This application is based upon the Japanese Patent Application No. 2005-150022 filed on May 23, 2005 in the Japanese Patent Office; the entire contents of which are incorporated herein by reference.
1. Field of the Invention
The present invention relates to a gaming machine that in addition to running a first game, runs a second game following on from the first game, when determined conditions relating to the first game are realized.
2. Description of the Related Art
Conventional technology discloses gaming machines such as that disclosed in Japanese Unexamined Patent Application Publication No. 2004-344508, in which the content of a first game is related to each of a plurality of different kinds of second games, which functions to arouse a sense of anticipation in a player about a second game during the course of the first game, thereby maintaining a high degree of interest by the player in the content of the first game.
Further, other gaming machines have been disclosed such as that disclosed in Japanese Unexamined Patent Application No. 2005-13356, in which a player is provided with abundant opportunities to experience each second game, among a plurality of these second games that are run, developing successively as each of a succession of conditions are realized, after certain conditions have been realized in relation to a first game.
These second games are largely games in which a player makes a selection of something on screen of a second game and receives a payout, and provide a number of benefits as player participation type games, such as providing an immediate effect, a good game tempo, concise software and being easily understandable games. In the game market however, this style of games is becoming commonplace and a new style of player participation type second games is keenly awaited.
Accordingly, the present invention provides a gaming machine that can run a new style of player participation type second game.
According to a first aspect of the present invention, a gaming machine comprises a display; and a processor operably coupled to at least one of the display and a memory, the processor causing the display to display a first game, the processor determining whether or not a type of item from among a plurality of types of items is acquired and which type of item is acquired each time the first game is run, the processor determining whether or not a second game is run each time the first game is run, the processor causing the display to display a plurality of selection elements of the second game and at least one item acquired in the first game, if the second game is determined to be run, the processor determining at least video effect running in the second game based on a combination of the selection element selected by a player and the item selected by the player, and the processor causing the display to display the video effect when the video effect is determined to be output.
According to a second aspect of the present invention, a gaming machine comprises a display; and a processor operably coupled to at least one of the display and a memory, the processor causing the display to display a first game, the processor determining whether or not a type of item from among a plurality of types of items is acquired and which type of item is acquired each time the first game is run, the processor determining whether or not a second game is run each time the first game is run, the processor causing the display to display a plurality of selection elements of the second game and at lent one item acquired in the first game, if the second game is determined to be run, the processor determining a payout value in the second game based on a combination of the selection element selected by a player and the item selected by the player, and the processor providing an award based the payout value.
According to a third aspect of the present invention, in a gaming machine having the fist aspect of the present invention, the gaming machine further comprises a touch panel arranged on a front face of the display and configured to be touched by the player to select a selection element and at least one item of the second game.
According to a fourth aspect of the present invention, in a gaming machine having the second aspect of the present invention, the gaming machine further comprises a touch panel arranged on a front face of the display and configured to be touched by the player to select a selection element and at least one item of the second game.
According to a fifth aspect of the present invention, in a gaming machine having the first aspect of the present invention, the processor makes a specified effect determination when the combination of the selection element selected and the type of item selected is a specified combination.
According to a sixth aspect of the present invention, in a gaming machine having the second aspect of the present invention, the processor makes a specified payout determination when the combination of the selection element selected and the type of item selected is a specified combination.
According to a seventh aspect of the present invention, in a gaming machine having the first aspect of the present invention, the gaming machine further comprises a sound output unit, wherein the processor determines sound effect running in the second game based on the combination of the selection element selected by a player and the item select by the player, and cause the sound output unit to out put the sound effect when the sound effect is determined to be output.
With the gaming machine according to the present invention, each time a first game is run a lottery is performed on whether or not to acquire any of the types of items from among the plurality of types of items, further, when a second game is run, the type of second game is selected and the player makes a selection of the type of item to be used in the second game from the items acquired by the lottery in the first game, while in the second game run thereafter, the lottery probability rate for determining the payout acquired or the performance displayed in the second game is changed in coordination to the combination of the type of item and the type of second game selected, and in accordance with the combination of the type of item and the type of second game selected by the player, cases in which the payout obtained and the performance displayed in the second game are different are a majority, thus a new style of player participation type second game can be played.
