This application is based upon and claims the benefits of priority from Japanese Patent Application No. 2004-055540 filed on Feb. 27, 2004, the entire contents of which are incorporated herein by reference.
This application is related to a co-pending U.S. patent applications entitled “Gaming Machine With Payout Table” and “Gaming Machine With Reel Window,” and both being filed on even date herewith. The co-pending applications are expressly incorporated herein by reference.
This invention relates to a gaming machine such as a slot machine which is equipped with a variable display means such as reels which carries out variable display of symbols necessary for a game, a control means such as a microcomputer, and so on.
In the past, as this kind of a gaming machine, there has been, for example, a slot machine. A game on a slot machine is started by inserting a coin into a slot machine, or by betting a coin to a slot machine within a range of coin numbers credited thereon and a player operating a start lever, a pin button etc. When the game on the slot machine is started, a plurality of reels having a plurality of symbols are drawn on the surfaces start to spin, and thereafter, in accordance with a predetermined order, each reel stops and one game is finished. However, stop of each reel is not caused by a stop operation of the player, but is performed automatically, and therefore, the game often becomes monotonous.
In order to prevent the game from becoming monotonous in this manner, there is provided a gaming machine which heightens a demonstration effect by displaying demonstration display due to an image to which relevancy with spin and stop of each reel of a slot machine is given, on a display device which was disposed in a different area from a display area of symbols of each reel (e.g., JP-A-2001-87452 publication).
However, in order to heighten a demonstration effect, demonstration display due to an image which relates to spin and stop of each reel of a slot machine is simply displayed on a display device which was disposed in a different area from a display area of symbols of each reel, and a visual effect which relates the demonstration display and spin and stop of each reel is low, and there was such fear that a player gets bored with the demonstration shortly.
The invention provides, in view of the above-described problem, a gaming machine which brings about a high demonstration effect, by carrying out variation of symbols necessary for a game, disposing a liquid crystal display device on a front surface of reels, and displaying a video demonstration associated with such an aspect that reels are stop-controlled, on the liquid crystal display device, and further, brings about such a visual effect that a player can have such feeling that mechanical stop control of reels and video demonstration which is displayed on a liquid crystal display device are cooperating, with a sense of unity. Concretely speaking, the following things will be provided.
(1) A gaming machine comprising:
According to the invention described in (1), control of a display mode of a character (e.g., image demonstration of “sprit of lamp” etc., to be realized by effect data stored in the MAGIC LAMP BONUS state game effect data table of
Here, the gaming machine may carry out the game when a player bets a valuable value (e.g., a coin etc. which will be descried later) in advance. The appearing symbol determination means (e.g., a main control circuit 50a which carries out a step S106 of
(2) The gaming machine according to (1), wherein the reel control means carries out the variable display control and the stop control of at least one of the reels again when the symbols positioned on the predetermined position do not match predetermined appearing symbols (e.g., appearing symbols etc. corresponding to a winning combination of a bonus game shown in
According to the invention described in (2), the reels to operate mechanically start the variable display again, and after that, control of a display mode of a character, which is one of image effects to be displayed on the liquid crystal display device disposed in front of the reels, is carried out in conjunction with the stop control of the reels, and therefore, a player can expect such a visual demonstration effect that a player can feel as if a character being displayed on the liquid crystal display device would control the reels, which may result in the player's increasing interest in the game with the gaming machine.
(3) The gaming machine according to (1), wherein the effect control means controls the image effect to be shown on the effect display means such that the image effect visually relates to start of the variable display control.
According to the invention according to (3), control of a display mode of a character, which is one of image effects to be displayed on the liquid crystal display device disposed in front of the reels, is carried out in conjunction with such a matter that the reels to operate mechanically start the variable display, and therefore, a player can expect such a visual demonstration effect that a player can feel as if a character being displayed on the liquid crystal display device would control the reels to start variable display, which may result in the player's increasing interest in the game with the gaming machine.
(4) The gaming machine according to any one from (1) to (3), further comprising:
According to the invention described in (4), particularly when a gaming condition of the gaming machine is in a bonus game condition, control of a display mode of a character being displayed on the liquid crystal display device disposed in front of the reels is carried out, in conjunction with stop control of the reels to operate mechanically, and therefore, at that time, a player can expect such a visual demonstration effect that a player can feel as if a character, which is one of game effects displayed on the liquid crystal display device, would control the reels, which may result in the player's increasing interest in the game, particularly in the bonus game condition with the gaming machine.
(5) A gaming machine, with which a player is capable of playing a base game and a bonus game that is more favorable to the player than the base game, comprising:
Here, the symbols may include a sign, a letter, a design, an illustration, a picture, and a pattern, and may include no pattern of white (blank) or another color, or solid color. Transmissive display may include displaying symbols etc. being disposed behind the display with light transmitting through the display. The reel may include a so-called video reel, and symbol spin display may include sequentially displaying a plurality of symbols (further plural kinds of symbols) drawn on peripheral surfaces of the reel by spinning the reel physically. The base game may means a game which a player normally plays at the beginning with the gaming machine. The bonus game is normally a game which may be shifted from the base game, and is a game which is more favorable to the player. To be more favorable to the player may mean that the player may obtain a payout more easily, and also that more payouts may be obtained if the winning probability is the same. In addition, the bonus game may generally include a bonus game, a free game, etc. A control device which controls variable display and stop control may perform the game control, or a separate control device may be installed to do the same. A round in the bonus game may mean such a process that a result (e.g., win etc.) of one unit of games which may be normally started by a player's operation or an automatic activation is obtained, and then, a payout thereof is distributed to the player. In addition, to be synchronized may mean to occur at the same time, or to occur along the shifted timeline with a predetermined period of time shifted (in advance or behind).
The bonus game may comprise a small game, which may be repeated as the condition allows. Such a small game may allow the player to accumulate awards to be obtained in the bonus game by repetition thereof. Therefore, one round may correspond to one play of the small game and may be defined as a unit of repetition. In the bonus game, after a predetermined number of rounds having been repeated, a bonus game completion prediction lottery is carried out, and on a basis of a result of the bonus game completion prediction lottery, another small game in the bonus game is repeated, or the game is shifted to the base game.
(6) The gaming machine according to (5), wherein:
Here, the synchronization may mean occurring at the same time, or t occurring with a time shift (advancing or delaying) with a predetermined time.
In addition, it may also mean to perform the repeated variable display and stop control on the same schedule, with a shifted schedule, or for a shorter period of time.
(7) The gaming machine according to (5) or (6), wherein the repeated variable display and stop control are performed in an opposite direction of a spinning direction of the previous variable display and stop control of the at least one reel.
The opposite direction of the spinning in view of the direction of the previous variable display and stop control may mean the direction of spinning reversely the at least one reel for the variable display (in rewinding) and the stop control in the opposite direction, if compared to the previous variable display and stop control.
(8) The gaming machine according to any one from (5) to (7), wherein:
If it is configured as described in (8), it is possible to mean that the bonus game completion prediction lottery is carried out with respect to each round, to be able to make a loop, and if the base game is triggered according to a result of this bonus game completion prediction lottery, the process is out of this loop.
(9) A gaming machine comprising:
(10) The gaming machine according to (9), wherein the reels are spun again to perform the variable display and stop control when the appearing symbols are not predetermined specific symbols such that a predetermined payout is not paid out to a player, and the image effect relating to the predetermined specific symbols appearing at the predetermined position are displayed on the first display.
According to the present invention, control of a display mode of a character, which is one of image effects to be displayed on the liquid crystal display device disposed in front of the reels, is carried out in conjunction with control of reels to operate mechanically, and therefore, a player can expect such a visual demonstration effect that a player can feel as if a character being displayed on the liquid crystal display device controls the reels to start variable display, which may result in the player's increasing interest in the game with the gaming machine.
Further features of the present invention, its nature, and various advantages will be more apparent from the accompanying drawings and the following description of the preferred embodiment.
FIGS. 22A-C show a reel stop demonstration data table when the winning combination is the loss(or not winning).
FIGS. 25A-B show a bonus game demonstration data table.
FIGS. 26A-B show a BANDIT'S HIDEOUT BONUS demonstration data table.
FIGS. 27A-B show a FORTUNE ISLAND BONUS demonstration data table.
FIGS. 83A-B are image views of the effect screens which are displayed on a sub display 3 and the main display 4, respectively.
FIGS. 84A-B are image views of effect screens which are displayed on the sub display 3 and the main display 4, respectively.
FIGS. 85A-B are image views of the effect screens which are displayed on the sub display 3 and the main display 4, respectively.
FIGS. 90A-B are image views of the effect screens which are displayed on the sub display 3 and the main display 4, respectively.
FIGS. 91A-B are image views of the effect screens which are displayed on the sub display 3 and the main display 4, respectively.
The preferred embodiment of the present invention will be described below in reference to the drawings. However, the present invention is not limited to the embodiment, and various modifications and changes in design can be made without departing from the scope of the present invention.
Hereinafter, a slot machine 1 which relates to this embodiment will be described with reference to drawings. Firstly, an outline configuration of the slot machine 1 which relates to the embodiment will be described in reference to
[Exterior Appearance of Slot Machine 1]
In
On a lower side of the main display 4, an operation table 5 being projected to a front side is disposed, and on the operation table 5, a CHANGE button 6, a CASH-OUT button 7, and a HELP button 8 are disposed from a leftmost side, and in addition, on the right side of the HELP button 8, a coin entry section 9, and a bill entry section 10 (or paper money entry section) are disposed. In addition, on the front side of the operation table 5, an 1-BET button 11, a SPIN/REPEAT-BET button (hereinafter, abbreviated as “SPIN button”) 12, a 3-BET button 13, and a 5-BET button 14 are disposed from a left side.
Here, the CHANGE button 6 is a button which is depressed on the occasion of changing paper money (or bill) having been entered into the bill entry section 10, and changed coins are paid out from a coin pay-out opening 15 being disposed at a lower portion of the cabinet 2 to a coin tray 16. A CHANGE switch 62 is attached to the CHANGE button 6, and a switch signal is outputted to a CPU 50 from the CHANGE switch 62, upon depression of the CHANGE button 6.
The CASH-OUT button 7 is a button which is depressed at the time of base game completion, and when the CASH-OUT button 7 is depressed, coins having been obtained in the game are paid out from the coin pay-out opening 15 to the coin tray 16. Meanwhile, a CASH-OUT switch 63, which will be described later, is attached to the CASH-OUT button 7, and a switch signal is outputted to the CPU 50 upon depression of the CASH-OUT button 7.
The HELP button 8 is a button to be depressed by a player in case the player is not sure of an operation procedure etc. of the game, and when the HELP button 8 is depressed, various help information is displayed on the sub display 3 and the main display 4. A HELP switch 64, which will be described later, is attached to the HELP button 8, and a switch signal is outputted to the CPU 50 from the HELP switch 64 upon depression of the HELP button 8.
Meanwhile, when a payout table, which will be described later, is not displayed on the sub display 3 during game play, the payout table is displayed on the sub display 3 upon depression of the HELP button 8.
A coin sensor 65, which will be described later, is disposed in the coin entry section 9, and when a coin is entered into the coin entry section 9, a coin detection signal is outputted to the CPU 50 by the coin sensor 65. In addition, a bill sensor 66 is disposed in the bill entry section 10, and when a bill is entered into the bill entry section 10, a bill detection signal is outputted from the CPU 50 by the bill sensor 66.
The 1-BET button 11 is a button for carrying out one bet at each depression, and the player may bet three (3) bets as maximum by depressing it. A 1-BET switch 59 is attached to this 1-BET button 11, and when the 1-BET button 11 is depressed, a switch signal is outputted from the 1-BET switch 59 to the CPU 50 upon depression of it. The SPIN button 12 is a button for initiating spin of reels 22L, 22C, 22R upon depression thereof, which will be described later, so as to start the game with the current bet number or the previous bet number. A SPIN switch 58, which will be described later, is attached to the SPIN button 12, and when the SPIN button 12 is depressed, a switch signal is outputted from the SPIN switch 58 to the CPU 50 upon depression thereof. There may be one, two, three, or five bets as the bet number to be bet by depression of the SPIN button 12.
