This application claims priority to Japanese Patent Application No. 2015-188992 filed on Sep. 25, 2015, the entire contents of which are hereby incorporated by reference.
Technical Field
The present invention relates to a gaming machine.
Background Art
In a conventional gaming machine, when a player presses a spin button after betting credits, a plurality of symbols are displayed in a scrolling fashion on a display installed on the front of the housing and then the symbols are automatically stopped in a plurality of blocks arranged in a matrix. When a predetermined number or more of symbols of the same type are stopped (rearranged) on an effective line, the player wins the game and can receive a dividend. On the other hand, the player loses the bet credits when losing the game.
There is a gaming machine in which effective lines are determined by a “LEFT TO RIGHT” type rule (for example, patent documents 1 and 2). In one format of the “LEFT TO RIGHT” type rule, all the blocks arranged in a matrix are made effective and all the lines connecting the blocks become effective lines. Each effective line is constituted of the same number of blocks as the number of columns and one block is selected for each column of the matrix.
[Patent Document 1] US patent application publication No. 2004/0053676
[Patent Document 2] U.S. Pat. No. 8,740,689
As described above, in a conventional gaming machine employing a “LEFT TO RIGHT” type rule, all the lines connecting the blocks arranged in a matrix become effective lines but the effective lines do not change and therefore the winning probability does not change. Thus, there is a possibility of discouraging the game player from continuing to play.
The present invention has been made in view of the above circumstances, and it is, therefore, an object of the present invention to provide a gaming machine that can realize a new gaming characteristic in which the effective lines are variable so that the winning probability can be changed.
A gaming machine of the present invention includes:
a symbol display device having a plurality of variable display regions, in each of which, after a symbol array in which symbols are arranged is variably displayed, some of the symbols arranged in the symbol array are rearranged one each in a plurality of blocks in the variable display regions; and
a controller configured to execute games and control the symbol display device according to the games;
wherein the controller awards, when a predetermined number of or more symbols of the same type are located on any of effective lines selecting one block of each of the variable display regions as a result of the rearrangement of the symbols, a line dividend according to the type of the symbols and
wherein the controller determines whether or not to expand the variable display regions to add the blocks before the rearrangement of the symbols, and arrange top symbols with the highest line dividend in the blocks irrespective of the symbol arrays when it is determined that the blocks are added, and determines the line dividend according to effective lines based on all the blocks including the blocks added.
According to the above configuration, the effective lines can be increased by adding blocks to the blocks arranged in a matrix. In addition, symbols with the highest dividend are rearranged in the added blocks irrespective of the symbol arrays. This increases the number of effective lines including the symbols with the highest dividend increases and, therefore, increases the winning probability of the line dividend from the symbols with the highest dividend. Consequently, it is possible to realize a new gaming characteristic in which the effective lines are variable so that the winning probability can be changed.
The gaming machine of the present invention further includes a storage part for storing probability information for a lottery corresponding to the number of blocks to be added to each of the variable display regions,
wherein the controller may determine the number of blocks to be added to each of the variable display regions based on the probability information stored in the storage part when it is determined that the blocks are added.
According to the above configuration, patterns in terms of how many blocks are to be added in which variable display regions are stored in the storage part. Thus, when it is determined that the blocks are added, the number of blocks to be added in each of the variable display regions can be determined simply by selecting one of the patterns on the basis of probability information.
It is possible to provide a gaming machine to realize a gaming characteristic in which the effective lines are variable so that the winning probability can be changed.
A gaming machine of the present invention is described with reference to the drawings.
(Outline of Gaming Machine)
As shown in
The slot machine 1 executes a base game, as an entertainment, that is started by a bet on condition that credit values are consumed. The slot machine 1 controls the lower image display panel 141 according to the base game. Specifically, the lower image display panel 141 has a symbol display region 150 (video reels 151 to 155) as a plurality of variable display regions. In the slot machine 1, according to the base game, after a symbol array in which symbols 501 are arrayed is displayed in a variable fashion in each of the video reels 151 to 155, a symbol 501 in each symbol array is rearranged in each display block 28 of the video reels 151 to 155. Basically, four display blocks 28 are arranged in each of the video reels 151 to 155. In other words, basically, a matrix of twenty display blocks 28 arranged in 4 by 5 is formed in the symbol display region 150.
A plurality of effective lines are set in the symbol display region 150. One effective line is constituted of five display blocks 28 in total. Each of the five display blocks 28 of each effective line is one selected from each of the video reels 151 to 155. In this embodiment, the effective lines are determined by so-called a “LEFT TO RIGHT” type rule. After the symbols 501 are rearranged, the slot machine 1 determines a line dividend for every effective line. In other words, when a predetermined number or more of symbols 501 of the same type are included in the five display blocks 28 of each effective line, the slot machine 1 awards a line dividend corresponding to the symbol 501 of the type.
As described above, in this embodiment, the credit amount for a line dividend is determined based on the type of the symbol 501. In the following, the symbol 501 with the highest line dividend among the symbols 501 is referred to as “top symbol.” The line dividend resulting from a predetermined number or more of symbols of a certain type being rearranged is simply referred to as “line dividend from the symbols.” The number of symbols that generate a line dividend is referred to as “kind.” For example, when four top symbols are rearranged on an effective line, it is referred to as “four kinds of the top symbol.”
Before the symbols 501 are rearranged, the slot machine 1 determines whether or not to expand the video reels 151 to 155 to add display blocks 28 (additional display blocks 28a). When additional display blocks 28a are added, the slot machine 1 arranges the top symbol 503a with the highest line dividend in the display blocks 28 independently of the symbols 501 arrayed in the symbol arrays, and determines line dividends in the effective lines based on all the display blocks 28 including the additional display blocks 28.
As described above, in this embodiment, display blocks 28 (additional display blocks 28a) can be added to the matrix of display blocks 28 to increase the number of effective lines. In addition, the top symbol 503a with the highest line dividend is rearranged in the additional display blocks 28a independently of the symbol arrays. This increases the number of effective lines including the top symbol 503a with the highest line dividend and, therefore, increases the winning probability of the line dividend from the top symbols 503a. Consequently, a new gaming characteristic in which the effective lines are variable so that the winning probability can be changed can be produced.
The slot machine 1 has stored the number of display blocks 28 that are added to each of the video reels 151 to 155 in association with probability information for lottery. When display blocks 28 are added, the slot machine 1 determines the number of display blocks 28 (additional display block 28a) that are added to each variable display region based on the stored probability information.
As described above, the slot machine 1 stores patterns of how many additional display blocks 28a are added to which variable display regions. Thus, when the addition of additional display blocks 28a is determined, the above matters can be easily determined by simply selecting a pattern on the basis of the probability information.
In this embodiment, the bonus where display blocks 28 in which the top symbol 503 is arranged are added is referred to as “top symbol stacking mystery bonus” or “top symbol topping additional bonus.”