The gaming machine related to the present invention will now be described with reference to the drawings based on an embodiment of the invention realized in the form of a slot machine. Firstly, an outline of the construction of the slot machine related to this embodiment will be provided with reference to
As shown in
A playing table 5 is disposed jutting out forward below the lower liquid crystal display 4. Running from the furthest left side of the playing table 5 are in turn, the change button 6, cash out button 7 and help button 8. To the right side of the help button 8, a coin insertion part 9 and bill insertion part 10 are provided. At the front part of the playing table 5 from the left hand side a 1-bet button 11, spin/repeat bet button 12, 3-bet button 13 and 5-bet button 14 are provided. A change button 6 is equipped with a change switch 62. When this change button 6 is pressed a switch signal is output from the change switch 62 to a CPU 50.
The payout button 7 is pressed at the end of the base game. When the payout button is pressed coins acquired during the game arm paid out from the coin payout opening 15 to the coin receiving part 16. A cash out switch 63 is attached to the cash out button 7. If the cash out button 7 is pressed a switch signal is output from the cash out switch 63 to the CPU 50.
The help button 8 is pressed when a player is unsure about how to play the game. When the help button 8 is pressed all kinds of help information are displayed on the upper liquid crystal display 3 or the lower liquid crystal display 4. A help switch 64 is attached to the help button 8. If the help button 8 is pressed a switch signal is output from the help switch 64 to the CPU 50.
A coin sensor 65 is arranged in the coin insertion part 9. When a coin is inserted in the coin insertion part 9 a coin detection signal is output to the CPU 50 via the coin sensor 65. A bill sensor 66 is arranged in the bill insertion part 10. When a bill is inserted in the bill insertion part 10 a bill detection signal is output to the CPU 50 via the bill sensor 66.
Each time the 1-bet button 11 is pressed a bet is made. The 1-BET button 11 is equipped with a 1-BET switch 59. When the 1-BET button 11 is pressed a switch signal is output from the 1-BET switch 59 to the CPU 50.
When the spin/repeat that button 12 is pressed a game is stared with the current number of bets or the number of bets of the previous game. The varying and displaying of each of the symbols then commences on each of the variable display parts 22 to 24 of the lower liquid crystal display 4. The spin/repeat BET button 12 is equipped with a spin switch 58. When the spin/repeat BET button 12 is pressed a switch signal is output from the spin switch 58 to the CPU 50. The number of bets can be placed by pressing the spin/repeat BET button 12 is 1, 2, 3 or 5.
When 3-BET button 13 is pressed, a game is started with 3 bets. The 3-BET button 13 is equipped with a 3-BET switch 60. When 3-BET button 13 is pressed, a switch signal is output from the 3-BET switch 60 to the CPU 50. When 5-BET button 14 is pressed, a game is started with 5 bets. The 5-BET button 14 is equipped with a 5-BET switch 61. When 5-BET button 14 is pressed, a switch signal is output from the 5-BET switch 61 to the CPU 50.
The coin payout opening 15 and coin receiving part 16 for receiving coins paid out from the coin payout opening 15 are disposed in the lower part of the cabinet 2. A coin detection part 73 is arranged inside the coin payout opening 15. The coin detection part 73 detects the number of coins paid out from the coin payout opening 15. The configuration of the coin detection part 73 is described subsequently.
A detailed description of the configuration of the lower liquid crystal display 4 as well as the reels disposed to the rear surface side of the lower liquid crystal display 4 will now be provided with reference to
In
As shown in
As shown in
The configuration of the lower liquid crystal display 4 will now be described with reference to
The openings 35A to 35C of the dispersion sheet 35 and the openings 36A to 36C of the light guide plate 36 comprise a transparent region maintaining visibility of each of the variable display parts 22 through 24.
As shown in
A pair of cathode ray tubes 42 is provided at the top and bottom ends of the light guide plate 36, as light sources for the liquid crystal panel 33. At the top and bottom of the rear side of each of the openings 38A to 38C of the rear holder 38, a pair of cold cathode ray tubes 43 are provided that illuminate the symbols formed on the external peripheral surface of each of the reels 220A-220C.
The liquid crystal panel 33 is a transparent, electrical display panel formed of ITO (indium tin oxide) transparent, conductive film or the like, arranged to the front of each reel 220, through which each reel is visible. The rear surface side surrounding the display part of the liquid crystal panel 33 is held by a liquid crystal holder 34. The light guide plate 36 is comprised of a light passing resinous panel. The lens cut formed in the light guide plate 36 acts to guide light emitted from a cold cathode ray tube 42 arranged at the side part of the light guide plate 36 to the rear side of the liquid crystal panel 33. The dispersion sheet 35 is comprised of a light passing resinous sheet. The dispersion sheet 35 diffuses light guided by the light guide plate 36 and makes light illuminating the liquid crystal panel 33 uniform. The liquid crystal holder 34 that holds the liquid crystal panel 33, the dispersion sheet 35 and the light guide plate 36 forms one integrated body, the periphery of which inserts in the bezel metallic frame 32, such that the front side of the display part for the liquid crystal panel 33 is held by the bezel metallic frame 32.