The 3-BET button 13 is a button for starting the game with 3 bets on the basis of its depression. A 3-BET switch 60, which will be described later, is attached to the 3-BET button 13, and at the time of depression of it, a switch signal is outputted from the 3-BET switch 60 to the CPU 50. In addition, the 5-BET button 14 is a button for starting the game with 5 bets on the basis of depression thereof, and is depressed on the occasion of starting a bonus game, which will be described later. A 5-BET switch 61, which will be described later, is attached to the 5-BET button 14, and a switch signal is outputted from the 5-BET switch 61 to the CPU 50 on the basis of depression thereof.
In addition, on a lower portion of the cabinet 2, the coin pay-out opening 15 is formed, and the coin tray 16, which receives a coin paid out from the coin pay-out opening 15, is disposed. Inside the coin pay-out opening 15, a coin detection section 73 including a sensor etc., is disposed, and the coin detection section 73 detects the number of coins being paid out from the coin pay-out opening 15.
Further, on a side surface (right side surface in
[Reel and Lower Side Liquid Crystal Display]
Subsequently, a detailed structure of the main display 4 and three reels 22L, 22C, 22R, being disposed rotatably inside the cabinet 2 and on a back surface side of the main display 4 will be described in reference to
In
Here, each reel 22L, 22C, 22R will be described. The reel 22L of the slot machine 1, is facing a left display window 23 (see,
[Symbol Arrangement of Reels]
On a peripheral surface of each reel 22L, 22C, 22R, seven kinds of symbols including a blank symbol are formed, as shown in
Meanwhile, various winning combinations have been set up in advance on the basis of plural kinds of combinations for each symbol, and such a point that coins are paid out from the coin pay-out opening 15 in accordance with a winning combination, on the occasion that a combination of symbols, which corresponds to a winning combination, has been stopped on a winning line L (see,
Here, in this embodiment, the winning line L is described only as a center line, and the winning line L is displayed on the main display 4, on the occasion of carrying out a game due to a spin stop of each reel 22 on the basis of depression of the 1-BET button 11, the SPIN button 12, the 3-BET button 13, and the 5-BET button 14 or rotation of the start lever 17, and on one hand, it is display-erased from the main display 4, on the occasion of carrying out a bonus game on the basis of depression of the 5-BET button when various bonus games, which will be described later, are acquired.
In addition, the BONUS trigger symbol 93 is a thing which operates as a trigger for the purpose of acquiring various bonus games, and in this embodiment, one BONUS trigger symbol 93 is disposed only on a peripheral surface of the reel 22R. On the basis of such a matter that the BONUS trigger symbol 93, which exists on a peripheral surface of the reel 22R, is stopped on the winning line L, it is possible to acquire various bonus games.
[Structure of Main Display 4]
Subsequently, a structure of the main display 4 will be described in reference to
Here, the opening sections 35A to 35C of the diffusion sheet 35 and the opening sections 36A to 36C of the light guiding plate 36 configure a transparent region which secures visibility of variable display in each reel 22.
In order to attach the main display 4 to the display window section 21 of the device front surface panel 20, it is carried out as shown in
In addition, a pair of cold cathode ray tubes 42 are disposed, as a light source of the liquid crystal panel 33, on upper and lower ends of the light guiding plate 36. In addition, a pair of cold cathode ray tubes 43, which illuminates symbols formed on an outer peripheral surface of each reel 22, are disposed on top and bottom at a rear surface side of each opening section 38A to 38C of the rear holder 38.
The liquid crystal panel 33 is a transparent electric display panel made from ITO etc., which is disposed on a front surface of each reel 22, and through which each reel 22L, 22C, 22R is seen, and a rear side surrounding its display section is held by the liquid crystal holder 34. The light guiding plate 36 is made from an optical transparent resin panel, and a lens cut, which guides light emitted from the cold cathode ray tube 42 located at a side portion, to a rear surface side of the liquid crystal panel 33, is disposed therein. The diffusion sheet 35 is made by an optical transparent resin sheet, and diffuses light having been guided by the light guiding plate 36, and uniformizes light having been irradiated to the liquid crystal panel 33. The liquid crystal holder 34 holding the liquid crystal panel 33, the diffusion sheet 35 and the light guiding plate 36 are integrated, and its periphery is inserted into the bezel metal frame 32. By this insertion, a front surface side of the display section in the liquid crystal panel 33 is held by the bezel metal frame 32.
A periphery of the liquid crystal holder 34, the diffusion sheet 35 and the light guiding plate 36 having been set in the bezel metal frame 32 to be united is additionally inserted into the reel glass base 31, and is held by the reel glass base 31 in such a state that a display front surface of the liquid crystal panel 33 is opened. The reel glass base 31 is attached to the device front surface panel 20 through the screw 41, and thereby, the touch panel 30 is pressure-bonded to a front surface of the reel glass base 31, and overlapped with the display section of the liquid crystal panel 33.
The rear holder 38 is made by a white color resin plate, and holds the bezel metal frame 32 supported by the reel glass base 31, the liquid crystal holder 34 holding the liquid crystal panel 33, the diffusion sheet 35 and the light guiding plate 36 on the reel glass base 31 from behind. This rear holder 38 is also functioning as a reflecting plate which reflects light emitted from the cold cathode ray tube 42 to the light guiding plate 36 to the liquid crystal panel 33 side. The anti-static sheet 39 is transparent and bonded by a double-stick tape to a rear surface of the rear holder 38, and is covering a rear surface of each opening section 38A to 38C formed in the rear holder 38.
[Electric Structure of Slot Machine 1]
Next, a structure which relates to a control system of the slot machine 1 will be described in reference to
In
In addition, to the CPU 50, a clock pulse generation circuit 53, which generates reference clock pulses, and a divider 54 are connected, and in addition, a random number generator 55, which generates random numbers, and a random number sampling circuit 56 are connected. Random numbers having been sampled through the random number sampling circuit 56 are used for various lotteries of winning combinations, demonstrations etc. Further, to the CPU 50, the start switch 57 which is attached to the start lever 17, the SPIN switch 58 which is attached to the SPIN button 12 the 1-BET switch 59 which is attached to the 1-BET button 11, the 3-BET switch 60 which is attached to the 3-BET button 13, the 5-BET switch 61 which is attached to the 5-BET bottom 14 the CHANGE switch 62 which is attached to the CHANGE button 6, the CASH-OUT switch 63 which is attached to the CASH-OUT button 7, and the HELP switch 64 which is attached to the HELP button 8 are connected, respectively. The CPU 50 carries out control so as to carry out various operations which correspond to each button, on the basis of a switch signal which is outputted from each switch by depression of each button.
Further, to the CPU 50, the coin sensor 65 which is disposed in the coin entry section 9, and the bill sensor 66 which is disposed in the bill entry section 10 are connected, respectively. The coin sensor 65 detects a coin having been entered from the coin entry section 9, and the CPU 50 calculates the number of coins having been entered on the basis of a coin detection signal which is outputted from the coin sensor 65. The bill sensor 66 detects a type and an amount of a bill having been entered from the bill entry section 10, and the CPU 50 calculates the number of coins which is equivalent to an amount of a bill on the basis of a bill detection signal which is outputted from the bill sensor 66.
To the CPU 50, three stepping motors 68L, 68C, 68R, which carries out spin of each reel 22L, 22C, 22R respectively, are connected through a motor drive circuit 67, and in addition, a reel position detection circuit 69 is connected. When a motor drive signal is outputted from the CPU 50 to the motor drive circuit 67, each stepping motor 68 is driven so as to rotate, by the motor drive circuit 67. By this means, spin of each reel 22L, 22C, 22R is carried out.
At this time, after spin of each reel 22L, 22C, 22R is started, the number of drive pulses, which are supplied to each of the stepping motors 68, is calculated, and its calculated value is written in a predetermined area of the RAM 52. In addition, a reset pulse is outputted from each reel 22L, 22C, 22R with respect to each one spin, and the reset pulse is inputted to the CPU 50 through the reel position detection circuit 69. When the reset pulse is inputted to the CPU 50 in this manner, the calculated value, which has been written in the RAM 52, is cleared up to “0”, and the CPU 50 recognizes a rotation position of symbols in each reel 22L, 22C, 22R, on the basis of a calculated value which corresponds to a rotation position in a range of one spin of each reel 22L, 22C, 22R, and a symbol table in which a spin position of each reel 22L, 22C, 22R having been stored in the ROM 51 corresponds to a symbol having been formed on a peripheral surface of each reel 22L, 22C, 22R.
To the CPU 50, a hopper 71 is connected through a hopper drive circuit 70. When a drive signal is outputted from the CPU 50 to the hopper drive circuit 70, the hopper 71 pays out a predetermined number of coins from the coin pay-out opening 15.
In addition, to the CPU 50, a coin detection section 73 is connected through a pay-out completion signal circuit 72. The coin detection section 73 is disposed in an inside of the coin pay-out opening 15, and in case it detects that a predetermined number of coins have been paid out from the coin pay-out opening 15, a coin pay-out detection signal is outputted from the coin detection section 73 to the pay-out completion signal circuit 72, and on the basis of this, the pay-out completion signal circuit 72 outputs a pay-out completion signal to CPU 50.
In addition, to the CPU 50, a sub control circuit 171 is connected. To the sub control circuit, the sub display 3, the main display 4, speakers 80L and 80R, LED 78, and the touch panel 30 are connected. Meanwhile, two-way communication is carried out between the CPU 50 and the sub control circuit 171.
Further, to the CPU 50, a progressive interface (I/F) 81 is attached to.
[Electric Structure of Sub Control Circuit]
Next, the sub control circuit 171, which is shown in
The sub CPU 221 determines what-like display is carried out by the sub display 3 and the main display 4 on the basis of a gaming information command having been transmitted from the main control circuit 50a, and transmits a display content to the image display control circuits 74, 75.
In the sub ROM 223, a communication sequence program with the main control circuit 50a, and a program and data which are necessary for a slot game and a bonus game are stored.
The sub RAM 222 is utilized as a working area on the occasion of executing these control program.
The image display control circuit 74 is configured so as to include a video ROM (not shown in the figure) and a video RAM (not shown in the figure), and controls a display content of the sub display 3. The image display control circuit 75 is also configured so as to include a video ROM (not shown in the figure) and a video RAM (not shown in the figure), and controls a display content of the main display 4. The image display control circuits 74, 75 display predetermined game effects on the sub display 3 and the main display 4, on the basis of various demonstration commands having been transmitted from the main control circuit 50a. Here, the game effects may include graphics, sound effects, etc.
The sound output circuit 79 is configured so as to include a sound source ROM (not shown in the figure) and a work RAM (not shown in the figure), and controls sounds which are outputted to the speakers 80L, 80R. The sound output circuit 79 makes the speakers 80L, 80R generate predetermined audio, on the basis of various audio demonstration commands having been transmitted from the main control circuit 50a.
The LED control circuit 77 controls light generation of various LEDs 78 which decorate a game of the slot machine 1. The LED control circuit 77 makes LED 78 generate light with predetermined timing, on the basis of various LED demonstration commands having been transmitted from the main control circuit 50a.
The touch panel control circuit 76 controls the touch panel 30 and detects that a player touched a predetermined touch area image, and conveys the detection to the sub CPU 221. After that, the sub CPU 221 carries out control of a predetermined image, and thereby, various games are carried out and continued on the sub display 3 and the main display 4.
Meanwhile, in this embodiment, the sub control circuit 171 having been independent from the main control circuit 50a is to carry out controls of the sub display 3, the main display 4, the speakers 80L, 80R etc., and is to be a separate circuit having been independent from the main control circuit 50a and the sub control circuit 171, but this invention is not limited to this, and may be of such a configuration that the main control circuit 50a directly carries out controls of the sub display 3, the main display 4, the speakers 80L, 80R etc.