As shown in
As a result, even when there are line dividends of plural types of symbols 501, only the top symbols 503a are displayed in different animations (top symbol animations 5031 to 5035) in each of the video reels 151 to 155. Thus, it is highly possible that the player easily recognizes that there is a line dividend from the top symbols 503a. Consequently, it is possible to produce a new form of winning notification that notifies that the player is awarded a prize by the top symbols 503a, from which the highest dividend can be acquired.
Also, the slot machine stores predetermined symbols 501 except the top symbols 503a in association with probability information for lottery. The slot machine 1 determines whether to execute change symbol processing for changing one of the predetermined symbols 501 to the top symbol 503a. When the change symbol processing is executed, the slot machine 1 determines which of the predetermined symbols 501 are changed to the top symbol 503a on the basis of the stored probability information. The slot machine 1 treats the determined predetermined symbol 501 as the top symbol 503a when determining the line dividends of the effective lines.
As described above, in this embodiment, one of the predetermined symbols 501 can be treated as the top symbol 503a. This increases the possibility of providing the line dividend from the top symbols 503a. This also increases the possibility of the top symbols 503a being rearranged in the symbol display region 150. Thus, the possibility of allowing the player to visually recognize the animations of the top symbols 503a as a new form of winning notification is increased.
In this embodiment, the bonus where one type of predetermined symbols 501 are changed to the top symbols 503a is also referred to as “symbol chance mystery bonus” or “top symbol rewriting bonus.”
In this embodiment, the slot machine 1 is configured such that a bonus game can be triggered in the base game. Plural types of bonus games exist. When a bonus game is triggered in the base game, a branching game is executed to diverge to one of the plural types of bonus games. When a branching game is executed, one of the plurality of existing bonus games is selected. The types of bonus games include mini-bonus game, minor bonus game, major bonus game and grand bonus game. The slot machine 1 is configured such that a jackpot game can be triggered from each bonus game.
In the following, a branching game executed to diverge to one of the plurality of existing bonus games is also referred to as “Bonus Selection” or “Way to Treasure Island.” The mini-bonus game is also referred to as “Naval Battle.” The minor bonus game is also referred to as “Ghost Ship Adventure.” The major bonus game is also referred to as “Kraken Free Game.” The grand bonus game is also referred to as “Treasure Island Bonus.” The jackpot game is also referred to as “Challenge for Jackpot” or “progressive mini-game.”
The slot machine 1 stores the dividend that is awarded to the player in the minor bonus game (Ghost Ship Adventure) as an expected value. In other words, the player can acquire the same number of credits as the expected value by playing the minor bonus game. The expected value means credits that can be expected to be acquired. Thus, even if the bonus game is played plural times, credits equal to the expected value are not necessarily obtained every time.
The slot machine 1 awards two types of dividends in the minor bonus game to the player. Specifically, the dividends of the minor bonus game consist of an acquired dividend and an additional dividend.
The acquired dividend is a dividend that is determined on the basis of a manipulation on a touch panel 69 by the player. The additional dividend is a dividend that is determined on the basis of the expected value and the determined, acquired dividend.
As shown in
Next, a HIGHER probability is calculated by dividing the value obtained by subtracting the LOWER value from the residual expected value by the value obtained by subtracting the LOWER value from the HIGHER value (A4). Then, a LOWER probability is calculated by dividing the value obtained by subtracting the residual expected value from the HIGHER value by the value obtained by subtracting the LOWER value from the HIGHER value (A5). Then, a lottery in which the HIGHER value is selected with the HIGHER probability and the LOWER value is selected with the LOWER probability is used to determine which value is used as the additional dividend (A6).
Because this allows the additional dividend to have a round number with the last predetermined number of digits being “0,” for example, the possibility of the player recognizing that the credits that can be obtained in the entire minor bonus game is previously determined may be reduced. Consequently, there is a possibility that the player can retain an interest in the intervention into the progress of the bonus game.
The minor bonus game consists of a plurality of stages that are selected by lottery, and a stage dividend is associated with each of the stages. Then, the sum of the stage dividends associated with all the stages constituting the minor bonus game is equal to the expected value. This allows the expected value to be different every time the minor bonus game is executed, and therefore can further reduce the possibility of the player recognizing that the credits that can be obtained in the entire minor bonus game is previously determined.
As shown in
The number of options in each pick game of the grand bonus game is previously set in a map pattern. In other words, the slot machine 1 uses one map pattern selected from a plurality of map patterns stored when executing a grand bonus game. An option set 1418 for one stage is set in each map pattern. Each option set 1418 has options equal in number to or less than an upper limit. The slot machine 1 selectably displays the option sets 1418 relating to a plurality of stages of the determined map pattern on the lower image display panel 141. When an option is selected by the player, the slot machine 1 displays the result of the stage (for example, the award of a dividend by a jewel 1415a appearing from a treasure chest 1420) based on the selected option, and then terminates this stage.
As described above, in the grand bonus game, a plurality of stages associated with the selected map pattern are executed sequentially. In each stage, option sets each consisting of options set in a map pattern and being equal in number to or less than an upper limit are selectably displayed, and the result of the stage based on the selected option is displayed. As described above, the fact that a different number of options can be displayed in each stage can make the bonus game more entertaining.
The option set for each stage of a map pattern includes a terminating option that terminates the bonus game, dividend option that awards a dividend to the player, and a prize-up option that increases the dividends from the dividend options. The options including them are indiscernibility displayed before the player makes a selection.
When the player completes all the stages of the determined map pattern without selecting the terminating option, the slot machine 1 awards a goal dividend to the player on the basis of the stage results in all the completed stages. In other words, when the player selects the terminating option, the grand bonus game is terminated without awarding the goal dividend. This discourages the player from terminating the grand bonus game in the midst of a stage and makes the bonus game much more entertaining.
The slot machine 1 sets the dividends from the dividend options higher every time the player selects a prize-up option. The slot machine 1 sets the goal dividend higher every time the player selects a prize-up option. Thus, the player can select from among different types of options that provide a benefit to him or her. This makes the bonus game much more entertaining.
The slot machine is a kind of gaming machine. The base game and free games (Kraken Free Game) in this embodiment are slot games in which plural symbols are rearranged.
The term “rearrangement” refers to a state where symbols are arranged again after the arrangement of symbols is cancelled. The term “arrangement” refers to a state where the symbols can be visually recognized by an external player. Specifically, the term “rearrangement” refers to a state where the symbols are stopped in a display window as the rotation of the reels is stopped to stop the variable display of the symbols after the symbols on the reels are variably displayed by rotating the reels.