The periphery of the integrated body of the liquid crystal holder 34, the dispersion sheet 35 and the light guide plate 36 fitted in the bezel metallic frame 32 is inserted within the reel glass base 31. The liquid crystal panel 33 with the display front face in the open condition is held by the reel glass base 31. The transparent touch panel 30 is pressured to the front of the reel glass base 31 as the reel glass base 31 is attached to the machine front panel 20 via the screws 41 and overlays on the display part front face of the liquid crystal panel 33.
The rear holder 38 is comprised of white resinous board and holds the bezel metallic frame 32 supported by the reel glass base 31, the liquid crystal holder 34 holding the liquid crystal panel 33, the dispersion sheet 35 and the light guide plate 36 from the rear thereof to the reel glass base 31. The rear holder 38 functions as a reflector plate that reflects light emitted from the cold cathode ray tubes 42 to the light guide plate 36 at the liquid crystal panel 33 side. The anti-static sheet 39 is transparent and is adhered to the rear surface of the rear holder 38 by tape having adhesive on both sides, and covers the rear faces of each of the openings 38A to 38C formed in the rear holder 38.
Each of the kinds of symbols used for the base game is formed on the peripheral surfaces of each of the reels 220A to 220C.
The symbol columns 141 and 143 both have the same symbol arrangement, each of these symbols being comprised from 11 individual symbols from the appropriate combination of triple bar 91, cherry 92, double bar 93, 7 that is number 94, single bar 95 and blank (a region having no symbol) 96.
The symbol column 142 is the same as each of the symbol columns 141 and 143 on the point of the combinations of the triple bar 91, cherry 92, double bar 93, 7 that is 94, the single bar 95 and the blank 96, however there is also a single trigger symbol 97. This trigger symbol 97 is a symbol for making a transition to a second game as described subsequently. When the trigger symbol is stopped and displayed over the activated pay line L of the variable display part 23 the move to the second game occurs.
The method by which each of the different symbols is formed on the peripheral surface of each reel 220A through C will now be described. 11 symbols are printed on a reel sheet having a length matching the circumferential length and the width of the reels 220A through C. This reel sheet is then adhered to the peripheral surface of each reel 220 such that each of the peripheral surface of the reels 220A through C is formed with each of the symbols. While this is the method normally used other methods are possible.
When each of the symbol columns 141 to 143 scrolled on each of the variable display parts 22 to 24 is stopped and displayed, three symbols are each stopped and displayed on the variable display parts 22 to 24.
Further, various winning combinations of the plurality of types of each of these symbols are set in advance, and as the combination of symbols corresponding to a winning combination stops over the activated pay line L, coins corresponding to that winning combination are paid out from the coin payout opening 15. On this point, the present invention is the same as a slot machine of the conventional technology, thus this description concludes here.
Next, the configuration of the control system of the slot machine 1 will be described with reference to
As shown in
A frequency dividing circuit 54, a random number generating circuit 55 for generating random numbers and a random number sampling circuit 56 are connected to the CPU 50. A clock pulse generating circuit 53 for generating standard clock pulse is connected to the frequency dividing circuit 54. Random numbers sampled via the random number sampling circuit 56 are used in the various kinds of lotteries for the winning combinations. Further, a spin switch 58 connected as a supplementary to the spin/repeat BET button 12, a 1-BET switch 59 connected as a supplementary to the 1-BET button 11, a 3-BET switch 60 connected as a supplementary to the 3-BET button 13, a 5-BET switch 61 connected as a supplementary to the 5-BET button 14, a change switch 62 connected as a supplementary to the change button 6, a cash out switch 63 connected as a supplementary to the cash out button 7 and a help switch 64 connected as a supplementary to the help button 8 are each connected to the CPU 50. When one of these buttons is pressed a switch signal is output from the switch to the CPU 50 and the CPU 50 controls the different types of actions corresponding to each button.
Three step motors 68 to facilitate the rotation of each of the reels 220A to C via a motor driving circuit 167 and a position change detecting circuit 69 are connected to the CPU 50. When a motor drive signal is output from the CPU 50 to the motor driving circuit 167 each of the step motors 68 are driven by the motor driving circuit 167, thus each of the reels 220A to C rotate.