[Bonus Game which Gaming Machine has]
The slot machine 1 in this embodiment has the following bonus games. That is, they are MAGIC LAMP BONUS, FORTUNE ISLAND BONUS, and BANDIT'S HIDEOUT BONUS. MAGIC LAMP BONUS, FORTUNE ISLAND BONUS, and BANDIT'S HIDEOUT BONUS are bonus games which are won when a win occurs in a winning combination of a bonus game, as described later, and when a dolphin (or a snake) demonstration is selected in a bonus game demonstration selection lottery which is carried out when a win occurs in a winning combination of a bonus game, MAGIC LAMP BONUS is won, and when a telescope demonstration is selected, BANDIT'S HIDEOUT BONUS is won, and when a bird demonstration is selected, FORTUNE ISLAND BONUS is won. In addition, even in case that the telescope demonstration is selected at this time, when a NUDGE demonstration (which is a demonstration for stopping a BONUS trigger symbol, by having reels spun again, after the reels are stopped once because of a loss. Here, to spin again includes both of to spin reels very little from the once stopped position up to a stop position to be aimed, and to spin reels again as per normal) is carried out, FORTUNE ISLAND BONUS is won. Generation processes and gaming natures of these bonus games will be described later.
[Progressive Game System]
Next, a progressive game system, in which plural units of slot machines 1 are connected through progressive interfaces 81 having been attached to, respectively, will be described in reference to
In the progressive game system 82 which is shown in
As information which is transmitted from each slot machine 1 to the progressive unit 83, there is coin entry number information of coins having been bet in each slot machine 1, and there is information when a character a player operates wins a battle agaist an enemy, at a final spot of a SUGOROKU (Japanese backgammon) game which is played in a game of FORTUNE ISLAND BONUS which will be described later. In addition, as information which is transmitted from the progressive unit 83 to each slot machine 1, there is coin pool number information which is a total sum of coin entry number information of coins having been bet in each slot machine 1. The suchlike coin pool number information is transmitted from the progressive unit 83 to each slot machine 1 through the communication control section 84, and is displayed on the sub display 3 in each slot machine 1 at predetermined timing and time. A part or all of coins having been accumulated as a progressive value which the coin pool number information indicates are given as JACKPOT to a player of the slot machine 1 in which a character the player operates could win (this is hereinafter called as FORTUNE ISLAND BONUS win) a battle against an enemy, at a final spot of the SUGOROKU game which is played in the game of FORTUNE ISLAND BONUS.
Then, a pool number calculation section 85 in the progressive unit 83 carries out addition of a common bonus, in which 1.7% (this invention is not limited to this) of the number of coins having been entered in each slot machine 1 is cumulatively added to an initial number, by use of 900 (this invention is not limited to this, and it is to be possible to change setup arbitrarily) as an initial number as to FORTUNE ISLAND BONUS, on the basis of coin entry information being transmitted from each slot machine 1.
Meanwhile, in each slot machine 1, in case that a player of any slot machine 1 obtained a payout of JACKPOT, the coin pool number information, which corresponds to the progressive value, is reset to the initial number. In addition, a pool number storage section 86 stores the coin number having been calculated in the pool number calculation section 85 as described above.
The progressive unit 83 having been configured as above transmits coin pool number information of each common bonus which is stored in the pool number storage section 86, from the communication control section 84 to each slot machine 1, on regular basis. In each slot machine 1, coin pool number having been transmitted previouly and coin pool number information having been transmitted this time are compared on regular basis, on the basis of coin pool information which is transmitted from the progressive unit 83, and in case that the this time coin pool number is smaller than the last time coin pool number, it is notified that there is a win as to FORTUNE ISLAND BONUS.
Therefore, even in case that information, which is transmitted from the progressive unit 83 to each slot machine 1, is restricted, it is notified to other slot machines 1 that a win of FORTUNE ISLAND BONUS occurrs, and therefore, it is possible for not only a player who wins but also a player of another slot machine 1 to easily confirm on the sub display 3 or the main display 4 that pools coins are distributed to FORTUNE ISLAND BONUS winning, and by this means, it is possible to increase an interest of a player to FORTUNE ISLAND BONUS to foster a seasoning. In addition, it is possible to carry out notification of winning with respect to each of plural common bonuses, and therefore, it is also possible to easily confirm that coins relating to which common bonus has been acquired.
In addition, in case that a win of FORTUNE ISLAND BONUS occurrs in the slot machine 1, the progressive unit 83 transmits coin pool number information of each progressive bonus which correlates with a bonus game, to each slot machine 1 through the communication control section 84, as described above, and in addition, in the slot machine 1, the coin pool number information is displayed on the sub display 3. By this means, it is possible to increase feeling of expectancy to, an interest in FORTUNE ISLAND BONUS winning and to foster a seasoning.
[Probability Lottery Table for Base Game]
Meanwhile, correspondence of symbols of a blank 1 and a blank 2 shown in
[MAGIC LAMP BONUS Probability Lottery Table]
[Winning combination Determination Table]
As described above, at the time of the base game of the slot machine 1, random number values, which are independent respectively, are extracted for each reel 22L, 22C, 22R, and on the basis of respective random number values, a stop symbol is determined with respect to each reel 22L, 22C, 22R. On this account, when each reel 22L, 22C, 22R is stopped, it becomes necessary to carry out processing for determining whether its symbol arrangement forms a winning combination or not. A winning combination determination table shown in
Meanwhile, numerical values of winning time payout numbers which correspond to winning combination, shown in
[Normal Image Selection Probability Table]
[Reel Stopping Order Determination Probability Lottery Table]
[Bonus Game Demonstration Selection Probability Lottery Table]
Meanwhile, When the BONUS trigger symbol 93 is selected for the reel 22R, and when the BET number of coins is 1BET(one coin), 2BET(two coins), or 3BET(three coins), lottery of a selection of a demonstration, which is carried on the main display 4, is not carried out, and when it is determined to stop the BONUS trigger symbol 93 for the reel 22R, it is necessarily controlled to win BANDIT'S HIDEOUT BONUS.
[NUDGE Demonstration Determination Probability Lottery Table at the Time of BONUS Trigger Symbol Selection]
[Demonstration which is Displayed on Main Display 4, which Visually Cooperates with Base Game of Slot Machine 1]
As a demonstration which is displayed on the main display 4, which visually cooperates with the base game of the slot machine 1, there are following things. When spin of the reels 22L, 22C, 22R is started, demonstrations may be classified depending on a winning combination which has been already determined before spin of the reels 22L, 22C, 22R is stopped. Demonstrations are roughly classified into “telescope demonstration” and “bird demonstration” which are carried out when a winning combination is “a bonus game”, “success game effect” which is carried out when a winning combination is “WILD”, “RED7”, “3BAR”, “2BAR”, “BAR”, and “ANYBAR”, and “failure game effect” which is carried out when a winning combination is “a loss”.
As to the “telescope demonstration” and “bird demonstration”, since a winning combination is “a bonus game” and it is determined in advance to stop the BONUS trigger symbol 93 on the reel 22R, they are demonstrations which are carried out when the BONUS trigger symbol 93 is brought to a stop.
As described above, whether either of “telescope demonstration” or “bird demonstration” is carried out is determined by the probability lottery, Further, “telescope demonstration” is basically a demonstration winning “BANDIT'S HIDEOUT BONUS”, and when the NUDGE demonstration is carried out, the “telescope demonstration” is a demonstration that “FORTUNE ISLAND BONUS” is won.
The “success game effect” is a demonstration which is carried out when a winning combination is any one of “WILD”, “RED7”, “3BAR”, “2BAR”, “BAR”, and “ANYBAR”, and is further classified into a “dolphin success game effect”, a “snake success game effect”, a “seagull success game effect”, a “buzzard success game effect”, and a “monkey success game effect”. The “dolphin success game effect”, the “seagull success game effect” and the “monkey success game effect” are demonstrations which are carried out when “SEA” is selected as the normal screen. The “snake success game effect”, the “buzzard success game effect”, and the “monkey success game effect” are demonstrations which are carried out when “DESERT” is selected as the normal screen.
The “dolphin success game effect” and the “snake success game effect” are such demonstrations that, in the base game, a dolphin or a snake appears on the main display 4 in tune with a stop of the reels 22L, 22C, 22R, and the dolphin or the snake hands a “lamp” over to a main character, in tune with before and after a spin stop of a reel which stops at the last. Then, a “spirit of lamp” appears from the “lamp”, and MAGIC LAMP BONUS is won.
Meanwhile, in such a method that a game effect, which is displayed on the main display 4, is controlled in tune with before and after a spin stop of a reel which stops, there are following three modes for details. In case a game effect, which is displayed on the main display 4, is controlled around when a reel stops spinning, there are three modes as follows.
First one is of a case for carrying out an image demonstration after the reel stops. In this case, stop control of the reel is carried out, and at the same time, a demonstration command is transmitted. For example, when stop control of the reel 22C is carried out and at the same time, a demonstration command (e.g., seagull demonstration command 2 etc. of
Second one is of a case for carrying out an image demonstration before stop control of the reel. Predetermined demonstration execution time is defined for an image demonstration based on demonstration data which corresponds to each reel, respectively, and stop control of the reel is carried out after a demonstration command is transmitted and the predetermined demonstration execution time elapses. For example, demonstration execution time of two seconds is defined for an image demonstration based upon a demonstration command of the reel 22C, and after the lapse of the demonstration execution time of two seconds, stop control of the reel 22C is carried out. Meanwhile, a similar control method is also applicable to the reels 22L, R. As an example of this case, there are the monkey success (or failure) demonstration, the seagull success (or failure) demonstration etc.
Third one is of a case for carrying out an image demonstration before and after stop control of a reel. Predetermined demonstration execution time is defined for an image demonstration based on demonstration data which corresponds to each reel, respectively, and stop control of a reel is carried out after a demonstration command is transmitted and the predetermined demonstration execution time elapses. For example, demonstration execution time of four seconds is defined for an image demonstration based upon a demonstration command of the reel 22C, and after the lapse of the demonstration execution time of two seconds, stop control of the reel 22C is carried out. Even after the reel 22C is stop-controlled, the image demonstration is carried out over remaining two seconds. Meanwhile, a similar control method is also applicable to the reels 22L, R.
The “seagull success game effect” and the “buzzard success game effect” are such demonstrations that, in the base game, a seagull or a “buzzard” appears on the main display 4 in tune with a stop of the reels 22L, 22C, 22R, and the “seagull” or the “buzzard” stays in frames of the display windows 23, 24, 25 of the reels, in tune with before and after respective spin stops of the reels 22L, 22C, 22R. According to this demonstration, the “seagull” or the “buzzard” stays in frames of the display windows 23, 24, 25, and thereby, it is possible to notify to a player that there is such a possibility that a specific winning combination is realized.
The “monkey success game effect” is such a demonstration that, in the base game, a “monkey” appears on the main display 4 in tune with stops of the reels 22L, 22C, 22R, and the “monkey” hangs down on any one of the display windows 23, 24, 25 of a reel which stops next, right before respective spin stops of the reels 22L, 22C, 22R. According to this demonstration, the “monkey” hangs down on any one of the display windows 23, 24, 25 of a reel which stops next, and thereby, it is possible to notify to a player a reel which stops next, and it is possible to notify to a player that there is such a possibility that a specific winning combination is realized.
The “failure game effect” is a demonstration which is carried out when a winning combination is a “loss”, and is further classified into “dolphin failure game effect”, “snake failure game effect”, “seagull failure game effect”, “buzzard failure game effect”, “monkey failure game effect”, “telescope failure game effect”, and “bird failure game effect”. The “dolphin failure game effect”, the “seagull failure game effect”, the “monkey failure game effect”, the “telescope failure game effect”, and the “bird failure game effect” are demonstrations which are carried out when “SEA” is selected as the normal screen. The “snake failure game effect”, the “buzzard failure game effect”, the “monkey failure game effect”, the “telescope failure game effect”, and the “bird failure game effect” are demonstrations which are carried out when “DESERT” is selected as the normal screen. The “failure game effect” which is carried here is dependent on a stopping order of the reels 22L, 22C, 22R. When a stopping order of the reels 22L, 22C, 22R is the first stopping order, one demonstration is selected by lottery out of the “dolphin (snake) failure game effect”, the “seagull (buzzard) failure game effect”, the “monkey failure game effect”, the “telescope failure game effect”, and the “bird failure game effect”, but when a stopping order of the reels 22L, 22C, 22R is other than the first stopping order, one demonstration is selected by lottery out of the “dolphin (snake) failure game effect”, the “seagull (buzzard) failure game effect”, and the “monkey failure game effect”. When it is determined to stop the BONUS trigger symbol 93 for the reel 22R, spin of the reels 22L, 22C, 22R is surely stopped in the first stopping order, and therefore, inversely, even when spin of the reels 22L, 22C, 22R are stopped in the first stopping order, in case that a winning combination is a “loss” or “not-winning”, this has such an advantage that feeling of expectancy is given to a player as to such a possibility that the BONUS trigger symbol 93 stops for the reel 22R.