The free games may be games of any type as long as their play style is different from that of the base game. A free game means a game that is able to be played with a bet of less game value than that required in the base game. “Being able to be played with a bet of less game value” includes a case where the bet is “0.” Thus, a “free game” may be a game which can be played without betting a game value and in which game values in an amount determined based on the rearranged symbols are awarded. In other words, a “free game” may be a game that is started without involving the consumption of a game value. In contrast to this, the “base game” is a game which cannot be played without betting a game value and in which game values in an amount determined based on the rearranged symbols are awarded. In other words, the “base game” is a game that is started on condition that game values are consumed.
The term “game value (credit)” means coins, bills or electronical valuable information equivalent thereto. The game value in the present invention is not particularly limited. For example, the game value may be game media such as medals, tokens, electronic money, and tickets. The tickets are not particularly limited. For example, the tickets may be bar-coded tickets as described later or the like. Further, the “game value” may be game points without valuable information. In this embodiment, description is made on the premise that the game value means credits. In other words, the base game is played with the consumption of credits.
(Description of Function Flow Diagram)
With reference to
<Start check> First, the slot machine checks whether a BET button has been pressed or not by the player and sequentially checks whether a spin button has been pressed or not by the player.
<Symbol determination> Next, if the spin button has been pressed by the player, then the slot machine extracts a random number for symbol determination to determine the symbols to be displayed for the player in each of the plurality of video reels displayed on the display when the scroll of the symbol array is stopped.
<Symbol display> Next, the slot machine starts the scroll of the symbol array of each video reel and stops the scroll so that the determined symbols are displayed to the player.
<Winning determination> Next, when the scroll of the symbol array of each video reel is stopped, the slot machine determines whether or not the combination of the symbols displayed to the player relates to winning.
<Payout> Next, when the combination of the symbols displayed to the player relates to winning, the slot machine offers to the player a benefit determined on the basis of the type of the combination of the symbols. For example, when a combination of the symbols relating to payout of coins is displayed, the slot machine pays out coins, the number of which is determined based on the combination of the symbols, to the player.
When a combination of symbols relating to a free game trigger is displayed, the slot machine starts a free game. In the embodiment of the present invention, a game (free game) in which a lottery relating to the determination of symbols to be stopped as described above is executed a predetermined number of times without the consumption of coins is executed as the free game.
The slot machine provides another benefit called “mystery feature” in addition to the above benefit. In the mystery feature, a predetermined number of free games are awarded to the player when the player wins in a dedicated lottery. When the spin button is pressed, the slot machine extracts a random number for mystery bonus, and determines by lottery whether or not to establish a mystery feature trigger.
In this embodiment, “rescue” is a function provided for the purpose of rescuing the player from the situation in which no free game is played for a long period of time (“rescue” is a function of offering some return (rescue) to the player when the number of times of a game in which a predetermined benefit is not offered has reached a predetermined number).
It is a free choice of the administrator of the slot machine whether or not to enable the rescue function. If the rescue function is enabled, then the slot machine starts counting the number of times of games. Then, when the counted number of games reaches a predetermined number without the payout of a large sum from a free game or other games, the slot machine offers a benefit, such as a free game.
The slot machine may be configured to pay out the amount of coins in a jackpot to the player when a combination of symbols relating to a jackpot trigger is displayed. The jackpot refers to a function of accumulating some of the coins consumed by the players in each slot machine in a jackpot and paying out the coins accumulated in the jackpot to a slot machine in which a jackpot trigger is established. In this case, the slot machine calculates the amount to be stored (accumulated amount) in the jackpot in each game and transmits it to an external controller, which accumulates the amount transmitted from each slot machine in the jackpot.
<Determination of effects> The slot machine produces effects by displaying images on the display, outputting light from lamps, and outputting sounds from loudspeakers. The slot machine extracts a random number for effects and determines the contents of effects based on the symbols selected by lottery or the like. That is all the description of the basic functions of the slot machine.
(Overall Game System)
Referring to
A game system 300 includes a plurality of slot machines 1 and an external controller 200 that is connected to each of the slot machines 1 via a communication line 301.
The external controller 200 controls the plurality of slot machines 1. In an embodiment, the external controller 200 is what is called a hall server installed in an entertainment facility having a plurality of slot machines 1. A unique identification number is allocated to each slot machine, and the external controller 200 identifies the source of data sent from the slot machines 1 on the basis of the identification number. The identification number is also used to specify the transmission destination when data is sent from the external controller 200 to any of the slot machines 1.
The game system 300 may be constructed within a single entertainment facility where various games can be played, such as a casino, or may be constructed among a plurality of entertainment facilities. When the gaming system 300 is constructed in a single entertainment facility, the gaming system 300 may be constructed in each floor or section of the entertainment facility. The communication line 301 may be wired or wireless, and can be constructed using a dedicated line, switched line or the like.
(Mechanical Configuration of Slot Machine)
Referring to
In the slot machine 1, electronical, valuable information, such as electronic money, is used as the game value. The game value is not limited to electronical valuable information. Coins, medals, tokens or bar-coded tickets, for example, may be employed as the game value.
The slot machine 1 includes a cabinet 11, a top box 12 mounted on top of the cabinet 11, and a main door 13 at the front of the cabinet 11. The main door 13 has loudspeakers 112.
A lower image display panel 141 as a symbol display device is provided on the main door 13. The lower image display panel 141 is formed of a liquid crystal panel. A display screen of the lower image display panel 141 is described later in detail.
A touch panel 69 is provided on the front of the lower image display panel 141. The touch panel 69 allows the player to input various commands by touching the display screen of the lower image display panel 141. Input signals are transmitted from the touch panel 69 to a main CPU 71.
An upper image display panel 131 is provided on the front of the top box 12. The upper image display panel 131 is formed of a liquid crystal panel and constitutes a display. On the upper image display panel 131, images relating to effects and images that introduce the contents of the game and explain the rules of the game are displayed. The top box 12 has a lamp 111. The slot machine 1 produces effects by displaying images and through the emission of sound and light.
A PTS device 700 and a bill entry 60, in addition to a control panel 30 on which various buttons are arranged, are provided below the lower image display panel 141.
The bill entry 60 validates bills and accepts authentic bills into the cabinet 11. The bill entry 60 is electrically connected to the PTS device 700. When the bill entry 60 accepts a authentic bill, it transmits an input signal based on the value of the bill to the PTS device 700. The input signal includes information such as credit data about the accepted bill.
The PTS device 700 is a unit in which a LCD (liquid crystal display), a human detection camera, a microphone and so on are integrated. The human detection camera has a camera function that makes it possible to detect the presence of a player. The microphone is used for allowing the player's participation in a game by voice and the authentication of a player by voice recognition. The PTS device 700 has a card insertion slot through which an IC card can be inserted. Thus, the player can insert the IC card into the card insertion slot to use credits stored in the IC card in the slot machine 1.