After the rotation of each of the reels 220A to C commences, the number of drive pulses supplied to each of those step motors 68 is calculated and the values from these calculations are written to a predetermined area of the RAM 52. Further, a reset pulse is output from each of the reels 220A to C for each rotation. The reset pulse is input to the CPU 50 via the position change detecting circuit 69. Once a reset pulse is input to the CPU 50 the calculated value written in the RAM 52 is cleared to “0”. Symbol tables are stored in the ROM 51. The symbol tables provide the relation between a rotational position of each reel 220A to C and the symbols formed on the peripheral surface of each of the reels 220A to C. The CPU 50 recognizes the rotational position of a symbol on each of the reels 220A to C based on the calculated value corresponding to the rotational position within the scope of rotation of each of the reels 220A to C and the symbol tables housed in the ROM 51.
The position change detecting circuit 69 is connected to the CPU 50. The position change detecting circuit 69 detects the change in the position at which the reels 220A to C stop after stop control facilitated by the motor driving circuit 167. For example, there may be cases where players forcefully change a stop position of one or more reels 220A to C to fabricate a winning combination when a combination of stopped symbols is not the winning combination. The position change detecting circuit 69 detects such position changes. For example, the position change detecting circuit 69 detects fins attached at predetermined intervals at parts on the inner side of the reels 220A to C and is thereby able to detect a change in the position of stoppage of the reels 220A to C.
Further, the coin sensor 65 which is arranged in the coin insertion part 9 and the bill sensor 66 which is arranged in the bill insertion part 10 are connected to the CPU 50. The coin sensor 65 detects the coin inserted in the coin insertion part 9. The CPU 50 counts the number of inserted coins based on the coin detection signal output from the coin sensor 65. The bill sensor 66 detects the kind and value of bill inserted in the bill insertion part 10. The CPU 50 counts the number of coins equivalent to the value of inserted bill based on the bill detection signal output from the bill sensor 66.
A hopper 71 is connected to the CPU 50 via a hopper driving circuit 70. When a driving signal is output from the CPU 50 to the hopper driving circuit 70, the hopper 71 payouts a predetermined number of coin from the coin payout opening 15.
Further, the coin detection part 73 is connected to the CPU 50 via a payout complete signal circuit 72. The coin detection part 73 is arranged inside the coin payout opening 15. When the coin detection part 73 detects the payout completion of predetermined number of coin from the coin payout opening 15, the coin detection part 73 output the payout complete signal to the payout complete signal circuit 72. The upper liquid crystal display 3 and the lower liquid crystal display 4 are connected to the CPU 50 via a liquid crystal driving circuit 74. The CPU 50 controls the upper liquid crystal display 3 and the lower liquid crystal display 4.
As shown in
Further, LED 78 is connected to the CPU 50 via an LED driving circuit 77. A plurality of these LED 78 are arranged at the front of the slot machine 1, and the lighting of the LED 78 is controlled by the LED driving circuit 77 based on drive signals from the CPU 50 when the CPU 50 performs different kinds of calculations. Moreover, speakers 80 are connected to the CPU 50 via an audio output circuit 79. The speakers 80 emit various audio effects when different kinds of performances are played based on signals output from the audio output circuit 79.
A transparent touch panel 30 is connected to the CPU 50 via a touch panel driving circuit 67. The transparent touch panel 30 is provided over the screen of the lower liquid crystal display 4. The CPU 50 is able to determine where the transparent touch panel 30 has been touched and which direction the touched place is moving based on coordinate position information of the part of the transparent touch panel 30 that is touched by the player.
As shown in
The lottery tables used for determining the symbol to be stopped and displayed over the activated pay line L when the base game is run on the slot machine 1 will now be described with reference to
The symbols stopped and displayed over the activated pay line L are determined by each of the three reels 220A to C. In relation to each of the symbol columns 141 to 143 shown in
The “right reel” will now be described. When the random number value sampled using the random number sampling circuit 56 is within the range firm 0 to 15 the blank 96 allocated to code number “0” is stopped and displayed over the activated pay line L. When the random number value is within the range between 16 and 25, triple bar 91 allocated to code number “1” is stopped and displayed over the activated pay line L. When the random number value is within the range between 26 and 36, cherry 92 allocated to code number “2” is stopped and displayed over the activated pay line L. When the random number value is within the range between 37 and 46, double bar 93 allocated to code number “3” is stopped and displayed over the activated pay line L. When the random number value is within the range between 47 and 52, “7” 94 allocated to code number “4” is stopped and displayed over the activated pay line L. When the random number value is within the range between 53 and 63, single bar 95 allocated to code number “5” is stopped and displayed over the activated pay line L. When the random number value is within the range between 64 and 80, blank 96 allocated to code number “6” is stopped and displayed over the activated pay line L. When the random number value is within the range between 81 and 91, triple bar 91 allocated to code number “7” is stopped and displayed over the activated pay line L. When the random number value is within the range between 92 and 103, double bar 93 allocated to code number “8” is stopped and displayed over the activated pay line L. When the random number value is within the range between 104 and 115, “7” 94 allocated to code number “9” is stopped and displayed over the activated pay line L. When the random number value is within the range between 116 and 127, single bar 95 allocated to code number “10” is stopped and displayed over the activated pay line L.