[Demonstration Selection Probability Lottery Table which Corresponds to Winning Combination (Except for Bonus Game and Loss)]
When the normal screen is of “SEA”, a demonstration is selected by lottery with predetermined probability from three demonstrations of the “dolphin success game effect”, the “seagull success game effect”, and the “monkey success game effect”, and when the normal screen is of “DESERT”, a demonstration is selected by lottery with predetermined probability from three demonstrations of the “buzzard success game effect”, the “snake success game effect”, and the “monkey success game effect”. Which demonstration is selected by lottery differs depending on a winning combination as shown in
[Failure Demonstration Selection Probability Lottery Table when Winning Combination is Loss (or Not-Winning)]
When a stopping order of the reels 22L, 22C, 22R is the first stopping order and the normal screen is of “SEA”, a demonstration is selected by lottery with predetermined probability from five demonstrations of the “dolphin failure game effect”, the “seagull failure game effect”, the “monkey failure game effect”, the “telescope failure game effect”, and the “bird failure game effect”, and when the normal screen is of “DESERT”, a demonstration is selected by lottery with predetermined probability from five demonstrations of the “buzzard failure game effect”, the “snake failure game effect”, the “monkey failure game effect”, the “telescope failure game effect”, and the “bird failure game effect”. Which demonstration is selected for one extracted random number value is as shown in
In addition, when a stopping order of the reels 22L, 22C, 22R is other than the first stopping order and the normal screen is of “SEA”, a demonstration is selected by lottery with predetermined probability from three demonstrations of the “dolphin failure game effect”, the “seagull failure game effect”, and the “monkey failure game effect”, and when the normal screen is of “DESERT”, a demonstration is selected by lottery with predetermined probability from three demonstrations of the “buzzard failure game effect”, the “snake failure game effect”, and the “monkey failure game effect”. Which demonstration is selected for one extracted random number value is as shown in
[MAGIC LAMP BONUS Completion Prediction Demonstration Probability Lottery Table]
[MAGIC LAMP BONUS Completion Probability Lottery Table when MAGIC LAMP BONUS Completion Prediction Demonstration is Carried Out]
[Payout Display Change Pattern Probability Lottery Table]
As above, various probability lottery tables are described, but this invention is not limited to these, and as to probability distribution and variations of options which may be selected by lottery, it is possible to carry out design changes for them, in order to heighten a gaming nature.
[Normal Screen Demonstration Data Table]
[Reel Stop Demonstration Data Table of Winning combination except for Bonus Game and Loss]
[Reel Stop Demonstration Data Table when Winning combination is Loss]
[MAGIC LAMP BONUS State Game Demonstration Data Table]
[MAGIC LAMP BONUS Completion Demonstration Data Table]
[Bonus Game Demonstration Data Table]
[BANDIT'S HIDEOUT BONUS Demonstration Data Table]
[FORTUNE ISLAND BONUS Demonstration Data Table]
FIGS. 27A-B show a table storing a demonstration command, which instructs execution of FORTUNE ISLAND BONUS demonstration, and demonstration data. This table has data of game effects for displaying FORTUNE ISLAND BONUS execution game effects on the main display 4, in case that a bonus game is selected as a winning combination and the bird demonstration is further selected in bonus game demonstration selection probability lottery (this lottery is carried out only at the time of 5BET), or when the telescope demonstration has been selected in the bonus game demonstration selection probability lottery at the time of 5BET, but it is determined to carry out the NUDGE demonstration and therefore, FORTUNE ISLAND BONUS is won for the last time and is carried out. As a FORTUNE ISLAND BONUS execution demonstration, there are “FORTUNE ISLAND BONUS start demonstration”, “dice”, “DEP JUNGLE map”, “ROCKY STRETCH map”, “SECRET CAVE map”, “big spider demonstration”, “rock demonstration”, “big snake demonstration”, “treasure box demonstration”, and “temple demonstration”, and respective demonstration commands and demonstration data are as shown in FIGS. 27A-B.
[Control Operation of Slot Machine 1]
With reference to FIGS. 28 to 41, flows of various control operations, which are carried out in the main control circuit 50a and the sub control circuit 171 of the slot machine 1, will be described.
[Main Flow Chart of Main Control Circuit 50a]
With reference to
In a step S101, various initialization processing at the time of power-on is carried out. The main control circuit 50a (see,
Next, in a step S102, normal screen selection processing is carried out. Details of this processing will be described in details of normal screen selection processing of
Next, in a step S103, BET reception processing is carried out. Determination of whether or not the main control circuit 50a detected that a BET operation has been made by such a matter that various BET switches of the 1-BET switch 59 (see,
Next, in the step S104, determination of whether the SPIN switch 58 (see,
Next, in the step S105, transmission processing of a progressive value is carried out. The main control circuit 50a transmits a predetermined proportion out of BET number having been accepted in the step S103, as a progressive value, to the progressive unit 83 through the progressive I/F 81 (see,
Next, in a step S106, processing for determining symbols which appear on the reels 22L, 22C, 22R (see,
Next, in a step S107, reel spin processing is carried out. The main control circuit 50a controls the motor drive circuit 67 (see,
Next, in a step S108, determination processing of whether a symbol, which stops at the reel 22R, is the BONUS trigger symbol is carried out. The main control circuit 50a carries out determination of whether a symbol, which appears at the reel 22R, is the BONUS trigger symbol 93 (i.e., a code number is “02” (see,
Next, in the step S109, reel stop order determination processing is carried out. The main control circuit 50a controls the random sampling circuit 56 (see,
Next, in a step S110, winning combination determination processing is carried out. The main control circuit 50a carries out such determination that a combination of symbols which appear corresponds to which winning combination, on the basis of code numbers of symbols which appear at the reels 22L, 22C, 22R, respectively, which are stored in RAM 52 in the step S106, and with reference to the winning combination determination table shown in
Next, in a step S11l, determination processing of whether a winning combination is other than a “loss”. The main control circuit 50a carries out determination of whether a winning combination having been determined in the step S110 is other than the “loss”. When this determination is YES, processing is shifted to a step S112, and when it is NO, processing is shifted to a step S113.
Next, in the step S112, “demonstration which corresponds to a winning combination and reel stop processing” is carried out. Details of this processing will be described in details of “demonstration which corresponds to a winning combination and reel stop processing” which will be described later. When this processing is finished, processing is shifted to the step S102 in the main flow of
On one hand, in a step S113, determination of “whether a reel stopping order is the first stopping order” is carried out. The main control circuit 50a carries out this determination of whether a reel stopping order is the first stopping order or not, with reference to reel stopping orders which are determined in the step S109 and stored in RAM 52. When this determination is YES, processing is shifted to a step S114, and when it is NO, processing is shifted to a step S115.
Next, in the step S114, “failure game effect in the first stopping order and reel stop processing” is carried out. Details of this processing will be described in details of “failure game effect in the first stopping order and reel stop processing” which will be described later. When this processing is finished, processing is shifted to the step S102 in the main flow of
On one hand, in the step S115, “failure game effect in a case other than the first stopping order and reel stop processing” is carried out. Details of this processing will be described in details of “failure game effect in a case other than the first stopping order and reel stop processing” which will be described later. When this processing is finished, processing is shifted to the step S102 in the main flow of
On one hand, in a step S116, bonus game processing is carried out. Details of this processing will be described in details of bonus game processing which will be described later. When this processing is finished, processing is shifted to the step S102 in the main flow of
[Details of Normal Screen Selection Processing]
With reference to
In a step S121, determination of whether a normal screen selection counter is “0” or not is carried out. The main control circuit 50a (see,
Next, in the step S122, normal screen selection lottery processing is carried out. The main control circuit 50a controls the random sampling circuit 56 (see,
Next, in a step S123, normal screen switching processing is carried out. The main control circuit 50a starts display of a normal screen having been determined in the step S122 and being displayed on the main display 4 at the time of the base game. The main control circuit 50a transmits a demonstration command (see,
Next, in the step S124, processing for adding the normal screen selection counter 1 is carried out. The main control circuit 50a adds “1” to the normal screen selection counter which is a variable stored in RAM 52.
Next, in a step S125, processing of whether the normal screen selection counter is equivalent to “10” or not is carried out. The main control circuit 50a determines, with reference to the normal screen selection counter which is a variable to be stored in RAM 52, whether its value is equivalent to “10” or not. When this determination is YES, processing is shifted to a step S126, and when it is NO, this subroutine is finished, and processing is shifted to the step S103 of
Next, in the step S126, processing of clearing the normal screen selection counter is carried out. The main control circuit 50a sets “0” (clears) to the normal screen selection counter which is a variable to be stored in RAM 52. When this processing is finished, this subroutine is finished, and processing is shifted to the step S103 of
[Details of Bonus Game Processing]
With reference to
In a step S131 of
Next, in a step S132, processing of transmitting a demonstration start command which corresponds to the demonstration selected in the step S131 is carried out. The main control circuit 50a transmits the demonstration start command (“telescope demonstration start command”, “bird demonstration start command”, “dolphin demonstration command” or “snake demonstration command” (see,
Next, in a step S133, stop processing of the reel 22L is carried out. The main control circuit 50a controls the motor drive circuit 67 (see,
Next, in a step S134, left display window disappearing effect command transmission processing is carried out. The main control circuit 50a transmits a left display window disappearing effect command (“telescope left display window disappearing command”, “bird demonstration left display window disappearing command”, “dolphin demonstration command 2” (see,
Next, in a step S135, stop processing of the reel 22C is carried out, by processing which is similar to that of the step S133.
Next, in a step S136, middle display window disappearing effect command transmission processing is carried out. On the basis of “telescope middle display window disappearing command”, “bird effect middle display window disappearing command”, and “dolphin effect command” (see,
Next, in a step S137, lottery processing of whether NUDGE of the reel 22R is carried out or not is carried out. The main control circuit 50a controls the random number sampling circuit 56 (see,
Next, in a step S138, determination of whether NUDGE of the reel 22R is carried out or not the main control circuit 50a carries out determination of whether NUDGE of the reel 22R is carried out or not, on the basis of a result of determination having been determined in the step S137. When this determination is YES, processing is shifted to a step S139, and when it is NO, processing is shifted to a step S148.
Next, in the step S139, NUDGE demonstration command transmission processing is carried out. The main control circuit 50a transmits a bonus acquisition failure command (“BANDIT'S HIDEOUT BONUS acquisition failure game effect command”, “FORTUNE ISLAND BONUS acquisition failure command”, “dolphin effect command 6” or “snake demonstration command” (see,
Next, in a step S140, stop processing is carried out by moving the reel 22R by predetermined frame number. The main control circuit 50a controls the motor drive circuit 67 to move the reel 22R by predetermined frame number (e.g., it is one frame (i.e., one symbol) but this invention is not limited to this) on the basis of information of an appearing symbol of the reel 22R having been stored in RAM 52 (see,
Next, in a step S141, bonus reversal success game effect command transmission processing is carried out. The main control circuit 50a transmits a bonus reversal acquisition command (“bird come-flying effect command”, “bird come-flying-again command”, “dolphin effect command 7” or “snake effect command 7” (see,
Next, in a step S142, processing for spinning the reel 22R again is carried out. The main control circuit 50a controls the motor drive circuit 67 (see,
Next, in a step S143, waiting time digestion processing is carried out. The main control circuit 50a is turned in a waiting state for a given length of time, to maintain spin of the reel 22R having been started in the step S142.