As shown in
The service button 31 is an operation button that is used when the player leaves the machine or when the player askes an attendant of the entertainment facility to exchange money. The cashout button 32 is what is called a settlement button by which credit data relating to the credits acquired in various games is added to the credit data stored in the IC card inserted into the PTS device 700.
The BET buttons 34, 35, 37, 38 and 39 are buttons used to start a base game with a bet of credits set for each button. The default set values in this embodiment are 75 credits, which is the minimum standard bet, for the first BET button 34, 150 credits for the second BET button 35, 225 credits for the third BET button 37, 300 credits for the fourth BET button 38, and 375 credits for the fifth BET button 39. The repeat bet button 46 is a button used to start a game with the same bet as in the previous game.
As described above, the first to fifth BET button 34, 35, 37, 38 and 39 and the repeat bet button 46 have a function of determining the bet and also functions as a button for starting to spin symbol arrays in the symbol display region 150. The repeat bet button 46 also functions as a button for starting a bonus game and adding the dividend acquired in a bonus game to the credits.
The gamble button 45 is an operation button that is used for move on to a gamble game after, for example, a bonus game is completed. Here, a gamble game is a game that is played using acquired credits.
(Electrical Configuration of Slot Machine)
With reference to
A gaming board 50 includes a CPU 51, a ROM 52 and a boot ROM 53 that are mutually connected by an internal bus, a card slot 55 compatible with a memory card 54, and an IC socket 57 compatible with a GAL (generic array logic) 56.
The memory card 54 includes a non-volatile memory, and has stored a game program. The game program includes a program relating to the progress of games, and an effect program for producing effects by means of images and sounds.
The card slot 55 is configured to allow insertion and removal of the memory card 54, and is connected to a motherboard 70 through an IDE bus. Thus, the types and contents of the games played on the slot machine 1 can be changed by removing the memory card 54 from the card slot 55, writing another game program into the memory card 54 and inserting the memory card 54 into the card slot 55.
The GAL 56 is a type of PLD (programmable logic device) having a fixed OR array structure. The GAL 56 has a plurality of input ports and output ports. A prescribed input into any of the input ports causes output of corresponding data from the output ports.
The IC socket 57 is configured to allow attachment and detachment of the GAL 56, and is connected to the motherboard 70 through a PCI bus. The contents of the game to be played on the slot machine 1 can be changed by replacing the memory card 54 with another memory card into which another program has been written or by rewriting the program in the memory card 54 to another program.
The CPU 51, the ROM 52 and the boot ROM 53 mutually connected by an internal bus are connected to the motherboard 70 by the PCI bus. The PCI bus allows signal transmission between the motherboard 70 and the gaming board 50, and allows power supply from the motherboard 70 to the gaming board 50.
An authentication program is stored in the ROM 52. A backup authentication program, a program (boot code) for the CPU 51 to activate the backup authentication program and so on are stored in the boot ROM 53. The authentication program is a program (falsification check program) for authenticating the game program. The backup authentication program is a program for authenticating the authentication program. The authentication program and the backup authentication program are written according to the procedure (authentication procedure) by which the subject program is proved to be unfalsified.
The motherboard 70 is constituted using a commercially available versatile motherboard (printed circuit board on which basic components for a personal computer are mounted), and includes a main CPU 71, a ROM (read only memory) 72, a RAM (random access memory) 73, and a communication interface 82. The motherboard 70 corresponds to a game controller 100 of this embodiment.
The ROM 72 is constituted of a memory device such as a flash memory, and stores permanent data and programs such as BIOS (basic input/output system) that is executed by the main CPU 71. When the BIOS is executed by the main CPU 71, processing for initializing prescribed peripheral devices is executed and processing for loading the game program stored in the memory card 54 through the gaming board 50 is also started. In the present invention, the ROM 72 may or may not be rewritable.
Data that is used for the operation of the main CPU 71 (various tables as described later and so on) and programs such as a symbol determination program are stored in the RAM 73. For example, when the processing for loading the aforementioned game program or authentication program is executed, the RAM 73 can store the program. The RAM 73 has work areas for execution of these programs. For example, the RAM 73 has an area in which counters for managing the number of games played, the number of bets, the number of payouts, and the number of credits are stored, an area in which the symbols (code numbers) determined by lottery are stored, and so on.
The communication interface 82 communicates with the PTS device 700 or an external controller (not shown). The PTS device 700 transmits, upon receipt of an input signal from the bill entry 22, the credit data included in the input signal to the main CPU 71 via the communication interface 82. The PTS device 700 also transmits, upon insert in of an IC card into the card insertion slot, the credit data stored in the IC card to the main CPU 71 via the communication interface 82. On the basis of a control signal received from the main CPU 71 via the communication interface 82, the PTS device 700 writes credit data into the IC card in the card insertion slot.
A door PCB (printed circuit board) 90, which is described later, and a main body PCB 110 are connected, each by a USB, to the motherboard 70. In addition, a power supply unit 81 is also connected to the motherboard 70. When power is supplied from the power supply unit 81 to the motherboard 70, the main CPU 71 of the motherboard 70 is activated, and power is supplied to the gaming board 50 via the PCI bus to activate the CPU 51.
Input devices such as switches and sensors and peripheral devices the operations of which are controlled by the main CPU 71 are connected to the door PCB 90 and the main body PCB 110. The control panel 30 and a cold-cathode tube 93 are connected to the door PCB 90.
The control panel 30 is provided with a service switch 31S, a cashout switch 32S, a first BET switch 34S, a second BET switch 35S, a third BET switch 37S, a fourth BET switch 38S, a fifth BET switch 39S, a gamble switch 45S, and a repeat bet switch 46S in one-to-one relationship with the above-mentioned buttons. Each switch outputs a signal to the main CPU 71 upon detection of its corresponding button being pressed by the player.
The cold-cathode tube 93 functions as a backlight installed behind the upper image display panel 131 and the lower image display panel 141, and lights up on the basis of a control signal output from the main CPU 71.
The upper image display panel 131, the lamp 111, the loudspeakers 112, the touch panel 69, the bill entry 22, and a graphic board 130 are connected to the main body PCB 110. The loudspeakers 112 output sound such as BGM based on a control signal output from the main CPU 71.
The touch panel 69 detects the position on the lower image display panel 141 that the player's finger or the like touches, and outputs a signal corresponding to the detected position to the main CPU 71.
The bill entry 22 validates bills and accepts authentic bills into the cabinet 11. Credits equivalent to the bills accepted into the cabinet 11 are added as credits owned by the player.
The graphic board 130 controls the display of images on the upper image display panel 131 and the lower image display panel 141 on the basis of control signals output from the main CPU 71. The graphic board 130 includes a VDP (video display processor) for generating image data and a video RAM for storing image data generated by the VDP. The image data used by the VDP to generate image data is included in the game program that is read from the memory card 54 and stored in the RAM 73.