The “left reel” will now be described. When the random number value sampled using the random number sampling circuit 56 is within the range from 0 to 15, the blank 96 allocated to code number “0” is stopped and displayed over the activated pay line L. When the random number value is within the range between 16 and 25, triple bar 91 allocated to code number “1” is stopped and displayed over the activated pay line L. When the random number value is within the range between 26 and 36, cherry 92 allocated to code number “2” is stopped and displayed over the activated pay line L. When the random number value is within the range between 37 and 46, double bar 93 allocated to code number “3” is stopped and displayed over the active pay line L. When the random number value is within the range between 47 and 52, “7” 94 allocated to code number “4” is stopped and displayed over the activated pay line L. When the random number value is within the range between 53 and 63, single bar 95 allocated to code number “5” is stopped and displayed over the activated pay line L. When the random number value is within the range between 64 and 80, blank 96 allocated to code number “6” is stopped and displayed over the activated pay line L. When the random number value is within the range between 81 and 91, triple bar 91 allocated to code number “7” is stopped and displayed over the activated pay line L. When the random number value is within the range between 92 and 103, double bar 93 allocated to code number “8” is stopped and displayed over the activated pay line L. When the random number value is within the range between 104 and 115, “7” 94 allocated to code number “9” is stopped and displayed over the activated pay line L. When the random number value is within the range between 116 and 127, single bar 95 allocated to code number “10” is stopped and displayed over the activated pay line L.
The “center reel” will now be described. When the random number value sampled using the random number sampling circuit 56 is “0”, trigger symbol 97 allocated to code number “0” is stopped and displayed over the activated pay line L. When the random number value sampled using the random number sampling circuit 56 is within the range from 1 to 15, triple bar 91 allocated to code number “1” is stopped and displayed over the activated pay line L. When the random number value is within the range between 16 and 20, cherry 92 allocated to code number “2” is stopped and displayed over the activated pay line L. When the random number value is within the range between 21 and 32, double bar 93 allocated to code number “3” is stopped and displayed over the activated pay line L. When the random number value is within the range between 33 and 45, “7” 94 allocated to code number “4” is stopped and displayed over the activated pay line L. When the random number value is within the range between 46 and 53, single bar 95 allocated to code number “5” is stopped and displayed over the activated pay line L. When the random number value is within the range between 54 and 64, blank 96 allocated to code number “6” is stopped and displayed over the activated pay line L. When the random number value is within the range between 65 and 71, triple bar 91 allocated to code number “7” is stopped and displayed over the activated pay line L. When the random number value is within the range between 72 and 82, double bar 93 allocated to code number “8” is stopped and displayed over the activated pay line L. When the random number value is within the range between 83 and 120, “7” 94 allocated to code number “9” is stopped and displayed over the activated pay line L. When the random number value is within the range between 121 and 127, single bar 95 allocated to code number “10” is stopped and displayed over the activated pay line L.
The winning combinations and their payouts resulting when the base game is played using the slot machine 1 will now be described with reference to
When each of the code number of the “right reel”, “center reel” and “left reel” is “4” or “9” there is a “7-7-7” win. Here, on each of the variable display parts 22 to 24, “7” 94 is stopped and displayed over the activated pay line L and a “100” payout is obtained. When each of the code number of the “right reel”, “center reel” and “left reel” is “1” or “7”, there is a “triple bar-triple bar-triple bar” win. Here, on each of the variable display parts 22 to 24, the triple bar 91 is stopped and displayed over the activated pay line L and a “5” payout is obtained. When each of the code number of the “right reel”, “center reel” and “left reel” is “3” or “8”, there is a “double bar-double bar-double bar” win. Here, on each of the variable display parts 22 to 24, the double bar 93 is stopped and displayed over the activated pay line L and a “3” payout is obtained. When each of the code number of the “right reel”, “center reel” and “left reel” is “5” or “10”, there is a “single bar-single bar-single bar” win. Here, on each of the variable display parts 22 to 24, the single bar 95 is stopped and displayed over the activated pay line L and a “2” payout is obtained. When each of the code number of the “right reel”, “center reel” and “left reel” is “2”, there is a “cherry-cherry-cherry” win. Here, on each of the variable display parts 22 to 24, the cherry 92 is stopped and displayed over the activated pay line L and a “1” payout is obtained.
When the code numbers of the “right reel”, “center reel” and “left reel” result in combinations other than the above described, the player gets a “lose”. Here, on each of the variable display parts 22 to 24 any of the triple bar 91, cherry 92, double bar 93, “7” 94, single bar 95 and blank 96 corresponding to each code numbers is stopped and displayed over the activated pay line L but there is no payout.
The second game will now be described in outline. Items acquired in the base game can be used in the second game, thus this description commences with an explanation of how items are obtained. In the case of this embodiment items acquired in the base game can be any of a high performance shoes coupon, 100 days training achieved coupon or high performance swimsuit coupon.
As shown in
During the base game, symbols are displayed in the upper part display regions 101, 104 and 107 of the item display parts 103, 106 and 109 shown in
As described subsequently, items can be used in the second game. When an item is used in the second game, a number appears displayed on the lower liquid crystal display 4 and the player plays the base game thereafter, “1” has been deducted from the number representing the number of coupons shown in the lower display region 102, 105, 108 for that item. When that number shown in the lower display region 102, 105, 108 becomes “0”, the item corresponding to the lower display region 102, 105, 108 displaying the “0” can not be used in the second game.
The number of each item that can be used in the second game is stored in a region maintained in the RAM 52.
The method to for determining the items acquired during the base game will now be described with reference to the “items process” of
As described above, items acquired during the base game are displayed in the lower liquid crystal display 4. If as a result of the base game a player moves to the second game, as shown in
The letters “100 m race” are displayed in the second game display part 111. If the player touches the second game type display part 111, from then on, each of the second game display parts 111 and 112 as well as each of the item display parts 103, 106 and 109 are removed from the lower liquid crystal display 4. Thereafter, the “100 m race” dynamic picture is displayed on the lower liquid crystal display 4 for the second game, and in the ensuing competition, a game commences in which when the main character representing the player in the competition wins the first prize, a payout of “100” is obtained, while when the central character representing the player does not win the flat prize, a payout of “10” is obtained. After that game, there is a return to the base game.
The letters “100 m swim” are displayed in the second game display part 112. If the player touches the second game type display part 112, from then on, each of the second game display parts 111 and 112 as well as each of the item display pants 103, 106 and 109 are removed from the lower liquid crystal display 4. Thereafter, the “100 m swim” dynamic picture is displayed on the lower liquid crystal display 4 for the second game, and in the ensuing competition, a game commences in which when the main character representing the player in the competition is the top finisher, a payout of “100” is obtained, while when the central character representing the player is not the top finisher, a payout of “10” is obtained. After that game, there is a return to the base game.
Before the second game starts, the player can choose to use any of the items acquired during the base game. As shown in
As shown in
When the “100 m swim” is played as the second game, the probability of obtaining a payout of “100” is “½” if using the high performance swimsuit coupon. The probability of obtaining a payout of “100” is “¼” if using the 100 days training achieved coupon. The probability of obtaining a pay out of “100” is “⅛” if using the high-performance shoes coupon. That is to say, the probability of obtaining a payout of “100” rises in the order high performance shoes coupon, 100 days training achieved coupon, high performance swimsuit coupon. Note that the player can still play the second game without obtaining any items during the base game, however in this case, the above described probability ratios are the lowest, that is “⅛” the same as if using the high performance shoes coupon item.
The main process program for running the slot machine 1 will now be described with reference to
At S12 the lottery process of
At S13, the base game process of
At S15 a determination is made as to whether or not the second game is set up. Basically, at the lottery process of S12, when the random number value for the “center reel” sampled via the random number sampling circuit 56 is 0, the game proceeds to S16 because a winning combination for the second game has been produced (S15: YES), and the second game process of
The start receive process program run on the slot machine 1 will now be described with reference to
The lottery process program running on the slot machine 1 will now be described with reference to
Next, the base game process program running on the slot machine 1 will be described with reference to
At S42 the scrolling of each symbol on the variable display parts 22 to 24 is stopped by the stopping of the rotation of the three reels 220 inside the cabinet 2.
At S43, the payout corresponding to the combination of symbols stopped and displayed at S42 is read from the table shown in
The item process program running on the slot machine 1 will now be described with reference to
For example, when the sampled random number value is within the range between “0” and “9” it is determined that the item acquired is “high performance shoes coupon”. When the sampled random number value is within the range between “10” and “19”, it is determined that the item acquired is “100 days training achieved coupon”. When the sampled random number value is within the range between “20” and “29”, it is determined that the item acquired is “high performance swimsuit coupon”. When the sampled random number value is within the range between “30” and “127”, it is determined that the item is not acquired.