Next, in a step S144, stop processing of the reel 22R is carried out by processing which is similar to that of the step S133 of
Next, in a step S145, determination processing of whether a demonstration is the dolphin success game effect or the snake success game effect or not is carried out. The main control circuit 50a carries out determination of whether the demonstration having been determined in the step S191 is the dolphin success game effect or the snake success game effect or not. When this determination is YES, processing is shifted to a step S146, and when it is NO, processing is shifted to a step S147. Meanwhile,
Next, in the step S146, MAGIC LAMP BONUS processing is carried out. Details of this processing will be described in details of MAGIC LAMP BONUS processing of FIGS. 36 to 37, which will be described later. When this processing is finished, this subroutine is finished, and processing is shifted to the step S102 of
On one hand, in the step S147, FORTUNE ISLAND BONUS acquisition demonstration command transmission processing is carried out. The main control circuit 50a transmits a bonus acquisition command (“FORTUNE ISLAND BONUS acquisition demonstration command” (see,
Next, in a step S148, FORTUNE ISLAND BONUS start command transmission processing is carried out. The main control circuit 50a transmits a FORTUNE ISLAND BONUS start command to the sub control circuit 171. The sub control circuit 171, which receives this FORTUNE ISLAND BONUS start command, carries out FORTUNE ISLAND BONUS start command reception processing of
Next, in a step S149, FORTUNE ISLAND BONUS completion command reception processing is carried out. The main control circuit 50a receives a FORTUNE ISLAND BONUS completion command which is transmitted from the sub control circuit 171. The main control circuit 50a, which receives this FORTUNE ISLAND BONUS completion command, completes this subroutine, and processing is shifted to the step S102 in the main flow of
On one hand, in a step S150, determination of whether a bonus game effect is the telescope effect or not is carried out. The main control circuit 50a carries out determination of whether a bonus game effect having been determined in the step S131 is the telescope demonstration or not. When this determination is YES, processing is shifted to the step S149, and when it is NO, processing is shifted to the step S143.
Next, in a step S151, stop processing of the reel 22R is carried out by processing which is similar to that of the step S133 of
Next, in a step S152, BANDIT'S HIDEOUT BONUS acquisition effect command transmission processing is carried out. Processing, which is similar to that of the step S147, is carried out except for such a matter that it is based on “BANDIT'S HIDEOUT BONUS acquisition effect command (see, FIGS. 25A-B)”. Meanwhile,
Next, in a step S153, BANDIT'S HIDEOUT BONUS start command transmission processing is carried out. The main control circuit 50a transmits a BANDIT'S HIDEOUT BONUS start command to the sub control circuit 171. The sub control circuit 171, which receives this BANDIT'S HIDEOUT BONUS start command, carries out BANDIT'S HIDEOUT BONUS start command reception processing of
Next, in a step S154, BANDIT'S HIDEOUT BONUS completion command reception processing is carried out. The main control circuit 50a receives a BANDIT'S HIDEOUT BONUS completion command which is transmitted from the sub control circuit 171. The main control circuit 50a, which receives this BANDIT'S HIDEOUT BONUS completion command, completes this subroutine, and processing is shifted to the step S102 in the main flow of
[Details of FORTUNE ISLAND BONUS Start Command Reception Processing]
FORTUNE ISLAND BONUS is a bonus game which may imitate a SUGOROKU game. A SUGOROKU board is displayed on the sub display 3, and a main character makes its way on blocks of the SUGOROKU board, and thereby, the game goes on. A player selects one from three dices which are displayed on the main display 4, and its dice carries out variable display, and by a number of spots on the dice which is finally displayed, the number of blocks on which a main character goes on the SUGOROKU board is determined. The number of spots, which are finally displayed on the dice, is determined by probability lottery which may differ in three dices, respectively, after the variable display is started. A face of the dice is not shown to the player at the beginning, but it is configured in such a manner that the player selects one among the three dices arbitrarily and the selected dice carries out variable display, and when the variable display stopped finally, spots on the dice are shown. Meanwhile, designation of a selection of the dice is carried out by a touch panel system. A player touches display of an arbitrary one dice, and thereby, the touch panel 30 detects that touch, to transmit a detection signal to the touch panel control circuit 76 (see,
In addition, in FORTUNE ISLAND BONUS, a main character starts a game with five life points. The life point increases or decreases by such a matter that it goes on blocks of the SUGOROKU board and comes across various events. Then, when the game of all FORTUNE ISLAND BONUS is completed at a final spot, if the life point is not “0”, a player can acquire JACKPOT as a special payout. When the life point becomes “0” before the main character arrives at the final spot on the SUGOROKU board, FORTUNE ISLAND BONUS is finished when the life point becomes “0.”
Hereinafter, such a system that a player inputs any input operation on the main display 4 is to be a touch panel system in which a display image is selected and touched, and the touch panel 30 detects that touch, and a detection signal is transmitted to the touch panel control circuit 76, and thereby, the sub control circuit 171 recognizes that image display is touched by the player.
In a step S153, initial screen display processing is carried out. The sub control circuit 171 reads out a FORTUNE ISLAND BONUS start effect command from a FORTUNE ISLAND BONUS effect table (see,
In addition, in the SUGOROKU board of “ROCKY STRETCH”, there are six blocks from a start spot to “PALACE” which is a goal spot. They are “TREASURE BOX”, “ROCK”, “BIG SNAKE”, “TREASURE BOX”, “TREASURE BOX”, and “BIG SPIDER” from a side which is close to the start spot. In respective blocks, various events occur, but details thereof will be described in an explanation of a step S162.
Next, in a step S154, dice selection acceptance processing is carried out. A player touches an arbitrary one among three dice images which are displayed on the main display 4, and the touch panel 30 detects it, and a detection signal is transmitted to the touch panel control circuit 76, and thereby, the sub control circuit 171 recognizes that display is touched by a player.
Next, in a step S155, dice lottery processing is carried out. The sub control circuit 171 selects one random number value by software control, and on the basis of that random number value, a final spot on the dice is determined with reference to a probability lottery table (not shown in the figure) of spots on the dice which corresponds to a dice image having been touched and selected by the player. Then, the sub control circuit 171 controls the image display control circuit 75 to start variable display of the dice image, and after a while, that variable display is stopped. When the variable display is stopped, spots on the dice are not finally displayed to the player at this stage, but after that, variable display of the dice image is carried out, and for the first time when the variable display is stopped, spots on the dice is finally displayed to the player.
Next, in a step S156, such processing that a main character, which is displayed on the sub display 3, goes on blocks of the SUGOROKU board, by number of spots on the dice which is finally determined in the step S155 is carried out. The sub control circuit 177 controls the image display control circuit 74 on the basis of the number of spots on the dice which is determined in the step S155, to make a main character, which is displayed on the sub display 3, go on blocks of the SUGOROKU board.
Next, in a step S157, determination processing of whether a main character arrives at the final spot is carried out. The sub control circuit 171 carries out determination of whether a main character arrives at “PALACE” which is a goal of the SUGOROKU. When this determination is YES, processing is shifted to a step S158, and when it is NO, processing is shifted to a step S162.
Next, in the step S158, event generation processing at the final spot is carried out. The sub control circuit 171 controls the image display control circuit 74, to make a main character, which is displayed on the sub display 3, carry out confrontation (PALACE battle) with “DEMON” which is a master of “PALACE”. The sub control circuit 171 reads out an PALACE game effect command from the FORTUNE ISLAND BONUS demonstration data table which is stored in the sub ROM 223 (see,
Next, in a step S159, determination processing of whether a main character wins an event at a final spot or not is carried out. The sub control circuit 171 determines whether a main character has won in the past, in the processing of the step S158. When this determination is YES, processing is shifted to a step S160, and when it is NO, processing is shifted to a step S161.
Next, in the step S160, JACKPOT payout processing is carried out. The sub control circuit 171 transmits a signal of a JACKPOT payout request, to the main control circuit 50a. The main control circuit 50a, which receives that signal, transmits a request signal for JACKPOT payout, to the progressive unit 83, through the progressive I/F 81. The progressive unit 83, which receives the request signal for JACKPOT payout, transmits a signal for giving a predetermined progressive value to a player as a JACKPOT payout, to the main control circuit 50a. The main control circuit 50a, which receives the signal for giving it to a player as the JACKPOT payout, adds the number of coins which corresponds to the given JACKPOT payout, to a credit value of the slot machine 1 (the number of coins which is trapped in the slot machine 1).
Next, in the step S161, processing of transmitting a FORTUNE ISLAND completion command to the main control circuit 50a is carried out. The sub control circuit 171 transmits the FORTUNE ISLAND BONUS completion command to the main control circuit 50a. In addition, display of the sub display 3 is restored to payout display. When this processing is finished, this routine is finished.
On one hand, in a step S162, “event generation processing in each block where a main character stopped” is carried out. As described above, for example, when “ROCKY STRETCH” is selected as a route leading to “PALACE”, there are six blocks from a start spot to “PALACE” which is a goal spot. They are “TREASURE BOX”, “ROCK”, “BIG SNAKE”, “TREASURE BOX”, “TREASURE BOX”, and “BIG SPIDER” from a side which is close to the start spot.
When the main character stopped at a block of “TREASURE BOX”, the sub control circuit 171 reads out a treasure box game effect command from the FORTUNE ISLAND BONUS demonstration data table (see,
When the main character stops at a block of “ROCK”, the sub control circuit 171 reads out a rock game effect command from the FORTUNE ISLAND BONUS demonstration data table (see,
When the main character stops at a block of “BIG SPIDER”, the sub control circuit 171 reads out a big spider game effect command from the FORTUNE ISLAND BONUS effect data table (see,
When the main character stops at a block of “BIG SNAKE”, the sub control circuit 171 reads out a big snake game effect command from the FORTUNE ISLAND BONUS effect data table (see,
Next, in a step S163, it is determined whether a life point of the main character is “0” or not. The sub control circuit 171 determined whether the life point of the main character is “0” or not. When this determination is YES, processing is shifted to the step S161, and when it is NO, processing is shifted to the step S154.
[Details of BANDIT'S HIDEOUT BONUS Start Reception Processing]
In a step S171, initial screen display processing is carried out. The sub control circuit 171 reads out the BANDIT'S HIDEOUT BONUS start effect command from a BANDIT'S HIDEOUT BONUS effect table (see
Next, in a step S172, treasure box selection acceptance processing is carried out. The player touches an arbitrary one among a plurality of “TREASURE BOXES” which are displayed on the main display 4, and the touch panel 30 detects it, and a detection signal is transmitted to the touch panel control circuit 76, and thereby, the sub control circuit 171 recognizes that display is touched by a player.
Next, in a step S173, processing of displaying such a game effect that the selected treasure box is opened on the sub display 3 is carried out. The sub control circuit 171 reads out a treasure box open demonstration command from the BANDIT'S HIDEOUT BONUS demonstration data table (see,
Next, in a step S174, determination of whether content of a treasure box is a skull or not is carried out. The sub control circuit 171 carries out determination of whether content of a treasure box is a skull or not. When this determination is YES, processing is shifted to a step S175, and when it is NO, processing is shifted to a step S178.
Next, in the step S175, processing of displaying a game effect of a skull on the sub display 3 is carried out. The sub control circuit 171 reads out a “skull appearance demonstration command” from the BANDIT'S HIDEOUT BONUS demonstration data table (see
Next, in a step S176, processing of displaying a game effect of a main character which runs away in a hang of a hurry is carried out. The sub control circuit 171 reads out a “demonstration command for a main character which runs away from a skull” from the BANDIT'S HIDEOUT BONUS demonstration data table (see
Next, in a step S177, processing of transmitting a BANDIT'S HIDEOUT BONUS completion command to the main control circuit 50a. The sub control circuit 171 transmits the BANDIT'S HIDEOUT BONUS completion command, to the main control circuit 50a. In addition, display of the sub display 3 is restored to payout display. When this processing is finished, this routine is finished.
