine comprising:
a display having a plurality of partitioned areas arranged in a matrix state, in which symbols are to be respectively rearranged in each of the plurality of partitioned areas; and
a controller,
said controller determining, for each game, the number of active areas according to the number of BETs, such that the number of active areas increases as the number of BETs increases,
randomly selecting the determined number of active areas out of the plurality of partitioned areas such that the number of active areas gradually increases, and then displaying the plurality of selected active areas to said display in a visible mode,
rearranging each of the symbols in each of the plurality of partitioned areas, and
conducting an award according to the symbols rearranged in the plurality of active areas.
7. A playing method of a slot machine comprising the steps of:
randomly selecting a plurality of active areas out of a plurality of partitioned areas arranged in a matrix state within a display;
rearranging symbols respectively in each of the plurality of partitioned areas; and
conducting an award according to the symbols rearranged in the plurality of active areas, each of the steps conducted by a controller.
8. The playing method of a slot machine according to claim 7 ,
wherein
said controller includes
determining the number of active areas according to the number of BETs, such that the number of active areas increases as the number of BETs increases.
9. The playing method of a slot machine according to claim 7 or 8 ,
wherein
said controller includes
selecting the plurality of active areas such that the number of active areas gradually increases, and displaying the plurality of selected active areas to said display in a visible mode.
10. A playing method of a slot machine comprising the steps of:
determining the number of active areas according to the number of BETs, such that the number of active areas increases as the number of BETs increases;
randomly selecting the determined number of active areas out of a plurality of partitioned areas arranged in a matrix state within a display;
rearranging symbols respectively in each of the plurality of partitioned areas; and
conducting an award according to the symbols rearranged in the plurality of active areas, each of the steps conducted by a controller.
11. The playing method of a slot machine according to claim 10 ,
wherein
said controller includes
selecting the plurality of active areas such that the number of active areas gradually increases, and displaying the plurality of selected active areas to said display in a visible mode.
12. A playing method of a slot machine comprising:
determining the number of active areas according to the number of BETs, such that the number of active areas increases as the number of BETs increases;
randomly selecting the determined number of active areas out of a plurality of partitioned areas arranged in a matrix state within a display, such that the number of active areas gradually increases, and displaying the plurality of selected active areas to said display in a visible mode;
rearranging symbols respectively in each of the plurality of partitioned areas; and
conducting an award according to the symbols rearranged in the plurality of active areas, each of the steps conducted by a controller.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2006229133A JP2008048950A (en) | 2006-08-25 | 2006-08-25 | Slot machine and playing method thereof |
| JP2006-229133 | 2006-08-25 |
Publications (1)
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|---|---|
| US20080051187A1 true US20080051187A1 (en) | 2008-02-28 |
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|---|---|---|---|
| US11/833,512 Abandoned US20080051187A1 (en) | 2006-08-25 | 2007-08-03 | Slot machine and playing method thereof |
Country Status (4)
| Country | Link |
|---|---|
| US (1) | US20080051187A1 (en) |
| JP (1) | JP2008048950A (en) |
| AU (1) | AU2007209798A1 (en) |
| ZA (1) | ZA200707184B (en) |
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| US20080045304A1 (en) * | 2006-08-18 | 2008-02-21 | Aruze Gaming America, Inc. | Slot machine and playing method thereof |
| US20090054129A1 (en) * | 2007-08-22 | 2009-02-26 | Konami Gaming, Incorporated | Gaming machine and method for displaying symbols |
| US20090227322A1 (en) * | 2008-03-04 | 2009-09-10 | Aruze Corp. | Slot Machine |
| US20090227338A1 (en) * | 2008-03-07 | 2009-09-10 | Aruze Corp. | Slot Machine |
| US20130244749A1 (en) * | 2012-03-16 | 2013-09-19 | Igt | Gaming system and method providing an additional award opportunity when a designated quantity of displayed symbols is associated with a displayed background |
| US20160042592A1 (en) * | 2014-08-07 | 2016-02-11 | Universal Entertainment Corporation | Gaming machine executing game capable of awarding special bonus and method of controlling gaming machine |