At S102, it is determined whether or not an item has been acquired. If the determination is that an item has not been acquired (S102: NO) the system returns to the main process program of
At S103, “1” is added to the number which is displayed in the lower display regions 102, 105 and 108 of the item display parts 103, 106 and 109. Then the system returns to the main process program of
The second game process program which runs on the slot machine 1 will now be described with reference to
Thereafter, the system proceeds to S112 and the selection of the second game is performed. Basically, the player touches either of the second game type display parts 111 or 112 on the lower liquid crystal display 4. If the player touches the second game type display part 111, the CPU 50 determines that the player has touched it via the transparent touch panel 30 and the touch panel driving circuit 67, and determines that the “100 m race” has been selected as the second game. On the other hand, if the player touches the second game type display part 112, the CPU 50 determines that the player has touched it via the transparent touch panel 30 and the touch panel driving circuit 67, and determines that the “100 m swim” has been selected as the second game.
It is suitable to select one type of second game from among the plurality of types at random, via the random number sampling circuit 56.
Thereafter, at S113, the determination is made as to whether or not the player has an item. Basically, if the number of each item that can be used at the second game as stored in the ram 52 is “0” for each of the items, it is determined that the player does not have any items, while if the number for any of the items is greater than “0” it is determined that the player has an item.
If it is determined that the player does not have any items (S113: NO), the system proceeds to S117 without flier action. If however it is determined that the player has items (S113: YES) the system proceeds to S114.
At S114, the item selection screen is displayed anew. Basically, the CPU 50 sends an instruction to the liquid crystal driving circuit 74, and as shown in
Then, at S115, the system determines whether or not an item has been selected. Basically, this selection is performed on the lower liquid crystal display 4 by the player touching either of the item display parts 103, 106 or 109.
When the player touches the item display parts 103, the CPU 50 determines that the player has touched it via the transparent touch panel 30 and the touch panel driving circuit 67, and determines that the high performance shoes coupon has been selected as the item for use in the second game. When the player touches the item display parts 106, the CPU 50 determines that the player has touched it via the transparent touch panel 30 and the touch panel driving circuit 67, and determines that the 100 days training achieved coupon has been selected as the item for use in the second game. When the player touches the item display parts 109, the CPU 50 determines that the player has touched it via the transparent touch panel 30 and the touch panel driving circuit 67, and determines that the high performance swimsuit coupon has been selected as the item for use in the second game.
In the case of an item for which the displayed number is “0” in the lower display regions 102, 105 and 108 of the item display parts 103, 106 or 109, the item can not be selected even if the player touches the item display part 103, 106 or 109 for the item. Further, when an item is not touched for the duration of a predetermined time (for example 30 seconds from the time when the item selection screen is displayed anew), the system determines that the item is not touched.
If it is determined that an item is not touched (S115: NO), the system proceeds to S117 without further action. If it is determined that an item is touched (S115: YES), the system proceeds to S116.
At S116, a determination is made that the item selected at S115 from among the three types of items consisting of the high performance shoes coupon, 100 days training achieved coupon or high performance swimsuit coupon, is the item for use during the second game.
At S117 the lottery process is run. This lottery process is performed using lottery tables that differ according to the different combinations between the second game selected and the type of item selected.
That is to say, when “100 m race” is selected for the second game, as shown in
When the high performance shoes coupon is selected, a lottery process is performed by using a lottery table with a “½” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of
When the 100 days training achieved coupon is selected a lottery process is performed by using a lottery table with a “¼” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of
On the other hand, when “100 m swim” is selected for the second game, as shown in
When the high performance swimsuit coupon is selected, a lottery process is performed by using a lottery table with a “½” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of
When the 100 days training achieved coupon is selected, a lottery process is performed by using a lottery table with a “¼” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of
Each of the lottery tables of
Returning to
Thereafter, the system proceeds to S120 and after acquisition of “100” being the payout for the win based on the payout tables of
The payout tables of
On the other hand, if at S118 described above it is determined that the lottery produced a loss (S118: NO), the system proceeds to S121 and a sound and/or video effect for loss is run. Basically, when the “100 m race” is selected for the second game each of the second game type display parts 111 and 112 and the item display parts 103106 and 109 are removed from the lower liquid crystal display 4. Then, the video “100 m race” is displayed on the lower liquid crystal display 4 for the second game, and in that race the participant representing the player not winning first prize. When the “100 m swim” is selected for the second game, each of the second game type display screens 111 and 112 and each item display part 103, 106 and 109 are removed from the lower liquid crystal display 4. Then, the video “100 m swim” is displayed on the lower liquid crystal display 4 for the second game, and in that swim the video is displayed of the participant representing the player is other than the top finisher.
At S122, after the player acquires “10” that is the payout for a loss based on the payout table of
At S123, the payout process for the payout acquired during the second game is performed and coins corresponding to the amount of the payout are paid out.
The CPU 50 functions as the “item lottery means” when running S101 of the item process shown in
That is to say, with the slot machine 1 according to this embodiment of the present invention, as shown in
It is also suitable for the type of second game not to be selected by the player but to use the random number sampling circuit 56 to select “100 m race” or “100 m swim” at random.
Various other modifications will be apparent to and can be readily made by those skilled in the art without departing from the scope and spirit of this invention.
For example, in the case of the slot machine 1 of this embodiment of the present invention the lottery tables shown in
That is to say, when “100 m race” is selected as the second game at S117 of the second game process of
When “100 m race” is selected as the second game and the high performance shoes coupon is selected, the lottery process is performed by using the lottery table with “ 1/1” probability of winning.
When “100 m race” is selected as the second game and the 100 days training achieved coupon is selected, the lottery process is performed by using the lottery table with a “¼” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of
When “100 m race” is selected as the second game and the high performance swimsuit coupon is selected, the lottery process is performed by using the lottery table with “0” probability of winning. That is to say, the result of the lottery is always a loss.
On the other hand, when “100 m swim” is selected as the second game and an item is not selected, the lottery is performed by the lottery table with “⅛” probability of winning as shown in
When “100 m swim” is selected as the second game and the high performance swimsuit coupon is selected, the lottery process is performed by using the lottery table with “ 1/1” probability of winning.
When “100 m swim” is selected as the second game and the 100 days training achieved coupon is selected, the lottery process is performed by using the lottery table with a “¼” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of
When “100 m swim” is selected as the second game and the high performance shoes coupon is selected, the lottery process is performed by using the lottery table with “0” probability of winning. That is to say, the result of the lottery is always a loss.
Accordingly, at the lottery process of the second game (
On the other hand, if the player selects “100 m race” as the second game, moreover the high performance swimsuit coupon is selected as the item for use in the second game, or if the player selects “100 m swim” as the second game, moreover the high performance shoes coupon is selected as the item for use in the second game, then a low payout of “10” will definitely be obtained.
In these cases the sound effect and/or video effect run and the payout obtained for the second game differs according to the combination of the type of item and the type of second game selected by the player, thus a new style of player participation type second game can be realized.
Further, for this slot machine 1 according to this embodiment of the invention there are two types of second game and three types of items, however there is no limit to the number of types that can be used.
Further, for this slot machine 1 according to this embodiment of the invention, in the base game, the symbol that is stopped and displayed over the activated pay line L is determined for each variable display part 22 to 24 by three random number values sampled by the random number sampling circuit 56 (refer
In
When the random number values sampled via the random number sampling circuit 56 is within the range between 141 and 185, “7-7-7” is stopped and displayed over the activated pay line L on the variable display parts 22 to 24 and the player obtains a payout of “100”. When the random number values sampled via the random number sampling circuit 56 is within the range between 186 and 200, “triple bar-triple bar-triple bar” is stopped and displayed over the activated pay line L on the variable display parts 22 to 24 and the player obtains a payout of “5”. When the random number values sampled via the random number sampling circuit 56 is within the range between 201 and 232, “double bar-double bar-double bar” is stopped and displayed over the activated pay line L on the variable display parts 22 to 24 and the player obtains a payout of “3”. When the random number values sampled via the random number sampling circuit 56 is within the range between 233 and 514, “single bar-single bar-single bar” is stopped and displayed over the activated pay line L on the variable display parts 22 to 24 and the player obtains a payout of “2”. When the random number values sampled via the random number sampling circuit 56 is within the range between 515 and 823, “cherry-cherry-cherry” is stopped and displayed over the activated pay line L on the variable display parts 22 to 24 and the player obtains a payout of “2”.
When the random number value sampled is within the range between 824 and 16383, it is a “loss”. In this case, the combination stopped and displayed over the activated pay line L is other than the above described combination of symbols and there is no payout.
The present invention can be used as an embodiment for running a second mode game following on from a base mode game.
Number | Date | Country | Kind |
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P2005-150022 | May 2005 | JP | national |