On one hand, in a step S178, processing of “displaying a game effect of treasure or lucky item on the sub display, and displaying an acquired point etc. on a treasure box game effect which is displayed on the main display “is carried out. The sub control circuit 171 reads out a “treasure appearance effect command” or a “lucky item appearance command” from the BANDIT'S HIDEOUT BONUS effect data table (see
Next, in a step S179, processing of displaying a game effect of a main character which acquires treasure of lucky item and feels delight on the sub display is carried out. The sub control circuit 171 reads out a “treasure main character effect command” or a “lucky item main character effect command” from the BANDIT'S HIDEOUT BONUS data table (see
Next, in a step S180, acquired point addition processing is carried out. The sub control circuit 171 adds coins which are acquired in the step S178 to credit number.
Next, in a step S181, determination of whether the predetermined number of treasure boxes are selected or not. The sub control circuit 171 carries out determination of whether the predetermined number of treasure boxes are selected by the player or not. When this determination is YES, processing is shifted to the step S177, and when it is NO, processing is shifted to the step S172.
[Details of Demonstration which corresponds to Winning combination and Reel Stop Processing]
With reference to
In a step S191, probability lottery processing of a demonstration which corresponds to a winning combination is carried out. The main control circuit 50a (see
Next, in a step S192, processing of “first stop reel demonstration command transmission” is carried out. The main control circuit 50a (see
Next, in a step S193, waiting time elapse processing is carried out. The main control circuit 50a is turned in a waiting state for a given length of time, to wait ready until the demonstration, which is instructed for execution in the step S192, is completed.
Next, in a step S194, stop processing of a first stop reel is carried out. The main control circuit 50a controls the motor drive circuit 67 (see
Next, in a step S195, “second stop reel effect command transmission” processing is carried out. The main control circuit 50a transmits an effect command of a reel which stops secondly, in accordance with the “success game effect” which is determined in the step S191 and the stopping order which is determined in the reel stopping order determination processing of the step S109 of
Next, in a step S196, processing, which is similar to that of the step S193, is carried out, and the main control circuit 50a waits ready until the demonstration, which is instructed for execution in the step S195, is completed.
Next, in a step S197, second stop reel stop processing is carried out. The main control circuit 50a controls the motor drive circuit 67, to carry out stop processing of the second stop reel, on the basis of information of an appearing symbol of the second stop reel which is stored in RAM 52 in the step S106 of
Next, in a step S198, “third stop reel effect command transmission” processing is carried out. This processing is almost similar to that of the step S192.
Next, in a step S199, processing, which is similar to that of the step S193, is carried out, and the main control circuit 50a waits ready until the demonstration, which is instructed for execution in the step S198.
Next, in a step S200, third stop reel stop processing is carried out. The main control circuit 50a controls the motor drive circuit 67, to carry out stop processing of the third stop reel, on the basis of information of a stop symbol of the third stop reel having been stored in RAM 52 in the step S106 of
Next, in a step S201, pay-out processing of a payout which corresponds to a winning combination is carried out. The main control circuit 50a carries out pay-out of a payout which corresponds to a winning combination having been determined in the step S110 of
As above, by carrying out processing of the step S192, the step S195, and the step S198, it is possible to interlock a stop of variable display of reels and a game effect which is displayed on the main display 4, with visual relevancy.
In particular, when the “success game effect” is the “seagull success game effect” (or the “buzzard success game effect”), a seagull stays in an area of the display windows 23, 24, 25 of the reels 22L, 22C, 22R, and thereby, it is possible to notify to a player that such a possibility that a predetermined winning combination occurs is high. In addition, by this means, it is possible for a player to carry out a game with feeling of expectancy.
In addition, when the “success game effect” is the “monkey success game effect”, by carrying out such a demonstration that a monkey hangs down on the display windows 23, 24, 25 of the reels 22L, 22C, 22R, and the monkey moves a display window on which it hangs on sequentially, in accordance with a stopping order of the reels 22L, 22C, 22R, it is possible to notify a reel which stops next, to a player.
[Details of MAGIC LAMP BONUS Processing]
With reference to
In a step S211, payout display change command transmission processing is carried out. The main control circuit 50a transmits a payout display change command to the sub control circuit 171 (see
In a step S212, processing of initializing a reel spin number counter is carried out. The main control circuit 50a sets “0” (clears) to the reel rotation number counter which is a variable stored in RAM 52 (see,
In a step S213, processing of adding one to the reel spin number counter is carried out. The main control circuit 50a adds “1” to the reel spin number counter which is a variable stored in RAM 52 (see
Next, in a step S214, reel spin processing is carried out. The main control circuit 50a controls the motor drive circuit 67 (see
Next, in a step S215, processing of determining a symbol which appears at the reels 22L, 22C, 22R by probability lottery (probability lottery processing) is carried out. The main control circuit 50a controls the random number sampling circuit 56 (see
Next, in a step S216, reel stop order determination processing is carried out. The main control circuit 50a controls the random number sampling circuit 56, and extracts one random number value from random number values that the random number generator 55 generates. On that random number value, the main control circuit 50a further determines a stopping order of each reel 22L, 22C, 22R, with reference to the reel stop order determination probability lottery table shown in
Next, in a step S217, “first stop reel demonstration command transmission” processing is carried out. The main control circuit 50a transmits a demonstration command of a reel which stops firstly, in accordance with the stopping order which is determined in the reel stopping order determination processing of the step S216. That is, the main control circuit 56 transmits magic demonstration commands 1 to 3 (see
Next, in a step S218, waiting time elapse processing is carried out. The main control circuit 50a is turned in a waiting state for a given length of time, and waits ready until a demonstration, which is instructed for execution in the step S217, is completed.
Next, in a step S219, stop processing of a first stop reel is carried out. The main control circuit 50a controls the motor drive circuit 67, to carry out stop processing of the first stop reel, on the basis of information of a stop symbol of the first stop reel which is stored in RAM 512 (see
Next, in a step S220, “second stop reel demonstration command transmission” processing is carried out. The main control circuit 50a transmits a demonstration command of a reel which stops firstly, in accordance with the stopping order which is determined in the reel stopping order determination processing of the step S216. In the same manner as in the step S195, transmission of a demonstration command is carried out between the main control circuit 50a and the sub control circuit 171, and on the basis of that demonstration command, execution of the demonstration is carried out. For example, when a reel which stops secondly is the reel 22C, the main control circuit 50a transmits the magic demonstration command 2 (see
Next, in a step S221, waiting time digestion processing is carried out. The main control circuit 50a is turned in a waiting state for a given length of time, to wait ready until the demonstration, which is instructed for execution in the step S220, is completed.
Next, in a step S222, second stop reel stop processing is carried out. The main control circuit 50a controls the motor drive circuit 67, to carry out stop processing of the second stop reel, on the basis of information of a stop symbol of the second stop reel which is stored in RAM 52 in the step S106 of
Next, in a step S223, lottery processing of whether NUDGE of a third stop reel is carried out or not is carried out. The main control circuit 50a controls the random number sampling circuit 56, and extracts one random number value from random number values that the random number generator 55 generates. On the basis of that random number value, the main control circuit 50a further determines whether NUDGE is carried out or not, with reference to a predetermined probability lottery table (not shown in the figure).
Next, in a step S224, “third stop reel demonstration command transmission” processing is carried out. The main control circuit 50a transmits a demonstration command of a reel which stops thirdly, in accordance with the stopping order which is determined in the reel stopping order determination processing in the step S216. In the same manner as in the step S195, transmission of the relevant demonstration command is carried out from the main control circuit 50a to the sub control circuit 171, and on the basis of that demonstration command, execution of a corresponding demonstration is carried out in the sub control circuit 171. For example, when a reel which stops thirdly is the reel 22C, the main control circuit 50a transmits a magic demonstration command 3 (see
Next, in a step S225, waiting time digestion processing is carried out. The main control circuit 50a is turned in a waiting state for a given length of time, to wait ready until the demonstration, which is instructed for execution in the step S224, is completed.
Next, in a step S226 of
Next, in the step S227, determination of whether NUDGE of a third stop reel is carried out or not is carried out. The main control circuit 50a determines whether it is determined in the step S223 that NUDGE is carried out, or not. When this determination is YES, processing is shifted to a step S228, and when it is NO, processing is shifted to a step S234.
Next, in the step S228, stop processing is carried out by moving a third stop reel by predetermined frame number. The main control circuit 50a controls the motor drive circuit 67 to move the third stop reel by predetermined frame number (e.g., it is one frame (i.e., one symbol) but this invention is not limited to this) on the basis of information of a stop symbol of the third stop reel, which is stored in RAM 52 (see
Next, in a step S229, NUDGE demonstration command transmission processing for the third stop reel is carried out. The main control circuit 50a transmits a spirit of lamp hurry-scurry demonstration commands 1 to 3, in accordance with which one of the reels 22L, 22C, 22R is the third stop reel, to the sub control circuit 171, and the sub control circuit 171, which receives that demonstration command, reads out demonstration data (see
Next, in a step S230, waiting time elapse processing is carried out.
The main control circuit 50a is turned in a waiting state for a given length of time, to wait ready until the demonstration, which is instructed for execution in the step S229, is completed.
Next, in a step S231, third stop reel rotation start processing is carried out. The main control circuit 50a controls the motor drive circuit 67 (see
Next, in a step S232, third stop reel stop processing is carried out. The main control circuit 50a controls the motor drive circuit 67 to carry out stop processing of a third stop reel, and the WILD symbol 91 (see
Next, in a step S223, NUDGE completion demonstration command transmission processing is carried out. The main control circuit 50a transmits a NUDGE completion effect command, to the sub control circuit 171, and the sub control circuit 171, which receives that demonstration command, reads out demonstration data (see
On one hand, in a step S234, third stop reel stop processing is carried out. The main control circuit 50a controls the motor drive circuit 67 to carry out stop processing of a third stop reel, on the basis of information of an appearing symbol of the third stop reel, which is stored in RAM 52 in the step S215.
Next, in a step S235, winning success game effect command transmission processing is carried out. The main control circuit 50a transmits a winning success game effect command, to the sub control circuit 171, and the sub control circuit 171, which receives that demonstration command, reads out demonstration data (see
Next, in a step S236, pay-out processing of a payout which corresponds to a winning combination is carried out. The main control circuit 50a carries out pay-out of a payout which corresponds to a winning combination which is determined in the step S215 of
Next, in a step S237, determination of whether the reel rotation number counter indicates three or more, or not is carried out. The main control circuit 50a determines whether a numerical value of the reel spin number counter, which is a variable stored in RAM 52, is three or more, or not. When this determination is YES, processing is shifted to a step S238, and when it is NO, processing is shifted to the step S213 of
Next, in the step S238, MAGIC LAMP BONUS completion lottery processing is carried out. Details of this processing will be descried in details of MAGIC LAMP BONUS completion processing of
Next, in a step S239, Determination of whether a MAGIC LAMP BONUS completion flag is ON or not is carried out. The main control circuit 50a determines whether a numerical value of the MAGIC LAMP BONUS completion flag, which is a variable stored in RAM 52, is “1” or not. When this determination is YES, processing is shifted to a step S240, and when it is NO, processing is shifted to the step S213 of
Next, in the step S240, payout display recovery command transmission processing is carried out. The main control circuit 50a transmits a payout display recovery command, to the sub control circuit 171 (see
[Payout Display Change Command Reception Processing]
Payout display change command reception processing of
In a step S251, payout display change pattern probability lottery processing is carried out. The sub control circuit 171 (see
Next, in a step S252, processing of starting rotation display of payout display of relevant BET number is carried out. The sub control circuit 171 (see
Next, in a step S253, processing of “displaying a payout display based on a payout display change pattern having been selected by having rotation display stopped” is carried out. The sub control circuit 171 displays payout information based on a payout display change pattern which is determined by the step S251 by having rotation of a rotation display portion of a payout table stopped.
Next, in a step S254, processing of starting identification display of payout display of relevant BET number is carried out. The sub control circuit (see
Meanwhile, in this embodiment, it is configured in such a manner that, by execution of the step S251, one payout display change pattern is determined by lottery from a plurality of payout display change patterns, and payout display is changed in accordance with the determined payout display change pattern. However, this invention is not limited to this, and it is all right even if it is configured in such a manner that payout display is changed without using lottery.
[Details of MAGIC LAMP BONUS Completion Lottery Processing]
With reference to
In a step S261, initialization of a MAGIC LAMP BONUS completion flag is carried out. The main control circuit 50a (see
Next, in a step S262, MAGIC LAMP BONUS completion prediction lottery processing is carried out. In this processing, it is determined whether a demonstration of MAGIC LAMP BONUS completion prediction is carried out or not. The main control circuit 50a controls the random number sampling circuit 56 (see
Next, in a step S263, determination of whether MAGIC LAMP BONUS completion prediction is carried out or not is carried out. The main control circuit 50a determines whether it is determined in the step S262 that the demonstration of MAGIC LAMP BONUS completion prediction is carried out, or not. When this determination is YES, processing is shifted to a step S264, and when it is NO, this subroutine is finished, and processing is shifted to the step S264 of
Next, in the step S264, MAGIC LAMP BONUS completion prediction demonstration command transmission processing is carried out. The main control circuit 50a transmits a completion prediction command (see
Next, in a step S265, MAGIC LAMP BONUS completion lottery processing is carried out. In this processing, it is determined whether MAGIC LAMP BONUS is finished or not. The main control circuit 50a controls the random number sampling circuit 56, and extracts one random number value from random number values that the random number generator 55 generates. On that random number value, the main control circuit 50a further determines whether MAGIC LAMP BONUS completion is carried out or not, with reference to a “MAGIC LAMP BONUS completion probability lottery table at the time of carrying out a MAGIC LAMP BONUS completion prediction demonstration” which is shown in
Next, in a step S266, determination of whether it is MAGIC LAMP BONUS completion or not is carried out. The main control circuit 50a carries out determination of whether it is determined that MAGIC LAMP BONUS is completed, or not, with reference to a determination result of the step S265. When this determination is YES, processing is shifted to a step S267, and when it is NO, processing is shifted to a step S269.
Next, in the step S267, processing of turning ON a MAGIC LAMP BONUS completion flag is carried out. The main control circuit 50a sets “1” to a numerical value of the MAGIC LAMP BONUS completion flag (turns ON the flag), which is a variable stored in RAM 52.
Next, in a step S268, MAGIC LAMP BONUS completion demonstration command transmission is carried out. The main control circuit 50a transmits a MAGIC LAMP BONUS completion demonstration command (sprit of lamp exit demonstration command (see
On one hand, in a step S269, MAGIC LAMP BONUS completion cancellation demonstration command transmission processing is carried out. The main control circuit 50a transmits a MAGIC LAMP BONUS completion cancellation demonstration command (hang-on demonstration command (see
[Details of Failure Demonstration in First Stopping Order and Reel Stop Processing]
With reference to
In a step S271, “failure game effect” probability lottery processing is carried out. The main control circuit 50a (see
Next, in a step S272, relevant demonstration command transmission processing is carried out. That is, the main control circuit 50a transmits a demonstration start command which corresponds to the “failure game effect” selected in the step S271, to the sub control circuit 171 (see
Next, in a step S273, the main control circuit 50a carries out determination of whether the “failure game effect”, which is selected in the step S271, is “telescope effect”, “bird failure game effect”, or “dolphin (snake) failure game effect”. When this determination is YES, processing is shifted to a step S274, and when it is NO, processing is shifted to a step S281.
Next, in the step S274, stop processing of the reel 22L is carried out. The main control circuit 50a controls the motor drive circuit 67 (see
Next, in a step S275, left display window disappearing demonstration command transmission processing is carried out. The main control circuit 50a transmits a left display window disappearing command (“telescope failure game effect command 12”, “bird failure game effect command 12”, and “dolphin (snake) failure game effect command 12” (see
Next, in a step S276, stop processing of the reel 22C is carried out. That is, stop processing, which is similar to that of the reel 22L in the step S274, is carried out.
Next, in a step S277, middle display window disappearing demonstration command transmission processing is carried out. Except for on the basis of any one command of “telescope failure game effect command 13”, “bird failure game effect command 13”, or “dolphin (snake) failure game effect command 14” (see
Next, in a step S278, waiting time elapse processing is carried out. The main control circuit 50a is turned in a waiting state for a given length of time, to wait ready until the demonstration, which is instructed for execution in the step S277, is completed.
Next, in a step S279, stop processing of the reel 22R is carried out. By processing which is similar to the stop processing of the reel 22L in the step S274, stop processing of the reel 22R is carried out.
Next, in a step S280, relevant failure game effect command transmission processing is carried out. Except for on the basis of any one command of “telescope failure game effect command 14”, “bird failure game effect command 14”, or “dolphin (snake) failure game effect command 15” (see
On one hand, in a step S281, demonstration command transmission processing for the reel 22L is carried out. Except for on the basis of any one command of “seagull failure game effect command 11”, “buzzard failure game effect command 11”, or “monkey failure game effect command 11” (see
Next, in a step S288, stop processing of the reel 22L is carried out. The main control circuit 50a controls the motor drive circuit 67, to carry out stop processing of the reel 22L, on the basis of information of an appearing symbol of the reel 22L, which is stored in RAM 52 (see
Next, in a step S283, determination of whether an appearing symbol of the reel 22L is equivalent to an appearing symbol of the reel 22C or not is carried out. The main control circuit 50a determines, with reference to information of appearing symbols of the reels 22L and 22C, which is stored in RAM (see
Next, in the step S284, demonstration command transmission processing for the reel 22C is carried out. Except for on the basis of any one command of “dolphin failure game effect command 12”, “snake failure game effect command 12”, or “seagull failure game effect command 12”, “buzzard failure game effect command 12”, and “monkey failure game effect command 12” (see
Next, in a step S285, waiting time elapse processing is carried out. This processing is similar to that of the step S252.
Next, in a step S286, in the same manner as in the step S274, stop processing of the reel 22C is carried out.
Next, in a step S287, failure game effect command transmission processing for the reel 22R is carried out. In the same manner as in the step S284, transmission of a relevant demonstration command (“seagull failure game effect command 16”, “buzzard failure game effect command 16” or “monkey failure game effect command 16” (see
Next, in a step S288, waiting time elapse processing is carried out. This processing is similar to that of the step S252.
Next, in a step S289, stop processing of the reel 22R is carried out. By the processing which is similar to the stop processing of the reel 22L in the step S274, stop processing of the reel 22R is carried out. When this processing is finished, this subroutine is finished, and processing is shifted to the step S102 of
On one hand, in a step S291, failure game effect command transmission processing for the reel 22C is carried out. The main control circuit 50a (see
Next, in a step S292, waiting time elapse processing is carried out. This processing is similar to that of the step S252.
Next, in a step S293, stop processing of the reel 22C is carried out. That is, stop processing, which is similar to that of the reel 22L in the step S274, is carried out.
Next, in a step S294, stop processing of the reel 22R is carried out. That is, step processing, which is similar to that of the reel 22L in the step S274, is carried out. When this processing is finished, this subroutine is finished, and processing is shifted to the step S102 of
As above, by carrying out processing of the steps S281, S284, S287, and S291, it is possible to interlock a stop of variable display of a reel and a game effect which is displayed on the main display 4, with visual relevancy.
In particular, when the “success game effect” is the “seagull failure game effect” or the “buzzard failure game effect”, a seagull stays in a region of the display windows 23, 24, 25 of the reels 22L, 22C, 22R, and thereby, it is possible to notify to a player that such a possibility that a predetermined winning combination occurs is high. In addition, by this means, it is possible for a player to play a game with feeling of expectancy.
In addition, when the “success game effect” is the “monkey failure game effect”, by carrying out such a demonstration that a monkey hangs down the display windows 23, 24, 25 of the reels 22L, 22C, 22R, and the monkey moves a display window on which it hangs on sequentially, it is possible to notify a reel which stops next, to a player.
[Details of Failure Demonstration in a case other than First Stopping Order and Reel Stop Processing]
With reference to
In a step S301, probability lottery processing of “failure game effect” is carried out. By processing which is similar to that of the step S271 of
Next, in a step S302, relevant demonstration start command transmission processing is carried out. In this processing, processing which is similar to that of the step S272 of
Next, in a step S303, first stop reel demonstration command transmission processing is carried out. The main control circuit 50a (see
Next, in a step S304, stop processing of a first stop reel is carried out. The main control circuit 50a controls the motor drive circuit 67, to carry out stop processing of the first stop reel, on the basis of information of an appearing symbol of the first stop reel, which is stored in RAM 52 (see
Next, in a step S305, determination of whether a stop symbol of the first stop reel is equivalent to a stop symbol of the second stop reel or not is carried out. The main control circuit 50a determines, with reference to information of appearing symbols of the first and second stop reels, which is stored in RAM (see
Next, in the step S306, in the same manner as in the step S303, second stop reel demonstration command transmission processing is carried out.
Next, in a step S307, in the same manner as in the step S304, stop processing of a second stop reel is carried out.
Next, in a step S308, in the same manner as in the step S303, stop processing of a second stop reel is carried out.
Next, in a step S309, in the same manner as in the step S304, stop processing of a third stop reel is carried out. When this processing is finished, this subroutine is finished, and processing is shifted to the step S102 of
On one hand, in a step S310, second stop reel failure game effect command transmission processing is carried out. That processing is similar to that of the step S308.
Next, in a step S311, in the same manner as in the step S304, stop processing of a second stop reel is carried out.
Next, in a step S312, in the same manner as in the step S304, stop processing of a third stop reel. When this processing is finished, this subroutine is finished, and processing is shifted to the step S102 of
As above, by carrying out the steps S303, S306, S308, and S310, it is possible to interlock a stop of variable display of a reel and a game effect which is displayed on the main display 4, with visual relevancy.
In particular, when the “success game effect” is the “seagull failure game effect”, a seagull stays in a region of the display windows 23, 24, 25 of the reels 22L, 22C, 22R, and thereby, it is possible to notify to a player that such a possibility that a predetermined winning combination occurs is high. In addition, by this means, it is possible for a player to play a game with feeling of expectancy.
In addition, when the “success game effect” is the “monkey failure game effect”, by carrying out such a demonstration that a monkey hangs down the display windows 23, 24, 25 of the reels 22L, 22C, 22R, and the monkey moves a display window on which it hangs on sequentially, it is possible to notify a reel which stops next, to a player.
In this embodiment, it is configured in such a manner that, passing through the step S133 of
In this embodiment, it is designed to play a game with a life point which increases or decreases by going on blocks of a SUGOROKU board, in FORTUNE ISLAND BONUS. As to display of a life point on the sub display 3, a valid life point is displayed by a pattern of a marked-out heart, and a lost life point is displayed by a pattern of a shaded heart. It is all right even if warning is displayed to a player, when the valid life point became remaining one (or may be two), like display 503 of
The gaming machine 1 of this embodiment is a gaming machine which displays a payout table, which is used for a game, on the sub display 3. As a display method of this payout table, the following thing may be carried out. That is, a winning combination, which is actually won, is displayed on the payout table, and thereby, the player can identify the real winning combination. In addition, in the payout table, a payout which is distributed to a winner of the winning combination and thus such winning combination are displayed so as to be identifiable from others. For example, as shown in
In addition, a “DOUBLE” symbol, which is the “WILD symbol” which doubles a payout”, may be adopted as a pattern row of the reel 22. If a winning combination involving that “DOUBLE” symbol occurs, a payout becomes double or quadruple. For example, when only one “DOUBLE” symbol is included in a winning pattern like “DOUBLE-BAR-BAR”, a double payout of the normal winning combination “BAR” is distributed, and when two “DOUBLE” symbols are included in the winning combination, like “DOUBLE-DOUBLE-BAR”, a quadruple payout of the normal winning combination “BAR” is distributed. When BET number is “3” and a double payout of a normal winning combination “BAR” is distributed, display which means “×2” is displayed in the vicinity of a display portion of a relevant payout number, line display 507 of
The above-described embodiments include the following.