| US10176671B1 (en) * | 2017-12-29 | 2019-01-08 | Adp Gauselmann Gmbh | Gaming system and method having a secondary symbol award enhancement |
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|---|---|---|---|---|
| US8257158B2 (en) * | 2007-10-29 | 2012-09-04 | Konami Gaming, Inc. | Gaming machine with various game styles |
| JP6335221B2 (en) * | 2016-06-21 | 2018-05-30 | 株式会社コナミデジタルエンタテインメント | GAME DEVICE AND PROGRAM |
| JP6783428B2 (en) * | 2017-05-16 | 2020-11-11 | 株式会社コナミアミューズメント | Game equipment and programs |
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| US6093102A (en) * | 1994-09-15 | 2000-07-25 | Aristocrat Leisure Industries Pty Ltd | Multiline gaming machine |
| US20050079907A1 (en) * | 2002-07-08 | 2005-04-14 | Eiji Aida | Gaming machine, method and computer program for controlling the same, and computer-readable storage medium having the program stored therein |
| US6960133B1 (en) * | 2000-08-28 | 2005-11-01 | Igt | Slot machine game having a plurality of ways for a user to obtain payouts based on selection of one or more symbols (power pays) |
| US20060030398A1 (en) * | 2004-08-05 | 2006-02-09 | Wms Gaming Inc. | Gaming machine with element selection feature |
| US20070149275A1 (en) * | 2005-12-27 | 2007-06-28 | Aruze Corp. | Gaming machine |
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| US7371170B2 (en) * | 2003-09-08 | 2008-05-13 | Igt | Gaming device having a multiple symbol swapping game |
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2006
- 2006-08-25 JP JP2006229133A patent/JP2008048950A/en active Pending
-
2007
- 2007-08-03 US US11/833,512 patent/US20080051187A1/en not_active Abandoned
- 2007-08-17 AU AU2007209798A patent/AU2007209798A1/en not_active Abandoned
- 2007-08-24 ZA ZA200707184A patent/ZA200707184B/en unknown
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US6093102A (en) * | 1994-09-15 | 2000-07-25 | Aristocrat Leisure Industries Pty Ltd | Multiline gaming machine |
| US6960133B1 (en) * | 2000-08-28 | 2005-11-01 | Igt | Slot machine game having a plurality of ways for a user to obtain payouts based on selection of one or more symbols (power pays) |
| US20050079907A1 (en) * | 2002-07-08 | 2005-04-14 | Eiji Aida | Gaming machine, method and computer program for controlling the same, and computer-readable storage medium having the program stored therein |
| US7371170B2 (en) * | 2003-09-08 | 2008-05-13 | Igt | Gaming device having a multiple symbol swapping game |
| US20060030398A1 (en) * | 2004-08-05 | 2006-02-09 | Wms Gaming Inc. | Gaming machine with element selection feature |
| US20070149275A1 (en) * | 2005-12-27 | 2007-06-28 | Aruze Corp. | Gaming machine |
| US20070149276A1 (en) * | 2005-12-27 | 2007-06-28 | Aruze Corp. | Gaming machine |
Cited By (9)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US20080045304A1 (en) * | 2006-08-18 | 2008-02-21 | Aruze Gaming America, Inc. | Slot machine and playing method thereof |
| US20090054129A1 (en) * | 2007-08-22 | 2009-02-26 | Konami Gaming, Incorporated | Gaming machine and method for displaying symbols |
| US20090227322A1 (en) * | 2008-03-04 | 2009-09-10 | Aruze Corp. | Slot Machine |
| US20090227338A1 (en) * | 2008-03-07 | 2009-09-10 | Aruze Corp. | Slot Machine |
| US20130244749A1 (en) * | 2012-03-16 | 2013-09-19 | Igt | Gaming system and method providing an additional award opportunity when a designated quantity of displayed symbols is associated with a displayed background |
| US9626839B2 (en) * | 2012-03-16 | 2017-04-18 | Igt | Gaming system and method providing an additional award opportunity when a designated quantity of displayed symbols is associated with a displayed background |
| US20160042592A1 (en) * | 2014-08-07 | 2016-02-11 | Universal Entertainment Corporation | Gaming machine executing game capable of awarding special bonus and method of controlling gaming machine |
| US9824538B2 (en) * | 2014-08-07 | 2017-11-21 | Universal Entertainment Corporation | Gaming machine executing game capable of awarding special bonus and method of controlling gaming machine |
| US10176671B1 (en) * | 2017-12-29 | 2019-01-08 | Adp Gauselmann Gmbh | Gaming system and method having a secondary symbol award enhancement |
Also Published As
| Publication number | Publication date |
|---|---|
| JP2008048950A (en) | 2008-03-06 |
| AU2007209798A1 (en) | 2008-03-13 |
| ZA200707184B (en) | 2008-09-25 |
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Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| AS | Assignment |
Owner name: ARUZE CORP., JAPAN Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:IWAMOTO, HIDEAKI;REEL/FRAME:019900/0284 Effective date: 20070927 |
|
| STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |