(a) Field
The present invention generally relates to a data generating method, a gaming method, and a gaming machine.
(b) Description of the Related Art
A gaming machine executes a game to rearrange symbols marked on a plurality of reels, and awards a benefit to the player according to a result of the rearranged symbols. Various gaming machines have been developed to meet players' various preferences, so various features such as symbol patterns, side effects such as background sound and additional visual display, and reel spinning schemes have been varied.
The gaming machine should synchronize the various features to efficiently provide the various features. That is, when a particular reel spinning scheme is rendered, the background sound should be output or an image should be displayed in synchronization with the particular reel spinning scheme. However, it is difficult to synchronize the various features since the various features are rendered in various objects of the gaming machine such as the reels, backlight units of the reels, a speaker, and a display. Accordingly, a user that is not a programming expert cannot program and debug the various features. Further, since the various features are rendered by a single complied program, the user cannot reuse some of the various features in other gaming machines.
Aspects of the present invention provide a data generating method, a gaming method, and a gaming machine for efficiently synchronizing various features.
According to an aspect of the present invention, a method of generating data for controlling an operation of a gaming machine is provided by a processor of a gaming machine development system. The gaming machine includes a reel, a first driver for driving the reel, a rendering device for rendering a rendering effect, and a second driver for driving the rendering device. The method includes providing a data sheet including a plurality of rows and a plurality of columns for defining a plurality of cells. At least some of the plurality of cells receives commands, and the plurality of columns include a trigger field, a reel field being predefined to be associated with the first driver, and an effect field being predefined to be associated with the second driver. The method further includes receiving a first command for controlling the first driver in the reel field of a first set of rows including at least one row corresponding to a start of a first scene, and receiving at least one second command for controlling the second driver and being executed in synchronization with the first command, in the effect field of the first set of rows. The method further includes receiving a triggering condition of an event in the trigger field of a second set of rows including at least one row, and receiving at least one third command for controlling the second driver in the effect field of the second set of rows.
Commands of the second set of rows may be executed after commands of the first set of rows, in the gaming machine.
Commands of the same set of rows may be simultaneously executed in the gaming machine.
The first command may be a filename of a file including information for controlling the reel.
The commands of the data sheet may be defined as data types of a programming language for generating a program that is generated based on the data sheet.
A program generated based on the data sheet may be stored in a memory of the gaming machine.
The method may further include encrypting the data sheet by an identification key.
The method may further include receiving a scene number of the first scene in the first set of rows.
The method may further include receiving a fourth command for controlling the first driver in the reel field of a third set of rows including at least one row corresponding to a start of a second scene that occurs after the first scene, and receiving at least one fifth command for controlling the second driver in the effect field of the third set of rows.
The rendering device may include a backlight unit corresponding to the reel, a speaker for outputting an effect sound, or a display for displaying an effect image. The backlight unit may include a plurality of light sources partitioned by a plurality of partitions corresponding to a plurality of symbols.
According to another aspect of the present invention, a gaming method is provided by a controller of a gaming machine. The gaming machine includes a reel, a first driver for driving the reel, a rendering device for rendering a rendering effect, and a second driver for driving the rendering device. The method includes receiving a program generated based on a plurality of data sheets. Each of the data sheets includes a plurality of rows and a plurality of columns for defining a plurality of cells, and at least some of the plurality of cells receives commands. The plurality of columns includes a trigger field, a reel field being predefined to be associated with the first driver, and an effect field being predefined to be associated with the second driver. The method further includes determining symbols to be rearranged in the reel, and selecting at least one of the plurality of data sheets according to the symbols to be rearranged. The method further includes controlling the first driver by a first command of the reel field, in a first set of rows including at least one row corresponding to a start of a first scene among the plurality of rows of the selected data sheet, and controlling the second driver by at least one second command of the effect field in the first set of rows, the second command being executed in synchronization with the first command. The method further includes, when an event of the first scene is triggered in the reel, controlling the second driver by at least one third command of the effect field, in a second set of rows including at least one row to which a triggering condition of the event is input among the plurality of rows of the selected data sheet. The method further includes rearranging the symbols of the reel.
Commands of the same set of rows may be simultaneously executed.
The commands of the plurality of data sheets may be defined as data types of a programming language for generating the program.
The method may further include determining at least one row having a scene number of the first scene and no triggering condition as the first set of rows.
The gaming machine may further include a body printed circuit board (PCB) configured to the control the first driver and the second driver according to the commands and the program.
According to yet another aspect of the present invention, a gaming machine including a reel, a first driver, a rendering device, a second driver, a memory, and a controller is provided. The first driver drives the reel. The rendering device renders rendering effects, and the second driver drives the rendering device. The memory stores a program generated based on a plurality of data sheets. Each of the data sheets includes a plurality of rows and a plurality of columns for defining a plurality of cells, and at least some of the plurality of cells receives commands. The plurality of columns includes a trigger field, a reel field being predefined to be associated with the first driver, and an effect field being predefined to be associated with the second driver. The controller executes the game process using the program.
The controller may determine symbols to be rearranged in the reel, and select at least one of the plurality of data sheets according to the symbols to be rearranged. The controller may further control the first driver by a first command of the reel field, in a first set of rows including at least one row corresponding to a start of a first scene among the plurality of rows of the selected data sheet. The controller may further control the second driver by at least one second command of the effect field in the first set of rows, and the second command may be executed in synchronization with the first command. When an event of the first scene is triggered in the reel, the controller may further control the second driver by at least one third command of at least one of the effect field, in a second set of rows including at least one row to which a triggering condition of the event is input among the plurality of rows of the selected data sheet. The controller may further rearrange the symbols of the reel.
The controller may simultaneously execute commands of the same set of rows.
The game controller may determine at least one row having a scene number of the first scene and no triggering condition as the first set of rows.
The gaming machine may further include a body PCB configured to the control the first driver and the second driver according to the commands and the program.
According to yet another aspect of the present invention, a method of generating data for controlling an operation of a gaming machine is provided by a processor of a gaming machine development system. The gaming machine includes a reel, a first driver for driving the reel, a rendering device for rendering a rendering effect, and a second driver for driving the rendering device. The gaming machine randomly determines position where the reel to be stopped when a game is started, determines a magnitude of a prize to be provided according to the determined positions, and provides an effect for a notification of the prize according to the magnitude of the prize before the reel is stopped. The method includes providing a data sheet including a plurality of rows and a plurality of columns for defining a plurality of cells. At least some of the plurality of cells receives commands. The plurality of columns include a trigger field, a reel field being predefined to be associated with the first driver, and an effect field being predefined to be associated with the second driver. The method further includes receiving a first command for controlling the first driver to move the reel in the reel field of the first set of rows including at least one row corresponding to a start of a scene for notifying the prize according to the magnitude of the prize. The method further includes receiving at least one second command for controlling the second driver to render the effect for notification of the prize and being executed in synchronization with the first command, in the effect field of the first set of rows.
The method may further include receiving a triggering condition of an event as a stop of the reel, in the trigger field of a second set of rows including at least one row, and receiving at least one third command for controlling the second driver when the triggering condition is satisfied, in the effect field of the second set of rows.
The rendering device may include at least one of a backlight unit corresponding to the reel, a speaker for outputting an effect sound, or a display for displaying an effect image. The backlight units may include a plurality of light sources partitioned by a plurality of partitions corresponding to a plurality of symbols.
According to yet another aspect of the present invention, a gaming machine including a reel, a first driver, a rendering device, a second driver, a memory, and a controller is provided. The first driver drives the reel. The rendering device renders a rendering effect, and the second driver drives the rendering device. The memory stores a program generated based on a plurality of data sheets. Each of the data sheets include a plurality of rows and a plurality of columns for defining a plurality of cells, at least some of the plurality of cells receives commands. The plurality of columns includes a trigger field, a reel field being predefined to be associated with the first driver, and an effect field being predefined to be associated with the second driver. The controller randomly determines position where the reel to be stopped when a game is started, determines a magnitude of a prize to be provided according to the determined position, and selects at least one of the plurality of data sheets according to the determined position. Further, the controller controls the first driver to move the reel, by a first command of the reel field in a first set of rows including at least one row corresponding to a start of a scene among the plurality of rows of the selected data sheet. Furthermore, the controller controls the second driver to render an effect for notifying the prize according to the magnitude of the prize, by at least one second command of the effect field in the first set of rows, the second command being executed in synchronization with the first command. Next, the controller rearranges the symbols of the reel according to the determined position.
When the reel is stopped, the controller may further control the second driver, by at least one third command of the effect field in a second set of rows including at least one row among the plurality of rows of the selected data sheet.
The rendering device may include at least one of a backlight unit corresponding to the reel, a speaker for outputting an effect sound, or a display for displaying an effect image. The backlight unit may include a plurality of light sources partitioned by a plurality of partitions corresponding to a plurality of symbols.
According to yet another aspect of the present invention, a method of developing a gaming machine is provided by a gaming machine development system including an input device and a storage device. The gaming machine includes a reel, a first driver for driving the reel, a rendering device for rendering a rendering effect, and a second driver for driving the rendering device. The method includes storing a data sheet having an editable format in the storage device, inputting, by the input device, commands for controlling the reel and the rendering device to the data sheet stored in the storage device, and generating a program for controlling the first driver and the second driver based on the commands that are input to the data sheet.
The gaming machine may further include a main CPU for executing the program and a body PCB. The body PCB may control the first driver and the second driver according to the commands and the program.
The commands may be input based on an order of execution. The order of execution may be defined by a priority for each of the commands and a triggering condition for each of the commands. The commands may be executed in the order of execution at the gaming machine.
Some of the commands may include a control file for controlling the reel or the rendering device, and the method may further include defining the control file.
According to yet another aspect of the present invention, a gaming machine development system for developing a gaming machine is provided. The gaming machine includes a reel, a first driver for driving the reel, a rendering device for rendering a rendering effect, and a second driver for driving the rendering device. The gaming machine development system includes a storage device, an input device, and a processor. The storage device stores a data sheet having an editable format. The input device inputs commands for controlling the reel and the rendering device to the data sheet that is stored in the storage device. The processor generates a program for controlling the first driver and the second driver based on the commands that are input to the data sheet.
The gaming machine may further include a main CPU for executing the program and a body PCB. The body PCB may control the first driver and the second driver according to the commands and the program.
The commands may be input based on an order of execution. The order of execution may be defined by a priority for each of the commands and a triggering condition for each of the commands. The commands may be executed in the order of execution at the gaming machine.
Some of the commands may include a control file for controlling the reel or the rendering device. The processor may define the control file by an input of the input device.
According to yet another aspect of the present invention, a gaming machine a reel, a first driver, a rendering device, a second driver, and a memory is provided. The first driver drives the reel. The rendering device renders a rendering effect, and the second driver drives the rendering device. The memory stores a program that is generated based on commands, which is input to a data sheet, for controlling the reel and the rendering device are input, the program controlling the first driver and the second driver.
The gaming machine may further include a main CPU configured to execute the program and the commands, and a body PCB configured to control the first driver and the second driver according to the commands and the program.
The commands may be input to the data sheet based on an order of execution. The order of execution may be defined by a priority for each of the commands and a triggering condition for each of the commands. The main CPU may execute the commands in the order of execution.
Some of the commands may include a control file for controlling the reel or the rendering device.
According to yet another aspect of the present invention, a method of generating data of a program for controlling an operation of a gaming machine is provided by a processor of a gaming machine development system. The gaming machine includes a reel, a first driver for driving the reel, a rendering device for rendering a rendering effect, and a second driver for driving the rendering device. The method includes providing a data sheet including a plurality of rows and a plurality of columns for defining a plurality of cells on a monitor. An index that is associated with a plurality of commands for controlling the first driver and the second driver is set to the plurality of second drivers. Each of the rows of the data sheet includes a trigger field for defining a driving timing, a reel field being predefined to be associated with the first driver, and an effect field being predefined to be associated with the second driver. The method further includes generating, by the processor, a program for extracting the plurality of commands based on the index of each of the cells and controlling sequentially the first driver and the second driver by using the commands, according to an order defined by information of the trigger field.
In the following detailed description, only certain embodiments of the present invention have been shown and described, simply by way of illustration. As those skilled in the art would realize, the described embodiments may be modified in various different ways, all without departing from the spirit or scope of the present invention. Accordingly, the drawings and description are to be regarded as illustrative in nature and not restrictive. Like reference numerals designate like elements throughout the specification.
A gaming machine, and a data processing method thereof according to embodiments of the present invention are described in detail with reference to the accompanying drawings.
Outline for Data Processing Method
Referring to
Each of the data sheets includes a plurality of row and a plurality of columns defining a plurality of cells. At least some of the cells is editable, and receive commands for operations of drivers for controlling objects of a gaming machine 1. The objects of the gaming machine 1 may include a plurality of reels for rearranging a plurality of symbols and rendering devices for a rendering effect such as a visual effect or a sound effect according to operations of the plurality of reels. The rendering devices may include backlight units for controlling lighting of the plurality of symbols, a speaker for outputting an effect sound, and/or a display for displaying an effect image. In this case, the columns of the data sheet are predefined to be associated with corresponding drivers, and commands that are input to a set of rows of the data sheet are simultaneously executed.
A game program corresponding to data sheets 110 is provided to the gaming machine 1 and is stored to a memory 120 of the gaming machine 1. The gaming machine 1 executes a game using the gaming program 130, and randomly determines symbols to be rearranged on the plurality of reels, i.e., a game result. Alternatively, the gaming machine 1 may receive the data sheets and store the data sheets to the memory 120. Then, the gaming machine 1 may read the data sheets from the memory 120 when executing the game, and may be continuously interpreting the commands of the data sheets 110 using the game program 130 while executing the game. Further, the gamine machine 1 may select a data sheet corresponding to a type of the game result among the data sheets 110. Drivers connected to a body printed circuit board (PCB) 140 of the gaming machine 1 controls the plurality of reels and the rendering devices 150 according to the commands, by using the gaming program 130. Because the columns of the data sheet are predefined to be associated with corresponding drivers and commands that are input to the set of rows of the data sheet are simultaneously executed, operations of the drivers can be synchronized. Accordingly, various features can be effectively rendered on various objects of the gaming machine, and can be synchronized with each other.
Overall Configuration of Gaming Machine
An example of a gaming machine according to embodiments of the present invention is described in detail.
First, a mechanical structure of an example of a gaming machine according to embodiments of the present invention is described in detail with reference to
Referring to
A primary display 20 including a reel assembly 30 is provided in the main door 12. According to an embodiment of the present embodiment, the reel assembly 30 may include five reels 31a to 31e. Each of the reels 31a to 31e may include a drum (not shown) that has a peripheral surface bearing plural types of symbols. The primary display 20 further includes a reel cover 21 disposed in front of the reel assembly 30 and having a display window 22 that exposes a portion of the reels 31a to 31e. The reel cover 21 is provided with a display panel 24 that may include a transparent liquid crystal display panel (not shown). The primary display 20 may further include a touch panel (not shown) for receiving touch input instruction of a game player.
Referring to
In addition to a win with the payline PL (referred to as a “line win”), there is another type of win referred to as “scatter win” that is given when a scatter symbol among the plural types of the symbols is shown on the display window 22.
Referring to
In another example symbol code table shown in
The display panel 24 on the reel cover 21 displays a betting amount, a credit amount and a payout amount in respective areas which do not overlap the symbol arrangement. The credit amount indicates the number of coins that are owned by the player and deposited inside the gaming machine 1. The payout amount indicates the number of coins to be paid out to the player when a winning combination is established.
Although the gaming machine 1 employs the mechanical reels 31a to 31e in the present embodiment, video reels or a combination of the mechanical reels and the video reels may be used as well, alternatively.
An IC card reader 62 is disposed below the primary display 20. The IC card reader 62 receives an IC card which stores predetermined data such as player identification information and game log data related with the games previously played by the player. Also, the IC card may store data equivalent to coins, bills, or credits owned by the player. The IC card reader 62 reads and writes data from and to the inserted IC card. The IC card reader 62 includes an LCD for displaying the data read from the IC card.
In front of a lower end of the IC card reader 62 are provided a control panel 40, on which includes various buttons, a coin entry 41, and a bill entry 43. For example, referring to
The RESERVE button 51 is used when the player temporarily leaves the seat or when the player wants to ask a staff of the game facility to exchange money. Alternatively, the RESERVE button 51 may be used to store remaining credits into an IC card inserted into the IC card reader 62. The COLLECT button 52 is used to instruct the gaming machine 1 to pay out credited coins to a coin tray 15. The GAME RULES button 53 is used when the player is not acquainted with game rules or manipulation method. When the GAME RULES button 33 is pressed, various types of help information are displayed on a secondary display 70.
The BET buttons 56a to 56e are used to set the betting amount. Each time the 1-BET button 56a is pressed, one credit is bet for each active payline from the current credits owned by the player. When the 2-BET button 56b is pressed, the game is started on condition that two credits are bet for each active payline. When the 3-BET button 56c is pressed, the game is started on condition that three credits are bet for each active payline. When the 5-BET button 56d is pressed, the game is started on condition that five credits are bet for each active payline. When the 10-BET button 56e is pressed, the game is started on condition that ten credits are bet for each active payline. The START button 54 is used to instruct the initiation of spinning the reels 31a to 31e under the previously set betting condition.
The coin entry 41 receives coins and guides the inserted coins into a hopper inside the cabinet 11. The bill entry 43 receives a bill and validates the legitimacy of the inserted bill to accept only a legitimate bill into the cabinet 11.
On a lower front face of the main door 13 and below the control panel 40, there are provided a belly glass 14 on which a character of the gaming machine 1 or the like is drawn, and a coin tray 15 receiving coins paid out from the cabinet 11.
Referring back to
Below the secondary display 70, there are provided a ticket printer 66, a keypad 67, and a data display 68.
The ticket printer 66 prints, on a ticket, a bar code containing the credit data, date and time, and an ID number of the gaming machine 1 to output the barcode imprinted ticket. The player can exchange the barcode imprinted ticket with bills or the like at a predetermined location of a gaming facility (e.g., from a casher in a casino).
The keypad 67 includes a plurality of keys allowing the player to input instructions pertinent to the issuance of the ticket. The data display 68, which is implemented using a fluorescent display, LEDs, or the like, displays data input by the player through the keypad 67.
Configuration of Primary Display
A primary display 20 of the gaming machine 1 shown in
Referring to
A symbol sequence including a plurality of symbols SB is marked on each of the reels 31a to 31e. The symbol sequence may be determined by a symbol code table shown in
Referring to
The reel frame M1 includes a rim M11, a herb M12, a plurality of spokes M13, and a plurality of connecting rods M14.
The rim M11 includes a pair of circular loops M111 and M112 that are arranged substantially parallel to each other along the central axis M4 and are spaced apart from each other by a substantially uniform distance.
The herb M12 has a shape of a ring, and is disposed at a center of one M111 of the two loops M111 and M112 in a coaxial manner. The herb M12 and the loop M111 are connected by the spokes M13. The herb M12 may transmit the rotational force from the motor to the rim M11.
The connecting rods M14 are connected between the pair of loops M111 and M112 such that they keep the distance between the pair of loops M111 and M112. The connecting rods M14 are arranged substantially in parallel along a circumference of the rim M11. The connecting rods M14 and the rim M11 form a plurality of rectangle-like openings M15.
The backlight unit 34 includes a plurality of light sources 34s such as light emitting diodes (LEDs), and the light sources 34s are partitioned by a plurality of partitions M4. Each of a plurality of lighting areas M5 defined by the partitions M4 corresponds to a symbol SB on a reel stripe M2.
The primary display 20 may further include at least one lighting unit. Referring to
Electrical Configuration of Gaming Machine
Now, electrical structure of the gaming machine 1 shown in
Referring to
A gaming board 80 includes a CPU 81, a ROM 82 accessible by the CPU 81 through an internal bus, and a boot ROM 83 accessible by the CPU 81 by an internal bus. The gaming board 80 additionally includes a card slot 84 which can receive and communicate with a memory card 84s, and an IC socket 85 provided correspondingly to a Generic Array Logic (GAL) 85s.
The memory card 84s includes a non-volatile memory and stores a game program and a game system program.
The card slot 84 is configured to receive and eject the memory card 84s, and is connected to a motherboard 90 by an IDE bus. The details of the game performed in the gaming machine 1 can be changed by replacing the memory card 84s with another one, or by withdrawing the memory card 84s from card slot 84, writing another program into the memory card 84s, and then inserting the memory card 84s into the card slot 84 again.
The GAL 85s, which is a type of a Programmable Logic Device (PLD) having a fixed OR array structure, has a plurality of input ports and output ports. When the GAL 85s receives certain data through the input ports, it outputs data corresponding to the input data through the output ports.
The IC socket 85 is configured in such a manner that the GAL 85s can be inserted into the IC socket 85 or detached from the IC socket 85, and connected to a motherboard 90 by a PCI bus.
The CPU 81, the ROM 82, and the boot ROM 83 interconnected by the internal bus are connected to the motherboard 90 by the PCI bus. The PCI bus enables signal transmission between the motherboard 90 and the gaming board 80, and supply of power from the motherboard 90 to the gaming board 80.
The ROM 82 stores an authentication program. The boot ROM 83 stores a preliminary authentication program, a boot code to be used by the CPU 81 for activating the preliminary authentication program, and the like. The authentication program is a tamper check program for authenticating the originality of the game program and the game system program. The preliminary authentication program is a program for authenticating the originality of the authentication program. The authentication program and the preliminary authentication program are written in a sequence of proving that the subject program has not been tampered.
The motherboard 90, which may be implemented using a commonly available general main board, executes the game program and the game system program. The motherboard 90 includes a main CPU 91, a ROM 92, a RAM 93, and a communication interface 94.
The ROM 92, which may be a flash memory, may be configured to store a program to be executed by the main CPU 91 such as BIOS, along with another data to be maintained permanently. When being executed by the main CPU 91, the BIOS performs initialization of peripheral devices. Also, the BIOS starts to load the game program and the game system program stored in the memory card 84s through the gaming board 80. The ROM 92 may be rewritable. However, write-protected one might be used as the ROM 92 as well.
The RAM 93 stores data and programs which are used during the operation of the main CPU 91. For example, when the game program, the game system program, or the authentication program is to be loaded, the RAM 93 can store such programs. Also, the RAM 93 is provided with working space for the execution of the programs. Examples of the space include a space for storing the number of bets, the payout amount, the credit amount, and the like can be maintained during the execution of the game. Also, plurality of tables defining symbols, symbol codes, winning combinations, and their probabilities are maintained during the execution of the game. Further, the RAM 93 stores symbol code determination tables which stores mapping information between symbol codes and random number which can used for determining symbols based on random numbers. In particular, the RAM 93 maintains a mode flag indicating the gaming mode, along with a game and a game counter of which count value indicates the number of executed chance mode games or the number of possibly remaining chance mode games.
The RAM 93 may store a game program corresponding to data sheets including commands for operations of drivers for controlling objects such as a plurality of reels (31a to 31e of
Further, the main CPU 91 uses the game program or the game system program and the interpreted commands to send control signals to the body PCB 87. The control signals transmitted to the body PCB 87 are transmitted to rendering drivers such as the reel drivers 32t, the backlight drivers 34t, lighting unit drivers 35t, the graphic card 76, for controlling the reels 31a to 31e, the backlight units 34, the lighting units 35, the secondary display 70, and the speaker 17.
Also, the RAM 93 stores count values of a plurality of counters, which include a bet counter, a payout amount counter, a credit amount counter, and a chance mode game counter which counts the number of chance mode games. Alternatively, however, some of the count values can be maintained in an internal register of the main CPU 91.
The communication interface 94 facilitates data communication of the main CPU 91 with an external controller of, for example, a server through a communication channel.
Besides, the motherboard 90 is connected to the door PCB 86 and the body PCB 87 by USB communications. The motherboard 90 is also connected to a power supply 88. The main CPU 91 of the motherboard 90 boots up and operates using the power supplied from the power supply 88, and passes over some of the power to the gaming board 80 through the PCI bus so as to boot up the CPU 81. The door PCB 86 and the body PCB 87 are connected to input devices such as a switch and a sensor, and peripheral devices of which operation are controlled by the main CPU 91. Also, the door PCB 86 is connected with a control panel 40, a coin counter 46, a reverter 47, and a cold cathode tube 78.
The control panel 40 has a reserve switch 51s, a collect switch 52s, a game rule switch 53s, a start switch 54s, a 1-BET switch 56 as, a 2-BET switch 56bs, a 3-BET switch 56cs, a 5-BET switch 56ds, and a 10-BET switch 56es, each of which is provided correspondingly to respective buttons 51 to 54 and 56a to 56e. The switches 51s to 54s and 56 as to 56es detects pressing of the respective buttons 51 to 54 and 56a to 56e to output signals to the main CPU 91.
The coin counter 46 and the reverter 47 are disposed in the coin entry 41. The coin counter 46 validates legitimacy of coins inserted into the coin entry 41 in terms of material, shape, or the like. The coin counter 46 outputs a signal to the main CPU 91 when detecting a legitimate coin. Meanwhile, illegitimate coins are discharged to the coin tray 15. The reverter 47, which operates based upon a control signal from the main CPU 91, distributes the legitimate coins validated by the coin counter 46 into either a hopper 16 or a cash box (not shown in the drawing). The coins are guided into the hopper 16 when the hopper 16 is not filled with coins. Contrarily, however, the coins are guided into the cash box when the hopper 16 is filled with coins.
The cold cathode tube 78, which is disposed on the rear face of the secondary display 70, functions as a backlight unit and illuminates based on a control signal from the main CPU
91. Another light source such as light emitting diodes (LEDs) may be used as the backlight unit of the secondary display 70. If the display panel of the second display 70 is the OLED or the PDP, the backlight unit may be omitted.
The body PCB 87 is connected with the speaker 17, the lamp 18, the hopper 16, a coin detector 42, the touch panel 26, a bill validator 44, the reel assembly 30, the IC card reader 62, a graphic card 76, the ticket printer 66, a key switch 67s, and the data display 68.
The lamp 18 flashes based upon a control signal from the main CPU 91. The speaker 17 outputs a sound such as BGM based upon the control signal from the main CPU 91.
The hopper 16, which operates based upon a control signal from the main CPU 91, pays out coins of the designated payout amount to the coin tray 15 through a coin payout exit formed between the belly glass 14 and the coin tray 15. The coin detector 42 detects coins paid out from the hopper 16 to output a detection signal to the main CPU 91.
The touch panel 26 detects a position touched by the player to provide the main CPU 91 with a position sense signal corresponding to the detected position. The bill validator 44 in the bill entry 43 provides, upon detection of a legitimate bill, the main CPU 91 with a bill detection signal corresponding to the bill amount.
The graphic card 76 controls video display of the secondary display 70 and the display panel 24 of the primary display 20 in response to a control signal from the main CPU 91. The graphic card 76 includes a Video Display Processor (VDP) generating video data, and a video RAM temporarily storing the video data. The video data may be originated from the game program stored in the RAM 93.
The IC card reader 62 reads out data stored in the IC card inserted into the card slot 176 to provide the read-out data to the main CPU 91. Also, the IC card reader 62 writes data received the main CPU 91 into the ID card.
The ticket printer 66 prints on a ticket the barcode containing information of the credit amount stored in the RAM 93, date and time, the identification number of the gaming machine 1, and the like, in response to the control signal from the main CPU 91 to output the barcode imprinted ticket.
The key switch 67s, which is disposed behind the keypad 67, outputs a key detection signal to the main CPU 91 when the keypad 67 is pressed by the player.
The data display 68 displays information related the input through the keypad 67 in response to a control signal from the main CPU 91.
The body PCB 87 is also electrically connected to the reel assembly 30, which includes first to fifth reel units 30a to 30e, each of the reel unit 30a to 30e including the reels 31a to 31e, respectively.
Referring to
To the I/O unit 37 is connected a magnetic field detector 33, which includes a magnetic sensor for sensing magnetic field intensity to output a magnetic detection signal proportional to the magnetic field intensity, and sensor fixation means for fixing the magnetic sensor to a predetermined position. The magnetic sensor detects the intensity of the magnetic field generated by a magnet which is connected to a rotating axis of a reel motor 32 to rotate with the reel 31a.
The reel driver 32t supplies electric power to the reel motor 32. The backlight driver 34t supplies electric power individually to each light source 34s in a backlight unit 34. The lighting unit driver 35t supplies electric power individually to each light source 35t of a lighting unit 35. The lighting unit 35 may be the line lighting unit adjacent to a corresponding reel.
Since a second to a fifth reel units 30b to 30e have the same configuration as a first reel unit 30a, detailed description thereof will be omitted.
The reel assembly 30 may further include lighting unit driver (not shown) that is electrically connected to the body PCB 87. The lighting unit driver may supply electric power individually to each light source of the background lighting units 38 and 39.
According to an embodiment, as shown in
The bet/input check 91a, in an idle state where the reels 31a to 31e stop, continuously checks whether any of the BET buttons 56a to 56e or the START button 79 is pressed. After the BET buttons 56a to 56e or the START button 79 is pressed, the bet/input check 91a checks whether there remains any credit for the player on the basis of credit data 93a stored in the RAM 93. If the player has at least one remaining credit, the bet/input check 91a call the random number generation 91b.
Subsequently, the random number generation 91b generates random numbers to be used for the symbol determination 91c. In the present embodiment, the random number generation 91b generates five random numbers, each of which is directed to respective one of the first though the fifth reel units 30a to 30e.
After five random numbers are completely extracted, the symbol determination 91c determines a to-be-stopped symbol for each of the reel units 30a to 30e with reference to the symbol code determination table stored in the RAM 93. The symbol determination 91c uses the five random numbers to determine five to-be-stopped symbols for the reel units 30a to 30e to be shown in the display window 22 of the primary display 20 for each of the reels 31a to 31e.
In particular, the symbol determination 91c checks the current gaming mode with reference to mode flag 93b stored in the RAM 93, and differentiates the symbol determination process between the normal mode and the chance mode. In the normal mode, the symbol determination 91c applies a fixed symbol code determination table to determine the symbol using the random number according to a fixed scheme. Contrarily, however, the symbol determination 91c consecutively changes the symbol code determination table for each unit game to vary the symbol determination process. The consequence of varying the symbol code determination table is that winning combinations including at least one specific symbol increases as the chance mode games continue. Possible number of chance mode games available in a single session is limited to a certain limit, e.g., eight. In order to limit the number of chance mode games, a game counter 91d counts the number of chance mode games already performed or possibly remaining in the session, and a game count value 93c is stored in the RAM 93. The game counter 91d may reside in the symbol determination 91c, alternatively.
The reel control 91e provides controls the reel assembly 30 by providing stop position information corresponding to the determined symbols, so that the reels 31a to 31e spins and stops at position designated by the stop position information. Thus, the symbols scrolls along with the spinning of the reels 31a to 31e and then stops in such a manner that the determined symbols are arranged in central position vertically in the display window 22 of the primary display 20.
Meanwhile, the win determination 91f determines whether any winning combination is established in the rearranged symbols. In case that a winning combination is established in the rearranged symbols, the rendering control 91g controls the primary display 20 and the other devices such as the speaker 17, the lamp 18, the secondary display 70 to output production effect. The production effect includes video and audio effect, backlight change, and lighting effect. Also, the payout 91h determines payout amount depending on the established winning combination to payout the amount the player obtained.
Meanwhile, whenever the unit game is completed, the game mode determination 91i determines the gaming mode of the next unit game. The game mode determination 91i changes the normal mode into the chance mode when a trigger event occurs in the rearranged symbols. On the other hands, the game mode determination 91i changes the chance mode into the normal mode when an exit condition is satisfied. In the other cases, the game mode determination 91i maintains the previous gaming mode. Meanwhile, the game mode determination 91i can be implemented inside win determination 91f.
Gaming Method
Now, a gaming method of a gaming machine according to embodiments of the present invention is described in detail with reference to
According to an embodiment of the present invention, a controller, i.e., a main CPU (91 of
Referring to
Next, the controller determines a rendering mode based on a result of the symbol determining process. In some embodiments, the controller may determine the rendering mode for notifying a prize, according to a magnitude of the prize to be provided by a result of the symbol determining process. The controller may determine whether the result of the symbols determining process includes a “CHANCE” symbol (S1520), whether the result of the symbols determining process includes a combination of two or more “7” symbols (S1530), whether a payout (i.e., the prize) according to the result of the symbols determining process is greater than or equal to a first predetermined value (for example, 200 credits) (S1550), or whether the payout according to the result of the symbols determining process is greater than or equal to a second predetermined value (for example, 100 credits) less than the first predetermined value (S1560).
When the result of the symbols determining process includes the “CHANCE” symbol for triggering a chance mode game (S1520: Yes), the controller generates a random number for determining an expected value of the chance mode game (S1522). The expected value corresponds to an amount of credits that are expected to be awarded to the player in the chance mode game. The controller selects the expected value of the chance mode game based on the generated random number (S1524). In this case, the controller may select the expected value referring to an expected value lottery table stored in a memory such as a RAM (93 of
Next, the controller generates a random number for determining a rendering mode (S1526). The controller selects the rendering mode based on the generated random number and the result of the symbol determining process, referring to a rendering mode lottery table stored in the memory such as the RAM 93 (S1528). An example of the rendering mode lottery table is shown in
Referring to
The plurality of rendering modes are identified by mode numbers, and the mode numbers may start from 1 and numbers up to 94. Each rendering mode is defined by a combination of at least one of a plurality of modes. For example, the plurality of modes may include a mode 1, a mode 2, a mode 3, a mode 4, and a mode 5.
The mode 1 is used for outputting a start sound, and includes a mode 1-1, a mode 1-2, a mode 1-3, and a mode 1-4. The mode 1-1 may render an effect for delaying an output of a start sound notifying a game start, the mode 1-2 may render an effect for outputting a particular sound as the start sound, the mode 1-3 may render an effect for outputting no start sound, and the mode 1-4 may render an effect for outputting a sound notifying a trigger of the chance mode game as the start sound.
The mode 2 is used before the reels 31a to 31e start to spin, and includes a mode 2-1, a mode 2-2, a mode 2-3, a mode 2-4, a mode 2-5, and a mode 2-6. The modes 2-1, 2-2, 2-3, 2-4, 2-5, and 2-6 may render various lighting patterns of backlight units (34 of
The mode 3 is used when the reels 31a to 31e start to spin, and includes a mode 3-1, a mode 3-2, and a mode 3-3. The mode 3-1 may render an effect for rotating the reels 31a to 31e after moving the reels 31a to 31e upward, the mode 3-2 may render an effect for sequentially rotating the reels 31a to 31e, and the mode 3-3 may render an effect for rotating the reels 31a to 31e after lighting the whole surface of the reels 31a to 31e.
The mode 4 is used while the reels 31a to 31e are spinning, and includes a mode 4-1 and a mode 4-2. The mode 4-1 may render an effect for notifying an appearance of a combination of the five identical symbols, and the mode 4-2 may render an effect for notifying a trigger of the chance mode game.
The mode 5 is used when some of the reels 31a to 31e are stopped, and includes a mode 5-1, a mode 5-2, and a mode 5-3. The mode 5-1 may render an effect for notifying an appearance of the low speed spin for the fifth reel 31e, the mode 5-2 may render an effect for notifying an appearance of the low speed spin for the third to fifth reels 31c to 31e, and the mode 5-3 may render an effect for notifying an appearance of the low speed spin for all of the reels 31a to 31e. The low speed spin is an effect in which some of the reels 31a to 31e that spin at a normal speed are stopped and then the remaining reel spins at a low speed. In an example of the mode 5-1, after the first to fourth reels 31a to 31d are stopped, the fifth reel 31e spins at the low speed. The triggering event of the low speed spin may be an appearance of the combination of the “7” symbols of the predetermined numbers on the payline.
Referring to
Referring to
When the payout according to the result of the symbols determining process is less than the first predetermined value (S1540: No), the controller determines whether the payout according to the result of the symbols determining process is greater than or equal to the second predetermined value (for example, 100 credits) (S1550). When the result of the symbols determining process is greater than or equal to the second predetermined value (S1550: Yes), the controller generates a random number for determining a rendering mode (S1552), and selects the rendering mode based on the generated random number and the type H of the rendering mode lottery table (S1554). When the payout according to the result of the symbols determining process is less than the second predetermined value (S1550: No), the controller selects a general rendering mode for a normal mode.
Referring
As such, according to an embodiment of the present invention, various rendering effect can be provided to the player according to the result of the symbol determining process.
Each of data sheets generated by a development tool according to an embodiment of the present invention corresponds to any one of various modes. That is, commands for controlling the reels 31a to 31e and/or rendering devices according to a corresponding mode are input to the data sheet. Accordingly, the gaming machine 1 can select at least one data sheet among the data sheets according to at least one mode configuring the determined rendering mode, and interpret the selected data sheet. Alternatively, each of data sheets may correspond to any one of various rendering modes. That is, each of data sheets may correspond to a rendering mode configured by at least one mode. Further, an identifier for identifying a corresponding mode or rendering mode may be assigned to each of the data sheets.
Various Rendering Effects
Now, examples of various rendering effect are described with reference to
Lighting Effects
Moving Effects of Reels
Effects to be Rendered in Spinning Reels
Effect for Low Speed Spin
When the rendering effects shown in
Furthermore, the gaming machine 1 may use the rendering effects shown in
Another Rendering Effect for Notification Rendering Mode
As described above, the gaming machine 1 may notify a prize to a player according to a magnitude of the prize such as a payout. That is, the gaming machine 1 may provide a rendering mode for a notification of the prize (hereinafter referred to as “a notification rendering mode”). For the notification rendering mode, the gaming machine 1 may randomly determine whether to notify the prize or not after randomly determining positions where the reels 31a to 31e are to be stopped. When it is determined that the prize is notified to the player, the gaming machine may render an effect for notifying the prize to the player. In this case, the effect may be varied according to the magnitude of the prize before the reels 31a to 31e are stopped according the determined positions (i.e., the symbols of the reels 31a to 31e are rearranged).
As shown in
Alternatively, the gaming machine 1 may render an effect for outputting a sound to notify the prize to the player. For example, the main CPU 90 or the processor mounted on the body PCB 87 may control the speaker 17 to output an effect sound according to the magnitude of the prize when the reels 31a to 31e start to spin. Further, the main CPU 90 or the processor mounted on the body PCB 87 may control the speaker 17 to output an effect sound according to the magnitude of the prize when the reels 31a to 31e are sequentially stopped. In this case, the effect sound may be outputted in synchronization with the rendering effect shown in
Alternatively, the gaming machine 1 may render an effect for displaying an image to notify the prize to the player. For example, the graphic card 76 may control the secondary display 70 to display an effect image according to the magnitude of the prize when the reels 31a to 31e start to spin. Further, the graphic card 76 may control the secondary display 70 to display an effect image according to the magnitude of the prize when the reels 31a to 31e are sequentially stopped. In this case, the effect image may be displayed in synchronization with the rendering effect shown in
Data Generating Method
Now, a data generating method of a development tool according to embodiments of the present invention is described in detail with reference to
Example of Data Sheet
Referring to
The data sheet includes a plurality of row and a plurality of columns defining a plurality of cells. Each cell is editable, and a corresponding command is input to each cell. The data sheet further includes a plurality of column names (i.e., field names) that correspond to the plurality of columns, respectively. The plurality of column names include field names indicating an object corresponding to a command that is input to a cell of a corresponding column The objects may be the plurality of reels 31a to 31e and the plurality of rendering devices for rendering an effect such as a visual effect or a sound effect. The plurality of column names may further include a field name indicating a trigger for triggering each of the plurality of rows and a field name indicating a scene number corresponding to each of the plurality of rows. When each of the plurality of rows is triggered, commands that are input to cells of each of the plurality of rows may be simultaneously executed.
In an example shown in
Further, any one of a plurality of tags is input to a beginning of each row and indicates a function of each row. The plurality of tags are used for synchronization of commands included in the plurality of columns The plurality of tags may include a scene start tag (#SCENE_ST), a scene trigger tag (#SCENE_TR), and a scene end tag (#SCENE_END). The scene end tag (#SCENE_END) may be omitted. A scene corresponds to a rendering effect for the gaming machine 1. The scene start tag (#SCENE_ST) is input to a row including commands to be executed when each scene starts. The scene trigger tag (#SCENE_TR) is input to a row including commands to be executed when a triggering condition is satisfied after the scene start tag (#SCENE_ST). The scene end tag (#SCENE_END) is input to a row including commands to be executed when each scene ends.
The scene number (Scene No) indicates a number of the scene and corresponds to a priority for defining an order of execution of commands for a plurality of scenes. The scene number (the priority) may start from zero and be incremented to nine. The scene number may be incremented by one when the scene is changed.
The plurality of triggers may include a trigger (Trigger 1 and Trigger 2) for indicating a triggering condition of a scene trigger and a trigger (Trigger 3) for indicating a start or an end of the scene. The trigger (Trigger 1) indicates a triggering condition for triggering each row, and the trigger (Trigger 2) indicates a delay between a time when the triggering condition is satisfied and a time when commands are executed. “START” is input to the trigger (Trigger 3) when the scene is in progress by at least one of the reels 31a to 31e that is spinning, and “END” is input to the trigger (Trigger 3) when all of the reels 31a to 31e are stopped. Accordingly, “START” may be input to the trigger (Trigger 3) of rows having the scene start tag (#SCENE_ST) or the scene trigger tag (#SCENE_TR), and “START” may be input to the trigger (Trigger 3) of rows having the scene end tag (#SCENE_END).
When a plurality of scene numbers (Scene No) are input to the data sheet, commands are in the order of scene number (Scene No) in the gaming machine 1. That is, commands that are input to rows having the smallest scene number (Scene No=0) are first performed, and commands that are input to rows having the largest scene number (Scene No=9) are performed last. Further, in rows having the same scene number (Scene No), commands are performed in order of rows having the scene start tag (#SCENE_ST), rows having the scene trigger tag (#SCENE_TR), and rows having the scene end tag (#SCENE_END). Furthermore, in rows having the scene trigger tag in the same scene number (Scene No), commands are performed in order of a triggering condition (Trigger 1 and/or Trigger 2). Accordingly, the order of execution for the commands is defined based on the tag, the scene number (the priority), and the triggering condition.
In some embodiments, the order of execution for the commands may be defined based on the scene number (the priority) and the triggering condition without the tag. That is, when generating a game program, a processor 240 of a gaming machine development system can identify that commands are executed in order of scene number. Further, the processor 240 can identify that commands of rows having no triggering condition are first executed and then commands of rows having the triggering condition are executed in the same scene number because the rows having no triggering condition (Trigger 1 or Trigger 2) correspond to the scene start tag. Furthermore, the processor 240 can identify that commands of rows are executed in order of triggering condition. In this case, the scene end tag may not be used in the data sheet.
The reel fields may include a reel filename field to which a filename of a reel control file for controlling the plurality of reels 31a to 31e is input. The reel control file includes information for controlling the plurality of reels 31a to 31e, and may include, for example, a speed for rotating each of the plurality of reels 31a to 31e, a direction for rotating each of the plurality of reels 31a to 31e, a time for stopping each of the plurality of reels 31a to 31e, and a moving pattern of each of the plurality of reels 31a to 31e. The reel fields may further include reel position fields r1, r2, r3, r4 and r5 indicating positions where the plurality of reels 31a to 31e are to be stopped. However, since reel symbols to be arranged on the plurality of reels 31a to 31e are randomly determined by the gaming machine 1, the positions of the reel position fields r1, r2, r3, r4 and r5 of the reel fields may be used for a test of the data sheet. The reel control file may be a comma-separated values (CSV) file.
The sound fields may include a sound filename field, a volume field, a time field, and an attribute field. A filename of a sound control file for controlling a sound output from the speaker 17 is input to the sound filename field such that the sound control file is indicated. A volume of the sound output from the speaker 17 is input to the volume field. A time during which the sound is output from the speaker 17 is input to the time field, and an attribute of the sound is input to the attribute field. The sound control file may be an audio file such waveform audio file (WAV) format, MPEG-1 or MPEG-2 audio layer III (MP3) format, or an ogg format that is a free, open container format maintained by the Xiph.Org Foundation. The attribute may be any one of ONCE for playing the sound control file once, REPEAT for repeatedly playing the sound control file, and STOP for stopping a play of the sound control file.
The symbol light fields may include a plurality of reel light fields that corresponds to the plurality of reels 31a to 31e. Each of the plurality of reel light fields may include a type field, a filename field, and an attribute field. A type of symbol to which commands of the filename field and the attribute field are applied is input to the type field. The type of symbol may be a “BONUS” symbol, a “7” symbol, a “WILD” symbol, a “BAR” symbol, a “DOUBLE BAR” symbol, a “TRIPLE BAR” symbol, or all symbols. The filename field receives a filename of a symbol control file for controlling a lighting of light sources (34s of
The background light fields may include a filename field and an attribute field. The filename field receives a filename of a background control file for controlling a lighting of light sources included in the background lighting units 38 and 39 such that the background control file is indicated for controlling the lighting of the light sources. The background control file may be a CSV file. An attribute of the lighting of the light sources is input to the attribute field. The attribute may be any one of “START” for starting the lighting of the light sources according to the background control file indicated by the filename field or “STOP” for stopping the lighting of the light sources.
The line light fields may include a filename field and an attribute field. The filename field receives a filename of a line control file for controlling a lighting of light sources (35s of
The data fields may include a filename field and an attribute field. The filename field receives a filename of an image control file for controlling images displayed in the secondary display 70 such that the image control file is indicated for controlling the image. The image control file may be a CSV file. An attribute of the images is input to the attribute field. The attribute may be any one of “ONCE” for displaying images according to the image control file once, “REPEAT” for repeatedly displaying images according to the image control file, “HOLD” for holding the images displayed according to the image control file, “CANCEL” for cancelling the image displayed according to the image control file, and a combination thereof.
The data sheets generated and stored by the development tool are provided to the gaming machine 1. In this case, the data sheets may be transferred to the gaming machine 1 through a wire or wireless network, and the transferred data sheets may be stored to a memory of the gaming machine 1, for example a RAM or a ROM (93 or 92 of
As such, according to an embodiment of the present invention, a user can easily input to the data sheets commands such as commands for controlling operations of the reel drivers 32t for the reels 31a to 31e and commands for controlling operations of rendering drivers for the rendering devices 34, 17, or 70, thereby generating the commands for synchronizing movements of the reels 31a to 31a with rendering effects rendered by the rendering effect devices. The gaming machine 1 can provide the gaming operation by interpreting the commands of the data sheets to control the reel drivers 32t and/or the rendering drivers.
Next, examples of commands input to data sheets are described in detail with reference to
Example of Data Sheet for General Rendering Mode
Referring to
Scene Start
As shown in
Since a gaming machine 1 spins a plurality of reels 31a to 31e in the first scene, a filename (ReelAllSpeed70.csv) of a reel control file for controlling spinning of the plurality of reels 31a to 31e is input to a reel filename field of the data sheet. Accordingly, the gaming machine 1 can spin the plurality of reels 31a to 31e according to information included in the reel control file, in the first scene. Further, the user may input positions where the plurality of reels 31a to 31e are to be stopped to reel position fields r1, r2, r3, r4 and r5 of the data sheet. The positions may be used for the test of the control data input to the data sheet.
A data type of a value input to the filename field may be defined as a data type of a programming language (for example, the C programming language) for generating the game program, i.e., compiling the data sheet. Accordingly, the gaming machine 1 can load the reel control file for controlling the reels 31a to 31e.
Referring to
The reel number indicates a number (#Reel1, #Reel2, #Reel3, #Reel4, or #Reel5) of each of the reels 31a to 31e. A value for defining moving of each of the reels 31a to 31e is input to the reel rotation of the reel control file, and the value of the reel rotation may be defined as a long signed integer type (long) of the C programming language. For example, the value “0” of the reel rotation may indicate stopping a rotation of a corresponding reel at a predetermined time, and the value “1” of the reel rotation may indicate maintaining the rotation of the corresponding reel. A value for defining a rotating pattern of each of the reels 31a to 31e is input to the rotating pattern of the reel control file, and the rotating pattern may be defined as an unsigned character type (unsigned char) of the C programming language. In the example of the
A time interval, i.e., a delay time between a stop of the first reel 31a and a stop of the other reel is input to the stop interval of the reel control file. The value of the stop interval may be defined as the long signed integer type (long) of the C programming language, and its measurement unit may be a microsecond. Accordingly, 0 is input to the stop interval for the reel number (#Reel 1) of the first reel 31a. In the example of
As such, data types of the values input to the reel control file may be defined as data types of the programming language (for example, the C programming language) for generating the game program, i.e., compiling the data sheet. Accordingly, the gaming machine 1 can interpret the values of the reel control file to control movements of the reels 31a to 31e.
Referring to
Data types of values input to the filename field and the attribute field may be defined as the data types of the programming language for generating the game program, i.e., compiling the data sheet. Accordingly, the gaming machine 1 can load and interpret the background control file, and perform an operation indicated by the commands of the background control file according to the attribute. Further, data types of values input to the lighting pattern of the background control file may be also defined as the data types of the programming language for generating the game program, i.e., compiling the data sheet. Accordingly, the gaming machine 1 can interpret the values of the background control file to control lighting of the lighting sources. Further, background lighting units 38 and 39 can be controlled in synchronization with operations of the reels 31a to 31e according to the reel control file that is input to the rows indicated by the scene start tag. On the other hand, when the gaming machine 1 does not include the background lighting units 38 and 39, the background light fields may be omitted in the data sheet or data may be not input to the background light fields.
Commands for controlling a backlight driver 34t of a backlight unit 34 for each of the reels 31a to 31e is input to each of the plurality of reel light fields of the data sheet. In detail, a type of symbol whose lighting pattern is to be controlled is input to a type field of each of the plurality of reel light fields of the data sheet. When controlling the lighting patterns of a plurality of symbols, a plurality of types are input to the plurality of rows to which the scene start tag (#SCENE_ST) is input. In the example of
Data types of values input to the type field, the filename field, and the attribute field are defined as the data types of the programming language for generating the game program, i.e., compiling the data sheet. Accordingly, the gaming machine 1 can load and interpret the symbol control file, and perform an operation indicated by the symbol control file according to the attribute. Further, data types of values input to the lighting pattern of the symbol control file may be also defined as the data types of the programming language for generating the game program, i.e., compiling the data sheet. Accordingly, the gaming machine 1 can interpret the information of the symbol control file to control lighting of the lighting sources 34s. Further, backlight drivers 34t can control backlight units 34 for the reels 31a to 31e in synchronization with operations of the reels 31a to 31e according to the reel control file that is input to the rows indicated by the scene start tag.
Scene Trigger
A scene trigger tag (#SCENE_TR) is input to at least one row for an event to be triggered in the first scene. In the general rendering mode, five events corresponding to stops of the five reels 31a to 31e may be triggered. That is, the scene trigger tag (#SCENE_TR) is first input to at least one row for the event corresponding to the stop of the first reel 31a. It is assumed in
Next, the scene trigger tag (#SCENE_TR) is input to at least one row for the event corresponding to the stop of the second reel 31b. Further, the stop of the second reel 31b (r2_STOP) and “START” are input to triggers (Trigger 1 and Trigger 3) of the four rows to which the scene trigger tag (#SCENE_TR) for the stop of the second reel 31b is input. Furthermore, a type of symbol, a symbol control file, and a value of “START” or “STOP” are input to a reel light field for the second reel 31b of the rows to which the scene trigger tag (#SCENE_TR) and “r2_STOP” are input.
Next, the scene trigger tag (#SCENE_TR) is input to at least one row for the event corresponding to the stop of the third reel 31c. Further, the stop of the third reel 31c (r3_STOP) and “START” are input to triggers (Trigger 1 and Trigger 3) of the four rows to which the scene trigger tag (#SCENE_TR) for the stop of the third reel 31c is input. Furthermore, a type of symbol, a symbol control file, and a value of “START” or “STOP” are input to a reel light field for the third reel 31c of the rows to which the scene trigger tag (#SCENE_TR) and “r3_STOP” are input.
Next, the scene trigger tag (#SCENE_TR) is input to at least one row for the event corresponding to the stop of the fourth reel 31d. Further, the stop of the fourth reel 31d (r4_STOP) and “START” are input to triggers (Trigger 1 and Trigger 3) of the four rows to which the scene trigger tag (#SCENE_TR) for the stop of the fourth reel 31d is input. Furthermore, a type of symbol, a symbol control file, and a value of “START” or “STOP” are input to a reel light field for the fourth reel 31d of the rows to which the scene trigger tag (#SCENE_TR) and “r4_STOP” are input.
Next, the scene trigger tag (#SCENE_TR) is input to at least one row for the event corresponding to the stop of the fifth reel 31e. Further, the stop of the fifth reel 31e (r5_STOP) and “START” are input to triggers (Trigger 1 and Trigger 3) of the four rows to which the scene trigger tag (#SCENE_TR) for the stop of the fifth reel 31e is input. Furthermore, a type of symbol, a symbol control file, and a value of “START” or “STOP” are input to a reel light field for the fifth reel 31e of the rows to which the scene trigger tag (#SCENE_TR) and “r5_STOP” are input.
Accordingly, the backlight drivers 34t can sequentially control the backlight units 34 for the reels 31a to 31e to in synchronization with the sequential stop of the reels 31a to 31e.
The first scene ends if all of the plurality of reels 31a to 31e are stopped. Accordingly, a scene end tag (#SCENE_END) is input to at least one row for an event corresponding to the end of the first scene. When inputting the scene end tag, the user may input “END” to a trigger (Trigger 3) of the same rows. A type of symbol whose lighting pattern is to be controlled is input to a type field of a reel light field for the first reel 31a of the rows to which the scene end tag is input. Further, the user inputs, to a filename field, a symbol control file for controlling a lighting pattern of light sources 34s included in a lighting area M5 corresponding to a symbol indicated by the type field. Furthermore, a value of “START” or “STOP” is input to an attribute field for each of the type fields. In the example of
Example of Data Sheet for Rendering Mode of Low Speed Spin
Referring to
In the rendering mode of the low speed spin, after the first to fourth reels 31a to 31d are stopped, the fifth reel 31e starts to spin at a low speed. Accordingly, a filename (5ReelReech70.csv) of a reel control file for stopping rotations of the first to fourth reels 31a to 31d and maintaining a rotation of the fifth reel 31e is input to a reel filename field of the data sheet. Accordingly, the gaming machine 1 can sequentially stop the first to fourth reels 31a to 31d and maintain spinning of the fifth reel 31e according to information included in the reel control file, in the first scene.
Events corresponding to stops of firth to fourth reels 31a to 31d are the same as the events of the general rendering mode. After the event corresponding to the stop of fourth reel 31d is performed, the fifth reel starts to spin at the low speed. Accordingly, a scene start tag (#SCENE_ST) for the second scene (Scene No=1) is input to at least one row that is next to at least one row to which the scene trigger tag (#SCENE_TR) for the stop of the fourth reel 31d is input. A filename (1234Stop5Slow.csv) of a reel control file for maintaining the stops of the first to fourth reels 31a to 31d and spinning the fifth reel 31e at the low speed is input to a reel filename field of the data sheet. Accordingly, the gaming machine 1 can spin the fifth reels 31e at the low speed according to information included in the reel control file, in the second scene.
Further, a filename (slw.ogg) of a sound control file for controlling a sound from a speaker 17 is input to a sound filename field of the row to which the scene start tag (#SCENE_ST) for the second scene is input. A volume (SE) of the sound, a time (1) of the sound, and the attribute (ONCE) of the sound are also input to a volume field, a time field, and an attribute field. Accordingly, the gaming machine 1 can output the sound according to information included in the sound field when the second scene starts. In addition, a filename (R5.csv) of a background control file for controlling lighting of light sources included in background lighting units 38 and 39 is input to a filename field of a background light field of the row to which the scene start tag (#SCENE_ST) for the second scene is input. “START” is input to an attribute field of the background light field. Accordingly, the gaming machine 1 can light the background lighting units 38 and 39 according to the background control file (R5.csv) when the second scene starts.
A scene trigger tag (#SCENE_TR) is input to at least one row for an event to be triggered in the second scene. In the rendering mode of the low speed spin, an event corresponding to the stop of the fifth reel 31e may be triggered. That is, the scene trigger tag (#SCENE_TR) is input to at least one row for the event for the stop of the fifth reel 31e. Further, commands for the event corresponding to the stop of the fifth reel 31e are input to the at least one row to which the scene trigger tag (#SCENE_TR) is input as shown in
The second scene ends if the fifth reel 31e stops. Accordingly, for the end of the second scene, a scene end tag (#SCENE_END) is input to at least one row. When inputting the scene end tag, the user may input “END” to a trigger (Trigger 3) of the same rows. Alternately, the scene end tag (#SCENE_END) may not be input to the data sheet.
Referring to
In the rendering mode of the low speed spin shown in
Events corresponding to stops of firth and second reels 31a and 31b are the same as the events of the general rendering mode. After the first and second reels 31a and 31b are stopped, the third reel 31c starts to spin at the low speed. Accordingly, a scene start tag (#SCENE_ST) for the second scene (Scene No=1) is input to a row that is next to at least one row to which the scene trigger tag (#SCENE_TR) for the stop of the second reel 31b is input. A filename (12Stop3Slow.csv) of a reel control file is input to a reel filename field of the data sheet. The reel control file (12Stop3Slow.csv) may include information for maintaining the stops of the first and second reels 31a and 31b, spinning the third reel 31c at the low speed, and maintaining the spinning of the fourth and fifth reels 31d and 31e. Accordingly, the gaming machine 1 can spin the third reel 31c at the low speed according to information included in the reel control file (12Stop3Slow.csv), in the second scene.
Next, a scene trigger tag (#SCENE_TR) is input to at least one row for an event corresponding to the stop of the third reel 31c. Commands for the event corresponding to the stop of the third reel 31c are input to the at least one row to which the scene trigger tag (#SCENE_TR) and “r3_STOP” are input.
After the third reel 31c is stopped, the fourth reel 31d starts to spin at the low speed. Accordingly, a scene start tag (#SCENE_ST) for the third scene (Scene No=2) is input to a row that is next to the at least one row to which the scene trigger tag (#SCENE_TR) for the stop of the third reel 31c is input. A filename (123Stop4Slow.csv) of a reel control file is input to a reel filename field of the data sheet. The reel control file (123Stop4Slow.csv) may include information for maintaining the stops of the first to third reels 31a to 31c, spinning the fourth reel 31d at the low speed, and maintaining the spinning of the fifth reel 31e. Accordingly, the gaming machine 1 can spin the fourth reel 31d at the low speed according to information included in the reel control file (123Stop4Slow.csv), in the third scene.
Next, a scene trigger tag (#SCENE_TR) is input to at least one row for an event corresponding to the stop of the fourth reel 31d. Commands for the event corresponding to the stop of the fourth reel 31d are input to the at least one row to which the scene trigger tag (#SCENE_TR) and “r4_STOP” are input.
After the fourth reel 31d is stopped, the fifth reel 31e starts to spin at the low speed. Accordingly, a scene start tag (#SCENE_ST) for the fourth scene (Scene No=3) is input to a row that is next to the at least one row to which the scene trigger tag (#SCENE_TR) for the stop of the fourth reel 31d is input. A filename (1234Stop5Slow.csv) of a reel control file is input to a reel filename field of the data sheet. The reel control file (1234Stop5Slow.csv) may include information for maintaining the stops of the first to fourth reels 31a to 31d and spinning the fifth reel 31e at the low speed. Accordingly, the gaming machine 1 can spin the fifth reel 31e at the low speed according to information included in the reel control file (1234Stop5Slow.csv), in the third scene.
The fourth scene ends if the fifth reel 31e stops. Accordingly, for the end of the fourth scene, a scene end tag (#SCENE_END) is input to at least one row. When inputting the scene end tag, the user may input “END” to a trigger (Trigger 3) of the same rows. Alternately, the scene end tag (#SCENE_END) may not be input to the data sheet.
Example of Data Sheet for Another Notification Rendering Mode
A data sheet for another notification rendering mode may be generated in a similar way to the data sheet for the general rendering mode.
Referring to
Next, a scene trigger tag (#SCENE_TR) is input to at least one row for an event to be triggered when each of the reels 31a to 31e is stopped. That is, the scene trigger tag (#SCENE_TR) is first input to at least one row for the event corresponding to the stop of the first reel 31a, and the symbol control files for turning off the lights on all types of symbols for the first reel 31a are input to the reel light fields for the first reel 31a, in the row to which the scene trigger tag for the stop of the first reel 31a is input. Next, the scene trigger tag is input to at least one row for the event corresponding to the stop of the second reel 31b, and the symbol control files for turning off the lights on all types of symbols for the second reel 31b are input to the reel light fields for the second reel 31b, in the row to which the scene trigger tag for the stop of the second reel 31b is input. Next, the scene trigger tag is input to at least one row for the event corresponding to the stop of the third reel 31c, and the symbol control files for turning off the lights on all types of symbols for the third reel 31c are input to the reel light fields for the third reel 31c, in the row to which the scene trigger tag for the stop of the third reel 31c is input. Next, the scene trigger tag is input to at least one row for the event corresponding to the stop of the fourth reel 31d, and the symbol control files for turning off the lights on all types of symbols for the fourth reel 31d are input to the reel light fields for the fourth reel 31d, in the row to which the scene trigger tag for the stop of the fourth reel 31d is input. Next, the scene trigger tag is input to at least one row for the event corresponding to the stop of the fifth reel 31e, and the symbol control files for turning off the lights on all types of symbols for the fifth reel 31e are input to the reel light fields for the fifth reel 31e, in the row to which the scene trigger tag for the stop of the fifth reel 31e is input. Accordingly, the backlight drivers 34t can control the backlight units 34 for the reels 31a to 31e to sequentially turn off the lights on the reels 31a to 31e in synchronization with the sequential stop of the reels 31a to 31e.
Since various notification rendering modes are provided according to the magnitude of the prize and/or the result of the symbol determining process in the gaming machine 1, a plurality of data sheets corresponding to the various notification rendering modes may be generated. For example, the data sheets shown in
Generating Method of Data Sheet
Now, a generating method of a data sheet in a development tool according to embodiments of the present invention is described in detail with reference to
Referring to
First, the processor of the gaming machine development system receives, through the development tool, in a set of rows including at least one row, a scene start tag for indicating an event that occurs at a start of the first scene (S4210). Further, the processor of the gaming machine development system may receive a scene number of the first scene in a corresponding column (e.g., a scene number field of
Further, if the gaming machine 1 outputs a sound and/or displays an image when the plurality of reels are spinning, the processor of the gaming machine development system receives, through the development tool, data for controlling the sound and/or the image in corresponding columns (sound fields and/or image fields of
Next, the processor of the gaming machine development system receives, through the development tool, a scene trigger tag for indicating an event that is triggered at the first scene, in a set of rows including a plurality of rows that are next to the set of rows receiving the scene start tag of the first scene (S4225). That is, the scene trigger tag is input to the set of rows that are lower than the set of rows to which the scene start tag of the first scene is input. In detail, a scene trigger tag for indicating the event that is first triggered in the first scene is input to the first set of rows among the plurality of rows for the scene trigger tag (S4225). The processor of the gaming machine development system receives, through the development tool, a triggering condition of the first event in a corresponding column (e.g., Trigger 1 of
If no event to be triggered exists in the first scene (S4240: No), the processor of the gaming machine development system receives, through the development tool, commands for a next scene (S4245: Yes). That is, the process of the steps S4210 to S4240 is repeated for the next scene. However, if no next scene does exists (S4245: No), the processor of the gaming machine development system stores the edited data sheet (S4250). A plurality of data sheets that are generated and stored by the gaming machine development system are converted to a game program such that the game program is provided to the gaming machine 1 (S4255).
As such, according to an embodiment of the present invention, the user can input commands to be simultaneously in different objects of the gaming machine, to the predefined columns of the rows having the same tag and the same triggering condition. Accordingly, the gamine machine can simultaneously perform the commands of the rows having the same tag and the same triggering condition by controlling the objects predefined to be associated with the columns of the data sheet. Further, the user can input commands to be sequentially performed, to the predefined columns of the rows having the different tags or the different triggering conditions. Accordingly, the gamine machine can sequentially perform the commands of the rows having the different tags or the different triggering conditions, by controlling the objects predefined to be associated with the columns of the data sheet.
Referring to
Referring to
First, the processor of the gaming machine development system receives, in a first set of rows including a plurality of rows, a scene start tag for indicating an event that occurs at a start of the first scene (S4410). Further, the processor of the gaming machine development system may receive a scene number of the first scene in a corresponding column (e.g., a scene number field) among the plurality of columns at the first set of rows. The processor of the gaming machine development system receives a filename of a reel control file for controlling the movement of a plurality of reels 31a to 31e in a corresponding column (e.g., a reel filename field) among the plurality of columns of the first set of rows (S4415). Further, the processor of the gaming machine development system receives commands for controlling the lighting of at least one symbol of at least one of the plurality of reels 31a to 31e of the first set of rows (S4420). In detail, the processor of the gaming machine development system receives a type of a symbol, a filename of a symbol control file for controlling the lighting of the symbol, and an attribute for indicating a start or a stop of the control according to the symbol control file, in corresponding columns (e.g., reel light fields) at each row of the first set of rows. Further, the processor of the gaming machine development system receives commands for controlling the sound and/or the image in corresponding columns (sound fields and/or image fields) of the first set of rows (S4420). Accordingly, the gamine machine can simultaneously perform the reel control file and the commands of the first rows.
In the general rendering mode, the plurality of reels 31a to 31e are sequentially stopped, and an event is performed when each of the reels 31a to 31e is stopped. Accordingly, the processor of the gaming machine development system first receives a scene trigger tag for the stop of the first reel 31a, in a second set of rows including a plurality of rows that are next to the first set of rows, and receives a trigger value (e.g., r1_STOP) indicating the stop of the first reel 31a as a triggering condition in a corresponding column (e.g., Trigger 1) of the second set of rows (S4425). Further, the processor of the gaming machine development system receives commands for controlling the lighting of the symbol of the first reel 31a, the sound, and/or the image in the corresponding columns (e.g., reel light fields, sound fields, and/or image fields) of the second set of rows (S4430). Accordingly, the gamine machine can simultaneously perform the commands of the second set of rows when the first reel 31a is stopped. Next, the processor of the gaming machine development system receives the scene trigger tag and a trigger value (e.g., r2_STOP) indicating the stop of the second reel 31b, in a third set of rows including a plurality of rows that are next to the second set of rows (S4435). Further, the processor of the gaming machine development system receives commands for controlling the lighting of the symbol of the second reel 31b, the sound, and/or the image at the third set of rows (S4440). Accordingly, the gamine machine can simultaneously perform the commands of the third set of rows when the second reel 31b is stopped. Next, the processor of the gaming machine development system receives the scene trigger tag and a trigger value (e.g., r3_STOP) indicating the stop of the third reel 31c, in a fourth set of rows including a plurality of rows that are next to the third set of rows (S4445). Further, the processor of the gaming machine development system receives commands for controlling the lighting of the symbol of the third reel 31c, the sound, and/or the image at the fourth set of rows (S4450). Accordingly, the gamine machine can simultaneously perform the commands of the fourth set of rows when the third reel 31c is stopped. Next, the processor of the gaming machine development system receives the scene trigger tag and a trigger value (e.g., r4_STOP) indicating the stop of the fourth reel 31d, in a fifth set of rows including a plurality of rows that are next to the fourth set of rows (S4455). Further, the processor of the gaming machine development system receives commands for controlling the lighting of the symbol of the fourth reel 31d, the sound, and/or the image at the fifth set of rows (S4460). Accordingly, the gamine machine can simultaneously perform the commands of the fifth set of rows when the fourth reel 31d is stopped. Next, the processor of the gaming machine development system receives the scene trigger tag and a trigger value (e.g., r5_STOP) indicating the stop of the fifth reel 31e, in a sixth set of rows including a plurality of rows that are next to the fifth set of rows (S4465). Further, the processor of the gaming machine development system receives data for controlling the lighting of the symbol of the fifth reel 31e, the sound, and/or the image at the sixth set of rows (S4470). Accordingly, the gamine machine can simultaneously perform the commands of the sixth set of rows when the fifth reel 31e is stopped.
When a rendering effect is rendered in an end of the first scene, the processor of the gaming machine development system may receive a scene end tag for the end of the first scene in a seventh set of rows including a plurality of rows that are next to the sixth set of rows. Further, the processor of the gaming machine development system may receive commands for controlling the lighting of the symbols, the sound, and/or the image at the seventh set of rows. Further, the gaming machine can sequentially perform the commands of the first to seventh sets according to the order of the sets or the tags and the triggering conditions. Next, the processor of the gaming machine development system stores the data sheet (S4480). The stored data sheet is converted into a game program such that the game program is provided to the gaming machine 1 (S4485).
Referring to
First, as described in the steps S4410 to S4420 of
In the rendering mode of the low speed spin, the first to fourth reels 31a to 31d are sequentially stopped at the first scene, and then a second scene where the fifth reel 31e is rotated at a low speed starts. Accordingly, as described in the steps S4425 to S4460 of
Next, the processor of the gaming machine development system receives a scene start tag for indicating an event that occurs at a start of the second scene, in a sixth set of rows including at least one row that is next to the fifth set of rows (S4570). Further, the development may receive a scene number of the second scene in a corresponding column (e.g., a scene number field) among the plurality of columns of the sixth set of rows. The processor of the gaming machine development system receives a filename of a reel control file for controlling the movement of the plurality of reels 31a to 31e in a corresponding column (e.g., a reel filename field) among the plurality of columns of the sixth set of rows (S4572). The reel control file may include information for maintaining of the stops of the first to fourth reels 31a to 31d and rotating the fifth reel 31e at the low speed. Further, the processor of the gaming machine development system receives commands for controlling the lighting of at least one symbol of at least one of the plurality of reels 31a to 31e (e.g., the fifth reel 31e) at the sixth set of rows (S4574). Accordingly, the gamine machine can simultaneously perform the reel control file and the commands of the sixth rows, thereby rendering an event of the fifth reel 31e that is spinning at the low speed.
Next, the processor of the gaming machine development system receives the scene trigger tag and a trigger value (e.g., r5_STOP) indicating the stop of the fifth reel 31e, in a seventh set of rows including a plurality of rows that are next to the sixth set of rows (S4576). Further, the processor of the gaming machine development system receives data for controlling the lighting of the symbol of the fifth reel 31e, the sound, and/or the image at the seventh set of rows (S4578).
When a rendering effect is rendered in an end of the second scene, the processor of the gaming machine development system may receive a scene end tag for the end of the second scene in an eighth set of rows including a plurality of rows that are next to the seventh set of rows. Further, the processor of the gaming machine development system may receive commands for controlling the lighting of the symbols, the sound, and/or the image at the eighth set of rows. Next, the processor of the gaming machine development system stores the data sheet (S4580). The stored data sheet is converted into a game program such that the game program is provided to the gaming machine 1 (S4585).
Next, a gaming method of a gaming machine using a data sheet is described with reference to
According to an embodiment of the present invention, a controller of the gaming machine performs the game process to execute a game.
Referring to
Further, the controller determines a rendering mode according to a result of the symbol determining process (S4615). In this case, the controller may determine the rendering mode based on a random number and a rendering mode lottery table. Furthermore, the controller selects a data sheet corresponding to the determined rendering mode among the plurality of data sheets included in the game program (S4620). In this case, the controller may select one or more data sheets modes when the determined rendering mode includes one or more modes. The controller controls reel drivers 32t to control movements of the reels 31a to 31e by information included in a reel control file of a reel field in a set of rows including at least one row corresponding to a start of a first scene (S4630). The set of rows corresponding to the start of the first scene may be identified by a scene start tag. Alternatively, the set of rows corresponding to the start of the first scene may be identified by no triggering condition of a trigger field. Further, the controller controls the backlight driver 34t to control lighting of at least one symbol, a sound to be output from a speaker (17 of
When a certain time period elapses after spinning of the reels 31a to 31e is started, an event of the first scene is triggered in at least one of the reels 31a to 31e (S4640). For example, the event may be a stop of the spinning of at least one reel. If the event is triggered, the controller controls the backlight driver 34t to control lighting of at least one symbol, a sound to be output from the speaker 17 and an image to be displayed in the secondary display 70 by a command of reel light fields, a command of a sound field and a command of an image field in a set of rows including a plurality of rows corresponding to the triggered event (S4645). The set of rows corresponding to the triggered event may be identified by a scene trigger tag and a triggering condition. Alternatively, the set of rows corresponding to the triggered event may be identified by the triggering condition without the scene trigger tag. If the other event is triggered in the first scene exists (S4650: Yes), the controller controls rendering devices of the gaming machine by commands of a set of rows corresponding to the triggered event (S4645).
If no event to be triggered exists (S4650: No), the controller determines whether the other scene exists in the selected data sheet (S4655). The other scene may be identified by a scene number (i.e., a priority). That is, if commands having the next scene number exist, it may be determined that the other scene exists in the selected data sheet. If the other scene exists in the selected data sheet (S4655: Yes), the controller performs the process of the steps S4630 to S4645 for the other scene. If the other scene does not exist in the selected data sheet (S4655: No), the controller performs a payout process based on the rearranged symbols the symbols rearranged on a symbol matrix of the reels 31a to 31e (S4660 and S4665). That is, on the basis of the combination of symbols stopped on paylines, the controller determines whether the combination of symbols is a winning combination or not (S4660). If the combination is the winning combination (S4660: Yes), a payout process is executed (S4665). In other words, if the combination is the winning combination, the controller provides credits or provides a bonus game according to a type of the winning combination.
As such, according to an embodiment of the present invention, the gamine machine can simultaneously perform the commands of the set of rows by controlling the objects predefined to be associated with the columns of the data sheet. Further, the gamine machine can sequentially perform the commands of the set of rows having the different triggering conditions, by controlling the objects predefined to be associated with the columns of the data sheet.
Referring to
Referring to
Referring to
Next, a gaming method of a gaming machine using a data sheet is described with reference to
According to an embodiment of the present invention, a controller of the gaming machine 1 performs the game process to execute a game.