The graphic board 130 also includes a VDP (video display processor) for generating image data on the basis of control signals output from the main CPU 71, a video RAM for temporarily storing the image data generated by the VDP, and so on. The image data used by the VDP to generate image data is included in the game program that is read from the memory card 54 and stored in the RAM 73.
A controller in the present invention includes the main CPU 71, the ROM 72, the RAM 73, and the memory card 54, in which the game program and game system program have been stored, and configured to control the slot machine by executing the game program and the game system program in the main CPU 71. The controller, however, is not limited to such a configuration. It is understood that the game program and the game system program may be stored, not in the memory card 54, but in the ROM 72.
(Symbols)
In the following description, the top symbol 503a, the skull symbol 503b, the Kraken symbol 503c, the ghost ship symbol 503d, the pirate A symbol 503e and the pirate B symbol 503f are collectively referred to as “superior picture symbols 503,” and the map symbol 502a, the gun symbol 502b, the sword symbol 502c, the compass symbol 502d and the rum symbol 502e are collectively referred to as “inferior picture symbols 502.”
The wild symbols 505 are symbols that can be used as any type of symbols in the determination of the line dividend. Even when a predetermined number or more of the wild symbols 505 are rearranged, line dividend is generated. The wild symbols 505 are provided only in the symbol arrays of the video reels 152, 153 and 154.
The superior picture symbols 503 and the inferior picture symbols 502 are symbols 501 regarded as subjects of determination of line dividends. In other words, a line dividend is awarded when a predetermined number or more of the same type of superior picture symbols 503 or inferior picture symbols 502 are rearranged on one effective line. In this embodiment, top symbols 503a are the only symbols that award a line dividend when two or more of them are rearranged on one effective line. In the case of other symbols, a line dividend is awarded when three or more of the same symbols are rearranged on one effective line.
As shown in
The feature symbols 504 are determined in a scatter fashion. In other words, a scatter dividend is awarded to the player regardless of the effective lines when three or more feature symbols 504 are rearranged in the symbol display region 150. When three or more feature symbols 504 are rearranged in the symbol display region 150, a branching game for selection of a bonus game is started. In other words, the feature symbols 504 function as a trigger for a bonus game. The feature symbols 504 are used only in the base game.
The cannon symbols 506 are used only in the major bonus game (Kraken Free Game). Although neither a line dividend nor a scatter dividend results from the cannon symbols 506, the Kraken Free Game progresses in favor of the player when the cannon symbols 506 are rearranged. The cannon symbols 506 are determined in a scatter fashion, and the Kraken Free Game progresses more in favor of the player as the number of the rearranged symbols is greater. The number of symbols of the same type that are determined in a scatter fashion is also expressed in kind number. For example, when three feature symbols 504 are rearranged, it is expressed as three kinds of the feature symbol 504.
In
(Symbol Arrays)
As shown in
(Display Blocks)
As shown in
As shown in
(LEFT TO RIGHT)
As described above, the winning determination is made according to a “LEFT TO RIGHT” type rule. In this embodiment, because all the displayed display blocks 28 are made effective, the player is awarded a prize if a predetermined number or more of symbols of the same type continue from the video reel 151 to the video reel 155. In other words, a winning determination is made for all the effective lines each selecting one display block 28 from each of the video reels 151 to 155. However, it is necessary that symbols of the same type are continuously rearranged from the video reel 151.
For example, as shown in
(Game Flow)
With reference to
(Display Screens)
The display screens displayed on the upper image display panel 131 and the lower image display panel 141 in the base game, the bonus games and the jackpot game executed according to the flow as described above are described.
(Display Screens: Base Game)
With reference to
As shown in
A denomination display 413, a menu touch icon 414, a volume level touch icon 412, a credit meter 400, a bet meter 401, and a win meter 402 are provided at a lower part of the lower image display panel 141. The symbol display region 150 having the video reels 151 to 155 is provided above them. A line number display 1410 is provided on each side of the symbol display region 150.
The language can be switched with the menu touch icon 414. Upon switching the language, the way of expression in the credit meter 400, the bet meter 401 and the win meter 402 are changed. The figures displayed on the credit meter 400, the bet meter 401, and the win meter 402 are switchable between the number of credits and the amount of money. Commas, which are used to separate numbers into groups of three digits, are not used when the figures are expressed in the amount of money. The credit meter 400 is set to display two digits for the currency sign+10-digit number+one digit after the decimal point at a maximum when displaying the amount of money. The credit meter 400 is set to display a 10-digit number at a maximum when displaying the number of credits. The bet meter 401 is set to display two digits for the currency sign+four-digit number+one digit after the decimal point when displaying the amount of money. The bet meter 401 is set to display a four-digit number at a maximum when displaying the number of credits. The win meter 402 is set to display two digits for the currency sign+11-digit number+one digit after the decimal point at a maximum when displaying the amount of money. The win meter 402 is set to display an 11-digit number at a maximum when displaying the number of credits.
As described above, the number of display blocks 28 that are displayed in each of the video reels 151 to 155 in the symbol display region 150 is variable, and the sizes of the video reels 151 to 155 is also changeable accordingly. The logo “EVERYWAY” is displayed in the line number displays 1410 to show that determination of line dividends is made according to a “LEFT TO RIGHT” type rule with all the display blocks 28 made effective.
(Display Screen: Expansion of Reel Display Panes)
In the base game, the expansion of the reel display panes may be determined by lottery with a prescribed probability.
As shown in
There are two types of effect patterns in which the reel display panes are expanded: a one-step change pattern in which the arrangement of the display blocks 28 is changed in only one step and a two-step change pattern in which the arrangement of the display blocks 28 is changed in two steps.
(Display Screen: Expansion of Reel Display Panes: One-Step Change Pattern)
As shown in
(Display Screen: Expansion of Reel Display Panes: Two-Step Change Pattern)
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(Display Screen: Top Symbol Stacking Mystery Bonus)
Next, the display screen that is displayed when a top symbol stacking mystery bonus is generated after the scroll display of the video reels 151 to 155 is started as shown in
First, as shown in
As shown in
The additional display blocks 28a are displayed in sequence every time the effect in which the character 1411 shoots the region is produced. When plural additional display blocks 28a are displayed on one of the video reels 151 to 155, they always appear as if they are stacked from bottom up. In other words, the additional display blocks 28a are not displayed in such a manner that there is a space between the additional display blocks 28a and the video reels 151 to 155.
Then, as shown in
As described above, it is determined whether to generate a top symbol stacking mystery bonus that adds additional display blocks 28a to the video reels 151 to 155 before the symbols 501 are rearranged in the video reels 151 to 155. Then, when the top symbol stacking mystery bonus is generated, the video reels 151 to 155 are expanded to add additional display blocks 28a. Then, the top symbols 503a with the highest line dividend are arranged in the added additional display blocks 28a irrespective of the symbol arrays displayed in the video reels 151 to 155 in a scrolling fashion. Then, the line dividends are determined in the effective lines based on all the display blocks 28 including not only the display blocks 28 arranged in the video reels 151 to 155 before the expansion but also the added additional display blocks 28a.