(1) A gaming machine having reels (e.g., reels 22L, 22C, 22R etc.) on whose peripheral surfaces a plurality of symbols (e.g., each symbol etc. shown in
According to the invention of (1), when a gaming condition of a gaming machine is in a special gaming condition, a predetermined game effect is displayed on the effect display means, and when there is such a possibility that the special gaming condition is finished, control which corresponds to a possibility of completion of the special gaming condition is carried out to that predetermined game effect, and therefore, a player can easily know that a gaming condition of a gaming machine is in a special gaming condition or not, or there is such a possibility that the special gaming condition is completed, depending on a symbol arrangement of a predetermined game effect. In addition, by this means, a player can play a game with so much feeling for the predetermined game effect, and can heighten seasoning of a game.
(2) The gaming machine described in (1), characterized in that, as to the predetermined game effect, when the special gaming condition is completed by realization of the predetermined condition, display on the effect display means is erased by control of the effect control means.
According to the invention of (2), when the special gaming condition is completed, the game effect is erased, and therefore, a player can easily know that the special gaming condition is completed. In addition, by this means, a player can play a game with so much feeling for the predetermined game effect, and can heighten seasoning of a game.
(3) The gaming machine described in (1) or (2), characterized in that the predetermined game effect has a visual relationship with the reel and the display window.
According to the invention of (3), a game effect moves so as to have a visual relationship with a mechanical reel and a display window of a reel, and therefore, it is possible to heighten actual feeling of the game effect and a demonstration effect. In addition, by this means, a player can play a game with so much feeling for the predetermined game effect, and can heighten seasoning of a game.
(4) A gaming machine having reels on whose peripheral surfaces a plurality of symbols necessary for a game are drawn, an appearing symbol determination means which determines symbols which appear, side by side on a predetermined line, out of the plurality of symbols, a stopping order determination means which carries out determination of a stopping order of variable display of the plurality of reels for which variable display of the plurality of symbols is carried out by spinning the reels, a reel control means which carries out variable display control for carrying out the variable display, and stop control for carrying out stop of the variable display on the basis of a determination result by the appearing symbol determination means and a stopping order which is determined by the reel stopping order determination means and displaying appearing symbols which are aligned on the predetermined line, effect control means (e.g., the main control circuit 50a and the sub-control circuit 171 etc., which carry out the steps S192, S195, S198 of
According to the invention of (4), it is possible to carry out different kinds of demonstrations, by using the effect display means which is disposed in front of a reel. In addition, a game effect suggests a reel which stops next, having united feeling with stop of a mechanical reel, and therefore, the player can have emotional attachment to the game effect, and can play the game with some feeling. It is further possible to expect improvement of the game effect.
(5) The gaming machine described in (4), characterized in that the stopping order is determined in such a manner that adjacent two reels, among the plurality of reels, are not stop-controlled continuously, by the reel stopping order determination means.
According to the invention of (5), a moving amount of an image of the game effect suggesting a next reel to stop is enlarged to match up the mechanical reel as the mechanical reel is stopping, and therefore, it is possible to expect improvement of a demonstration effect of the game effect.
(6) The gaming machine described in (4) or (5), characterized by having a acoustic control output means which controls and outputs sound, the acoustic control output means controlling each reel distinctly such that different sounds are emitted from respective reels so as to correspond to the game effect.
According to the invention of (6), when a reel which is stopping next is suggested to the player, a demonstration by use of sound, being different from that of other reels, is carried out, and therefore, it is possible to expect improvement of a further demonstration effect, in cooperation with a game effect and a demonstration by use of sound.
(7) A gaming machine having reels on whose peripheral surfaces a plurality of symbols necessary for a game are drawn, an appearing symbol determination means which determines symbols which appear, side by side on a predetermined line, out of the plurality of symbols, a reel control means which carries out variable display control for carrying out variable display of the plurality of symbols by spinning the reels, and stop control for carrying out stop of the variable display on the basis of a determination result by the appearing symbol determination means and displaying the appearing symbols which are aligned on the predetermined line, and an effect display means for displaying the game effect, having display windows which are disposed on front surfaces of the reels and capable of carrying out the variable display of the plurality of symbols and transmissive display of the appearing symbols, with respect to each reel, characterized in that the reel control means stop-controls the appearing symbols to a mode which is different from a predetermined mode (e.g., a winning combination etc. of a bonus game shown in
According to the invention of (7), even in case that appearing symbols of reels become a loss so that the reels stopped, the reels start spinning again, taking such a matter that display of a predetermined game effect is carried out as a momentum, and therefore, it is possible to heighten player's feeling of expectancy.
(8) The gaming machine described in (7) having a plurality of the reels, characterized in that a display window shuttering means (e.g., the main control circuit 50a, the sub control circuit 171, etc. which carry out the steps S134, S136 of
According to the invention of (8), the display window shuttering means, which enables display of the game effect in a region of the display window, is provided, and therefore, it is possible to give versatility to display of a game effect on the effect display means.
(9) The gaming machine described in (7) or (8), characterized in that the predetermined game effect uses an identical character (e.g., “bird” etc. for which image display is realized by demonstration data of the bonus game demonstration data table of
According to the invention as describe in (9), appearing symbols of reels stop at a loss, so as to follow a movement of an identical character, and after that, the reels spin again, and therefore, it is possible to expect an effect of further heightening player's feeling of expectancy.
(10) The gaming machine described in any one of (7) through (9), characterized in that, when the reel control means starts the variable display again and after that, is stop-controlled, the appearing symbols becomes the predetermined mode for giving a predetermined valuable value to a player.
According to the invention of (10), player's feeling of expectancy, which is heightened by such a matter that reels start spinning again, becomes a reality, and therefore, a player can feel high feeling of fullness, and can more heighten seasoning of a game.
(11) The gaming machine described in any one of (7) through (10), characterized in that an acoustic control output means, which corresponds to the game effect and controls and outputs a demonstration by use of sound, is provided.
According to the invention of (11), an acoustic control output means, which corresponds to the game effect and controls and outputs a demonstration by use of sound, is provided, and therefore, it is possible to more heighten a demonstration effect of a game effect, and a player can play a game with more favorable feeling.
(12) A gaming machine having reels on whose peripheral surfaces a plurality of symbols necessary for a game are drawn, an appearing symbol determination means which determines symbols which appear, side by side on a predetermined line, out of the plurality of symbols, a reel control means which carries out variable display control for carrying out the variable display, and stop control for carrying out stop of the variable display on the basis of a determination result by the appearing symbol determination means and displaying appearing symbols which are aligned on the predetermined line, an effect control means which controls a game effect (e.g., an image of a “seagull”, etc. for which image display is realized by demonstration data which corresponds to a demonstration of the seagull success game effect, the buzzard success game effect of the reel stop demonstration data table of winning combinations except for bonus game and loss of
(13) The gaming machine described in (12), characterized in that the game effect, which visually relates to the stop control, is realized by a movement of a character (e.g., a game effect of a “seagull” etc., which is realized by each demonstration data which corresponds to the seagull success game effect of
According to the invention of (12) and (13), the player can know that it is determined by the appearing symbol determination means in advance that the stop symbol is the predetermined symbol before variable display is stopped, and therefore, the player can have feeling of expectancy in advance, to such a matter that the appearing symbols, which are aligned on the predetermined line, are the predetermined symbols. In addition, it is possible to visually recognize a symbol of a reel during a period of variable display and a demonstration which relates to it, at the same time, in such a matter that they are overlapped, and therefore, a more advantageous demonstration becomes possible.
(14) The gaming machine as described in (13), characterized in that the character moves to an outside of a region of the display window again, without staying in the region of the display window, even if it moves once from the outside of the region of the display window to an inside of the region of the display window, at the time other than the time when it is determined by the appearing symbol determination means in advance that the appearing symbol is the predetermined symbol.
According to the invention of (14), it is possible to put an appearing symbol and a demonstration under the spotlight of the player, even if the winning combination is not realized.
(15) The gaming machine described in (13) or (14) having a plurality of the reels, characterized in that ordering is applied to the plurality of reels, and then, the stop control is carried out, and when a specific character stays in a region of the display windows of respective reels other than the reel whose order is the last, a character, which is different from the specific character, moves from an outside of the region of the display window to an inside of the display window, in the reel whose order is the last, and stays in the region of the display window.
According to the invention of (15), by showing that a character stays in a display window of a reel, it is possible to clearly show to a player that there is such a possibility that a predetermined symbol appears.
(16) The gaming machine as described in any one of (13) through (15), characterized by having an acoustic control output means which controls and outputs a demonstration by use of sound which is different depending on whether the character stays in the region of the display window or not, with respect to each above-described reel.
According to the invention of (16), when it is suggested to the player whether a winning combination is realized or not, a demonstration by use of sound which is different with respect to each reel, respectively, is carried out, and therefore, it is possible to expect improvement of a further demonstration effect, in cooperation with a game effect and a demonstration by use of sound.
(17) A gaming machine which carries out a game, subject to such a matter that a valuable value is bet in advance by a player, having reels on whose peripheral surfaces a plurality of symbols necessary for a game are drawn, an appearing symbol determination means which determines symbols which appear, side by side on a predetermined line, out of the plurality of symbols, a reel control means which carries out variable display control for carrying out variable display of the plurality of symbols by spinning the reels, and stop control for carrying out stop of the variable display on the basis of a determination result by the appearing symbol determination means and displaying appearing symbols which are aligned on the predetermined line, a first display means (e.g., the main display 4 etc.) for displaying the demonstration, having display windows which are disposed in front of the reels and capable of carrying out the variable display of the plurality of symbols and transmissive display of the stop symbols, a second display means (e.g., the sub display 3 etc.) which is disposed separately from the first display means, a touch detection means (e.g., the touch panel 30 etc.) which is disposed in front of the first display means, and accepts an input of a predetermined instruction of the player, by detecting that a specific image, which is displayed on the first display means, is touched by the player, and bonus game control display means (e.g., the sub control circuit 171 which carries out FORTUNE ISLAND BONUS start command reception processing of
According to the invention of (17), in a gaming machine which uses reels, such as a slot machine, the first display means and the second display means are disposed, and the SUGOROKU board is displayed on the second display means, and a dice is displayed on the first display means, and a player touches that dice, and thereby, a selection of a numerical value of the dice is carried out, and it is possible to play such a SUGOROKU game that a piece is moved on a SUGOROKU board, on the basis of the selected numerical value, and therefore, a player can enjoy various gaming natures of a gaming machine, in a more easy-to-understand form.
(18) The gaming machine as described in (17), characterized by having a display window shuttering means (e.g., the liquid crystal panel 33 of the main display 4, and the image display control circuit 75 which controls it, etc.) which shutters the display window, when the bonus game control display means displays the predetermined image for making a player select a specific numerical value from numerical values within a predetermined range, on the first display means, in the bonus game, and which enables display of the game effect on all display regions of the first display means including a region of the display window.
According to the invention of (18), it is possible to use a region of a display window of the first display means for transmissively displaying reels, for the purpose of display of a game effect, and therefore, an effect of a demonstration is heighten, and in addition, it makes it possible for a player to easily understand a content of a SUGOROKU game as a bonus game.
(19) A gaming machine having a plurality of variable display means which variably displays a plurality of symbols necessary for a game, a random number extraction means which extracts a random number value, an appearing symbol determination means which determines appearing symbols of each of the plurality of variable display means, which appear side by side on a predetermined line, out of the plurality of symbols, on the basis of the random number value which is extracted by the random number extraction means, and a stop control means which stop-controls the variable display on the basis of a determination result by the appearing symbol determination means, characterized in that the appearing symbol determination means determines appearing symbols of each of the plurality of variable display means, on the basis of one random number value which is extracted by the random number extraction means.
As above, the embodiments have been shown, but they are simply examples and it should be understood the scope of the present invention should not be limited or narrowed because of them and various components or elements may be altered or modified arbitrarily without departing the spirit and scope of the present invention. In addition, the advantages, which are shown in the embodiments, are simply listed as most preferable advantages which are generated from the embodiments, and the advantages according to this invention are not limited to what have been described. In addition, numerical values of various probability lottery tables, and other numerical values may be changed arbitrarily for the purpose of heightening and modifying the gaming nature of the gaming machine 1.
Number | Date | Country | Kind |
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2004-055540 | Feb 2004 | JP | national |