Referring to
Further, the controller determines a rendering mode among a plurality of rendering modes according to a result of the symbol determining process (S5015). In this case, the controller determines the general rendering mode. Furthermore, the controller selects a data sheet corresponding to the determined rendering mode, i.e., the general rendering mode among the plurality of data sheets compiled to the game program (S5020). The data sheet for the general rendering mode may be the data sheet shown in
The controller controls the reel driver 34t to spin the reels 31a to 31e by included in a reel control file (ReelAllSpeed70.csv of
In another embodiment, the controller may extract the reel control file (ReelAllSpeed70.csv) and the other commands without using the scene start tag (#SCENE_ST). The controller can extract the reel control file and the other commands, in the row having the scene number (Scene No=0) of the first scene and no triggering condition.
When a certain time period elapses after spinning of the reels 31a to 31e is started, the controller sequentially stops the reels 31a to 31e by commands of the reel control file (ReelAllSpeed70.csv of
In another embodiment, the controller may extract the commands for controlling the lighting of the symbols on each of the reels 31a to 31e and the other commands without using the scene start tag (#SCENE_TR) when each of the reels 31a to 31e is stopped. The controller can extract the relevant commands in the rows having the triggering condition corresponding to the stop of each of the reels 31a to 31e.
When the first scene ends after all of the reels 31a to 31e are stopped, the controller performs a payout process based on the result of the symbol determining process (S5050 and S5055). That is, on the basis of the combination of symbols stopped on pay lines, the controller determines whether the combination of symbols is a winning combination or not (S5050). If the combination is the winning combination (S5060: Yes), a payout process is executed (S5055). In other words, if the combination is the winning combination, the controller provides credits or a bonus game according to a type of the winning combination.
Referring to
Further, the controller determines a rendering mode among a plurality of rendering modes according to a result of the symbol determining process (S5215). In this case, the controller determines the rendering mode of the low speed spin shown in
The controller controls the reel driver 32t to spin the reels 31a to 31e by commands included in a reel control file (5ReelReech70.csv of
In another embodiment, the controller may extract the reel control file (5ReelReech70.csv) and the other commands without using the scene start tag (#SCENE_ST). The controller can extract the reel control file and the other commands, in the row having the scene number (Scene No=0) of the first scene and no triggering condition.
When a certain time period elapses after spinning of the reels 31a to 31e is started, the controller sequentially stops the reels 31a to 31d by commands of the reel control file (5ReeReech70.csv of
In another embodiment, the controller may extract the commands for controlling the lighting of the symbols on each of the reels 31a to 31d and the other commands without using the scene start tag (#SCENE_TR) when each of the reels 31a to 31d is stopped. The controller can extract the relevant commands in the rows having the triggering condition corresponding to the stop of each of the reels 31a to 31d and the scene number (Scene No=j) of the first scene.
After the firth to fourth reels 31a to 31d are stopped, the first scene ends and the second scene starts. In the second scene, the controller controls the reel drivers 32t to control movements of the reels 31a to 31e by commands included in a reel control file (1234Stop5Slow.csv of
In another embodiment, the controller may extract the reel control file (1234Stop5Slow.csv) and the other commands without using the scene start tag (#SCENE_ST). The controller can extract the reel control file and the other commands, in the row having the scene number (Scene No=1) of the second scene and no triggering condition.
When a certain time period elapses after the reel 31e starts to be rotated at the low speed, the fifth reel 31e is stopped (S5253). Then, the controller controls the backlight drivers 34t to control lighting of symbols on the fifth reel 31e by commands (W.csv, B1.csv, B2.csv, and N.csv having “START” attribute of
In another embodiment, the controller may extract the commands for controlling the lighting of the symbols on the fifth reel 31e and the other commands without using the scene start tag (#SCENE_TR) when the fifth reel 31e is stopped. The controller can extract the relevant commands in the rows having the triggering condition corresponding to the stop of the fifth reel 31e and the scene number (Scene No=1) of the second scene.
When the second scene ends after all of the reels 31a to 31e are stopped, the controller performs a payout process based on the result of the symbol determining process (S5260 and S5265).
Referring to
The controller controls the reel driver 32t to spin the reels 31a to 31e by information included in a reel control file (3ReelReech70.csv of
In another embodiment, the controller may extract the reel control file (3ReelReech70.csv) and the other commands without using the scene start tag (#SCENE_ST). The controller can extract the reel control file and the other commands, in the row having the scene number (Scene No=0) of the first scene and no triggering condition. Further, the controller may extract the commands for controlling the lighting of the symbols on each of the reels 31a and 31b and the other commands without using the scene start tag (#SCENE_TR) when each of the reels 31a and 31b is stopped. The controller can extract the relevant commands in the rows having the triggering condition corresponding to the stop of each of the reels 31a and 31b and the scene number (Scene No=0) of the first scene.
After the second reel 31b is stopped (S5442), the second scene starts. In the second scene, the controller controls the reel drivers 32 to control movements of the reels 31a to 31e by commands included in a reel control file (12Stop3Slow.csv of
In another embodiment, the controller may extract the reel control file (12Stop3Slow.csv) and the other commands without using the scene start tag (#SCENE_ST). The controller can extract the reel control file and the other commands, in the row having the scene number (Scene No=1) of the second scene and no triggering condition.
When a certain time period elapses after the third reel 31c starts to be rotated at the low speed, the third reel 31c is stopped (S5453). Then, the controller controls the backlight drivers 34t to control lighting of symbols on the third reel 31c by commands (W.csv, B1.csv, and N.csv having “START” attribute of
In another embodiment, the controller may extract the commands for controlling the lighting of the symbols on the third reels 31c and the other commands without using the scene start tag (#SCENE_TR) when the third reel 31c is stopped. The controller can extract the relevant commands in the rows having the triggering condition corresponding to the stop of the third reel 31c and the scene number (Scene No=1) of the second scene.
After the third reel 31c is stopped, the third scene starts (S5460). In the third scene, the controller controls the reel drivers 32t to control movements of the reels 31a to 31e by commands included in a reel control file (123Stop4Slow.csv of
In another embodiment, the controller may extract the reel control file (123Stop4Slow.csv) and the other commands without using the scene start tag (#SCENE_ST). The controller can extract the reel control file and the other commands, in the row having the scene number (Scene No=2) of the third scene and no triggering condition.
When a certain time period elapses after the fourth reel 31d starts to be rotated at the low speed, the fourth reel 31d is stopped (S5463). Then, the controller controls the backlight drivers 34t to control lighting of symbols on the fourth reel 31d by commands (W.csv and N.csv having “START” attribute of
In another embodiment, the controller may extract the commands for controlling the lighting of the symbols on the fourth reels 31d and the other commands without using the scene start tag (#SCENE_TR) when the fourth reel 31d is stopped. The controller can extract the relevant commands in the rows having the triggering condition corresponding to the stop of the fourth reel 31d and the scene number (Scene No=2) of the third scene.
After the fourth reel 31d is stopped, the fourth scene starts (S5470). In the fourth scene, the controller controls the reel drivers 32t to control movements of the reels 31a to 31e by commands included in a reel control file (1234Stop5Slow.csv of
In another embodiment, the controller may extract the reel control file (1234Stop5Slow.csv) and the other commands without using the scene start tag (#SCENE_ST). The controller can extract the reel control file and the other commands, in the row having the scene number (Scene No=3) of the fourth scene and no triggering condition.
When a certain time period elapses after the fifth reel 31e starts to be rotated at the low speed, the fifth reel 31e is stopped (S5473). Then, the controller controls the backlight drivers 34t to control lighting of symbols on the fifth reel 31e by commands (W.csv, B1.csv, B2.csv, and N.csv having “START” attribute of
In another embodiment, the controller may extract the commands for controlling the lighting of the symbols on the fifth reels 31e and the other commands without using the scene start tag (#SCENE_TR) when the fifth reel 31e is stopped. The controller can extract the relevant commands in the rows having the triggering condition corresponding to the stop of the fifth reel 31e and the scene number (Scene No=3) of the fourth scene.
When the fourth scene ends after all of the reels 31a to 31e are stopped, the controller performs a payout process based on the result of the symbol determining process (S5480 and S5485).
As described above, according to an embodiment of the present invention, the gamine machine can render a rendering effect corresponding to the determined rendering mode by selecting the data sheet corresponding to the determined rendering mode and interpreting commands of the selected data sheet.
Further, a gaming machine can be easily developed by using a data generating method according to an embodiment of the present invention. Now, a gaming machine development method according to an embodiment of the present invention is described with reference to
Referring to
As described above, since the columns are predefined to be associated with the reels 31a to 31e (i.e., a plurality of reel drivers 32t for driving the reels 31a to 31e) and the plurality of rendering devices (i.e., a plurality of rendering drivers for driving the plurality of rendering devices), and an execution order of row is defined based on a scene number (a priority) and a triggering condition, the user can easily synchronize operations of the reels 31a to 31e and rendering effect such as the visual effect and the sound effect even though the user is not a programming expert. An operation of the rendering effect can be quickly checked and modified after the rendering effect is generated. Further, the user can easily and quickly debug the data sheet by checking the commands input to the rows and columns such that reliability of the data sheet can be improved. Furthermore, since some of the commands include a control file such as a reel control file, a sound control file, a symbol control file, a background control file, a line control file, or an image control file, the control file can be reused for other data sheets or other gaming machines.
In addition, the processor 240 generates a game program for controlling the reel drivers 32t for driving the reels 31a to 31e and the rendering drivers for driving the plurality of rendering devices, based on the data sheets (S5630). For example, the processor 240 may compile the commands of the data sheets using a basic program having a plurality of subroutines. Since the commands can be simply input to the data sheet, the game program can be easily generated to operate the reel drivers 32t and the rendering drivers. As shown in
In some embodiments, when compiling the commands of the data sheets, the process 240 may not read tags such as a scene start tag, a scene trigger tag, and a scene end tag of the data sheet. In this case, the processor 240 can identify an execution order of command based on a priority, i.e., a scene number and a triggering condition. In other words, the processor 240 identify that the commands of rows having a scene number of “N” are executed earlier than the commands of rows having a scene number of “N+1”. Further, the processor 240 identify that the commands of rows having no triggering condition are executed earlier than the commands having a triggering condition, in the same scene number.
Next, the processor 240 stores the generated game program in a storage device 230 of the gaming machine development system, and provides the game program to the gaming machine 1 (S5640). When controlling the reel drivers and the rendering drivers, the game program may extract commands of the cells of the data sheet based on the index set to each cell or each column, and may control the reel drivers and the rendering drivers according an order of execution.
Embodiments of the present invention can also be embodied as a computer readable program on a computer-readable recording medium. The computer readable recording medium is any data storage device that can store data that can be read thereafter by a computer. Examples of the computer readable recording medium include ROMs, RAMs, CD-ROMs, magnetic tapes, floppy disks, and optical data storage devices. The computer readable recording medium can also be distributed over a network coupled computer system so that the computer readable code is stored and executed in a distributed fashion.
While this invention has been described in connection with what is presently considered to be practical embodiments, it is to be understood that the invention is not limited to the disclosed embodiments, but, on the contrary, is intended to cover various modifications and equivalent arrangements included within the spirit and scope of the appended claims.