As described above, additional display blocks 28a can be added to the display blocks 28 arranged in a matrix to increase the effective lines. In addition, the top symbols 503a with the highest line dividend are rearranged in the added additional display blocks 28a irrespective of the symbol arrays. As a result, the number of effective lines including the top symbols 503a with the highest line dividend increases, and the probability of achieving the line dividends derived from the top symbols 503a increases. Consequently, a new gaming characteristic in which the effective lines are variable so that the winning probability can be changed can be realized.
(Display Screen: Symbol Chance Mystery Bonus)
Next, the display screen that is displayed when a symbol chance mystery bonus is generated after the scroll display of the video reels 151 to 155 is started as shown in
First, as shown in
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(Display Screen: Animation of Top Symbols)
As shown in
Because only the top symbols 503a are displayed by the top symbol animations 5031 to 5035 which are different for each of the video reels 151 to 155, when there are line dividends of a plurality of types of symbols 501, it is highly possible that the player can easily recognize that there is a line dividend from the top symbols 503a. Consequently, it is possible to realize a new form of winning notification that notifies that the player is awarded a prize by the top symbols 503a, from which the highest dividend can be acquired.
(Display Screen: Bonus Selection (Branching Game))
As shown in
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There are plural patterns of effects in which the way of flying of the cannonball are different. When the cannonball proceeds upward, there are three patterns; “overshoots,” “undershoots” and “hits.” When the cannonball proceeds toward the upper right or upper left, there are four patterns; “overshoots,” “undershoots,” “proceeds upward but misses” and “hits.” When the cannonball hits any of the panel images 1322 to 1324, an effect is produced in which the image gets cracked. When the cannonball hits one of the panel images 1322 to 1324 a specified number of times, an effect is produced in which the panel image is broken.
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(Display Screen: Naval Battle (Mini-Bonus Game))
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(Display Screen: Ghost Ship Adventure (Minor Bonus Game))
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Obstacles are placed in addition to coins. When the character overlaps with an obstacle, the character performs the action of getting damaged and becomes semi-transparent. While the character is semi-transparent, no dividend can be achieved even when the character overlaps with a coin. As the obstacles, there exist barrels, wooden boxes, stings, falling lamps, wooden boxes that collapse sideways, rolling barrels, monsters that move sideways and so on. The moving obstacles include ones that form an obstacle in their destinations and ones that change the region they occupy when they move to an obstacle.
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The video picture of the door is selected from among those of an ordinary door (first door), a steel door (second door), and a door locked with a chain (third door). When the player ends up with a dead end, the third door is most liable to be selected. Specifically, the first door has a weight of 20, the second door has a weight of 30, and the third door has a weight of 50. It is determined by lottery which of the video pictures of the doors is used. When the next stage is behind the door, the first door is most liable to be selected. Specifically, the first door has a weight of 60, the second door has a weight of 30, and the third door has a weight of 10. It is determined by lottery which of the video pictures of the doors is used. When a treasure house is behind the door, all the doors are selected by lottery with the same probability (all the doors have a weight of 33).
(Display Screen: Kraken Free Game (Major Bonus Game))
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(Display Screen: Treasure Island Bonus (Grand Bonus Game))
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When the player does not perform any manipulation for three minutes during the advertisement, Captain Skull on the upper image display panel 131 moves his mouth as if he is speaking, and the voice of Captain Skull is output from the loudspeakers 112. When some credits are input while he is speaking, the effect during the Captain Skull's advertisement is skipped. The ON/OFF of the Captain Skull's speaking function can be switched by changing the settings (AUDIT). A plurality of patterns are prepared for the words he speaks, and one of them is selected at random. The speed at which Captain Skull opens and closes his mouth changes depending on the words he speaks. The setting item in the AUDIT is found in the following location: AUDIT->STTINGS->SOFTWARE SETTINGS. The speaking function is disabled when “DISABLE” is set for the function name “IDLE ADVERTISE VOICE” and is enabled when “ENABLE” is set.
Next, as shown in
The key counter 1416 has three key storage regions 1416a. Every time the player obtains a key from the selected treasure chest 1420, one key storage region 1416a changes to store a key. The probability of acquiring the goal dividend in the grand bonus game increases depending on the number of keys stored in the key storage regions 1416a.
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The contents of the option sets 1418 in one stage are previously determined as a map pattern. When the grand bonus game is started, a map pattern for use in the grand bonus game is selected from a plurality of map patterns. The map patterns are described later.
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As the contents of the treasure chests 1420, there are a prize-up and a monster in addition to the above-mentioned jewels 1415a. The prize-up functions as a prize-up option that increases the dividends from the jewels 1415a. Every time a prize up is selected, the dividend amount set for each type of jewel 1415a increases.
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On the other hand, when all the stages set in a map pattern are completed before any terminating option is selected, an effect relating to the goal dividend is produced on the basis of the stage results in all the completed stages.
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(Display Screen: Challenge for Jackpot (Jackpot Game))
When a prescribed condition is fulfilled after each bonus game executed by the bonus selection is terminated, Challenge for Jackpot is executed at random.
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The payouts of the jackpot amounts displayed in the grand jackpot amount display part 1331, the major jackpot amount display part 1332, the minor jackpot amount display part 1333 and the mini-jackpot amount display part 1334 may be referred to as “grand jackpot,” “major jackpot,” “minor jackpot” and “mini-jackpot,” respectively. They may be collectively referred to as “jackpot.” The jackpot may be also referred to as “progressive.”
The jackpot game is a game in which a symbol array of JP symbols 601 is scrolled in the JP video reel 160 displayed across a lower part of the upper image display panel 131 and the entire lower image display panel 141, and a dividend is offered on the basis of the result of the stoppage of the symbol array.
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The contents of the JP symbol 601 include grand jackpot, major jackpot, minor jackpot, mini-jackpot, various types of fixed dividend, and respin. When the JP symbol 601 of grand jackpot is stopped in the determination position, the jackpot amount displayed in the grand jackpot amount display part 1331 is given. When the JP symbol 601 of major jackpot is stopped in the determination position, the jackpot amount displayed in the major jackpot amount display part 1332 is given. When the JP symbol 601 of minor jackpot is stopped in the determination position, the jackpot amount displayed in the minor jackpot amount display part 1333 is given. When the JP symbol 601 of mini-jackpot is stopped in the determination position, the jackpot amount displayed in the mini-jackpot amount display part 1334 is given. When the JP symbol 601 of any of the various types of fixed dividend is stopped in the determination position, the same number of credits as the number displayed in the JP symbol 601 is offered. When the JP symbol 601 of respin is stopped in the determination position, a respin for stopping the JP video reels 160 can be executed one more time. In the respin, one is added to the number of the determination subject symbols before the respin. For example, when the number of the determination subject symbols is one, the number is increased to two and the determination position indicated by the determination pane 161 is expanded to include two JP symbols 601.
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(Content of Program)
Next, the program executed by the slot machine 1 and tables used in the program are described.
(Main Control Processing)
Referring to
First of all, when the slot machine 1 is powered on, the main CPU 71 retrieve the authenticated game program and game system program from the memory card 54 via the gaming board 50 and writes the programs into the RAM 73 (S11).
Next, the main CPU 71 executes at-one-game-end initialization processing (S12). For example, data that becomes unnecessary every time one game is terminated in the workspace of the RAM 73, such as the BET numbers and symbols determined by lottery, is deleted.
Next, the main CPU 71 executes start check processing (S13). In this processing, processing for checking inputs from switches corresponding to various buttons and subtracting bet credits are executed. In this embodiment, bet buttons 34, 35, 37, 38 and 39 have a function of a spin button. When any of the bet buttons 34, 35, 37, 38 and 39 is pressed, the process proceeds to step S14.
Next, the main CPU 71 executes symbol lottery processing (S14). In this processing, symbols to be stopped are determined on the basis of a random number for symbol determination.
Specifically, the main CPU 71 first extracts a random number for symbol determination. Next, the main CPU 71 determines symbols of the video reels 151 to 155 to be stopped by lottery. The main CPU 71 performs a lottery for each of the video reels 151 to 155 to determine the code numbers of the symbols to be stopped at the reference positions in the video reels 151 to 155. Actually, the symbols to be rearranged in the symbol display region 150 are determined after the size of the display pane for the video reels 151 to 155 is determined in the next mystery lottery processing. Then, the main CPU 71 stores the symbols to be stopped in the reference positions in the symbol storage regions provided in the RAM 73 for each of the video reels 151 to 155. At this time, the plurality of symbols may be determined with an equal probability, or a weight may be set for each of the plurality of symbols so that each symbol may be determined with a probability of weight/total of weights.
Next, the main CPU 71 executes mystery lottery processing (S15). The mystery lottery processing is described later with referring to
Next, the main CPU 71 executes effect content determination processing (S16). The main CPU 71 extracts a random number for effects, and selects one of a plurality of predetermined effect contents by lottery.
Next, the main CPU 71 executes symbol display control processing (S17). In this processing, scrolling of the symbol arrays of the video reels 151 to 155 is started, and part of each symbol array is stopped in the display pane determined in the mystery lottery processing in step S15 based on the symbols to be stopped determined in the symbol lottery processing in step S14. In addition, various effects relating to the arrangement of symbols determined in the mystery lottery processing, including expansion of the display pane, addition of additional display blocks and change of the inferior picture symbols 502 to the top symbol 503a, are produced.
Next, the main CPU 71 executes payout number determination processing (S18). In this processing, it is determined whether a prize is established as a predetermined number of symbols stopped in the symbol display region 150 continue from the video reel 151 to the video reel 155 with reference to a symbol combination table stored in the RAM 73. It is also determined whether a scatter win by the feature symbols 505 is established. The awarded dividend is stored in the payout number storage region of the RAM 73.
Next, payout processing is executed (S19). The main CPU 71 adds the value stored in the payout number storage region to the value on the credit number counter stored in the credit number storage region of the RAM 73.
Next, the main CPU 71 determines whether a bonus game trigger has been established (S20). In this embodiment, the shift to a bonus game is triggered when three or more “FEATURE” symbols are stopped in the symbol display region 150. When it is determined that a bonus game trigger has been established (S20: YES), the main CPU 71 executes branching game processing (S21), which is described later. Various bonus games are invoked from the branching game processing.
The main CPU 71 returns to step S12 if it is determined that a bonus game trigger has not been established in step S20 (S20: NO) or after the branching game processing in step S21 is completed.
(Mystery Lottery Processing)
Now, referring to
First, the main CPU 71 performs a reel display pane expansion lottery (F101). The reel display pane expansion lottery is a lottery for determining whether to form an arrangement pattern in which some display blocks 28 are added to the five-column by four-row arrangement pattern as a standard pattern of the display blocks 28 (the No. 0 arrangement pattern shown in
When expansion is selected by the reel display pane expansion lottery (F102: Expand), the main CPU 71 performs a reel pane (the video reels 151 to 155) size lottery (F103). It is determined by the reel pane size lottery which of the plurality of arrangement patterns of the display blocks 28 (No. 1 to No. 20 arrangement patterns shown in
When it is determined that the player wins in the symbol chance mystery bonus generation lottery (F106: Win), the main CPU 71 performs a change symbol lottery (F107). The change symbol lottery is processing for determining the inferior picture symbols 502 that is treated as the top symbols 503a. Then, the main CPU 71 executes processing for treating the selected inferior picture symbols 502 as the top symbols 503a (F108). In other words, the main CPU 71 configures the settings for changing the selected inferior picture symbols 502 to the top symbols 503a in determination of line dividends and the settings for producing an effect in which the inferior picture symbols 502 are changed to the top symbols 503a when the symbols 501 are rearranged in the lower image display panel 141. Then, the main CPU 71 terminates this routine and returns to the main control processing. When the player does not win in the symbol chance mystery bonus generation lottery in F106 (F106: Lose), the main CPU 71 terminates this routine and returns to the main control processing.
When it is determined by the reel display pane expansion lottery in F101 that no expansion is made (F102: Not expand), the main CPU 71 performs a top symbol-based bonus generation lottery (F109). The top symbol-based bonus generation lottery is a lottery for determining whether or not to award a top symbol stacking mystery bonus (top symbol topping additional bonus) and determining whether or not to award a symbol chance mystery bonus (top symbol rewriting bonus).
When the player is awarded a symbol chance mystery bonus in the top symbol-based bonus generation lottery (F110: Award top symbol rewriting bonus), the main CPU 71 advances the process to step F107. When the player is awarded neither of the mystery bonuses in the top symbol-based bonus generation lottery (F110: Lose), the main CPU 71 terminates this routine and returns to the main control processing.
On the other hand, when the player is awarded a top symbol stacking mystery bonus in the top symbol-based bonus generation lottery (F110: Win top symbol topping additional bonus), it is determined whether or not any feature symbols 504 are rearranged in the video reels 152 to 154 (F111). One or more feature symbols 504 are rearranged in the video reel 152 to 154 (F111: one or more feature symbols are present), the main CPU 71 advances the process to F114.
If no feature symbol 504 is rearranged in the video reels 152 to 154 (F111: No feature symbol is present), then the main CPU 71 performs a top symbol additional number lottery (F112). The top symbol additional number lottery is processing for determining how many additional display blocks 28a are added to each of the video reels 151 to 155. Then, the main CPU 71 configures the setting for adding the determined numbers of additional display blocks 28a to the video reels 151 to 155 (F113). After that, the main CPU 71 terminates this routine and returns to the main control processing.
(Mystery Lottery Processing: Table)
Various tables used in the mystery lottery processing described with reference to
(Mystery Lottery Processing: Table: Display Pane Expansion Generation Lottery Table)
Referring to
(Mystery Lottery Processing: Table: Reel Pane Lottery Table)
Referring to
When the video reels 151 to 155 are expanded, an effect is produced in which the change occurs in at most two steps. In other words, during variable display of the symbol arrays, the video reels 151 to 155 are first displayed in the No. 0 arrangement pattern, then in the arrangement pattern set in Change 1 and then in the arrangement pattern set in Change 2. When the same arrangement pattern is set in Change 1 and Change 2, the second change of the video reels 151 to 155 does not occur.
(Mystery Lottery Processing: Table: Symbol Change Mystery Bonus Generation Table)
Referring to
(Mystery Lottery Processing: Table: Top Symbol-Based Bonus Generation Lottery Table)
Referring to
(Mystery Lottery Processing: Table: Top Symbol Addition Table)
Referring to
The top count means the total number of the top symbols 503a to be added. In the top symbol stacking mystery bonus, the upper limit of the total number of the top symbols 503a to be added is set to 10. The upper limit of the top symbols 503a to be added to each of the video reels 151 to 155 is set to four.
In the combinations, R1 to R5 represent the video reels 151 to 155, respectively. The numbers set for R1 to R5 represent the number of the top symbols 503a to be added to the video reels 151 to 155, respectively. In the combinations, the upper limit of each of R1 to R5 is set to four, and all patterns in which the upper limit of the total of R1 to R5 is 10 are set.
A weight of 1000 is set for all the IDs with a top count of 1 or 2. A weight of 500 is set for all the IDs with a top count of 3. A weight of 200 is set for all the IDs with a top count of 4. A weight of 10 is set for all the IDs with a top count of 5. A weight of 1 is set for all the IDs with a top count of 6 to 10. As a result, the selection probability of each ID is determined.
(Mystery Lottery Processing: Table: Change Symbol Lottery Table)
Referring to
The “1” set for the five inferior picture symbols 502 in the change symbol lottery table means that the symbol is treated as the top symbol 503a in the symbol chance mystery bonus. The “0” set for the five inferior picture symbols 502 in the change symbol lottery table means that the symbol is not treated as the top symbol 503a but treated equally as in a normal base game. In the change symbol lottery table, all the patterns in which at most two types of the five inferior picture symbols 502 are treated as top symbol 503a are set.
(Branching Game Processing)
Now, referring to
First, the main CPU 71 executes bonus determination processing (F200). In other words, the main CPU 71 previously determines by lottery which of the mini-bonus game, minor bonus game, major bonus game, and grand bonus game is executed. Then, the main CPU 71 executes effect table determination processing (F201).
After that, the main CPU 71 determines whether or not the player has performed an input manipulation (F202). When the player has performed an input manipulation (F202: YES), the main CPU 71 executes trajectory determination processing. In other words, the main CPU 71 determines the direction in which the cannonball flies with respect to the panel, whether or not the cannonball hits the panel, and how the cannonball misses the panel when it does not hit on the basis of the direction in which the player slides his or her finger on the lower image display panel 141 or a trajectory pattern. Then, the main CPU 71 determines whether or not there is a panel effect (F204). In other words, the main CPU 71 determines whether or not the cannonball misses the panel on the basis of the determined trajectory or whether or not the panel changes (the state of cracks changes or the panel is destroyed), depending on the durability of the panel. When there is a panel effect (F204: YES), the main CPU 71 executes panel effect execution processing (F205).
If it is determined in step F202 that the player has not perform an input manipulation (F202: NO), and then it is determined in step F204 that there is no change in the panel (F204: NO) or after the panel effects execution processing in step F205 is completed, the main CPU 71 determines whether or not a predetermined period of time has passed. If a predetermined period of time has not passed (F206: NO), then the main CPU 71 returns the process to F202.
On the other hand, If predetermined period of time has passed (F206: YES), then the main CPU 71 determines whether or not the determined bonus has been reached (F207). In other words, the main CPU 71 determines whether or not all the panels before the panel corresponding to the bonus game determined in step F200 have been destroyed. If the determined bonus has not been reached (F207: NO), the main CPU 71 executes panel destruction effect processing (F208). In other words, the main CPU 71 displays an effect in which the panels before the panel corresponding to the bonus game determined in step F200 are destroyed.
When the determined bonus has been reached in step F207 (F207: YES) or after the panel destruction effect processing in step F208 is completed, the main CPU 71 executes bonus game execution processing (F209). In the bonus game execution processing, the program of the bonus game determined in step F200 is executed.
(Branching Game: Table)
A table used in the branching game is described.
(Branching Game: Table: Bonus Game Distribution Lottery Table)
Referring to
(Branching Game: Table: Panel Durability Tables)
Referring to
In the effect table determination processing (F201) in the branching game processing (see
(Bonus Game Processing)
In the bonus game execution processing in step F209 of the branching game processing (see
(Mini-Bonus Game)
First, referring to
(Mini-Bonus Game: Mini-Bonus Game Execution Processing)
First, the main CPU 71 executes bonus entry processing (F300). In other words, an introduction effect and so on are produced. Then, the main CPU 71 performs a lottery for selecting an expected dividend value (F301) to determine the expected value of the dividend that can be acquired in the entire mini-bonus game. Then, the main CPU 71 performs selection by lottery of the dividend from a Zako (low-ranking) sea soldier and placement of Zako (low-ranking) sea soldiers (F302). In other words, the main CPU 71 determines the dividend amount to be associated with the soldiers on the vessel in the battle with low-ranking soldiers as a first scene.
Then, the main CPU 71 starts the first scene (low-ranking sea soldier attack scene) (F303). In the first scene, the main CPU 71 first determines whether or not there remain low-ranking sea soldiers (F304). When there remain low-ranking sea soldiers (F304: YES), the main CPU 71 determines whether or not a cannonballs shot from the cannon in response to an input manipulation by the player hits a low-ranking sea soldier (F305). When a cannonball from the cannon hits a low-ranking sea soldier (F305: YES), the main CPU 71 executes processing for awarding a dividend corresponding to the low-ranking sea soldier hit by the cannonball and reducing the expected dividend value (F306). In other words, the main CPU 71 produces an effect in which the low-ranking sea soldier hit by the cannonball collapses or the like, and updates the “remaining expected dividend value,” which is the value obtained by subtracting the dividend from the low-ranking sea soldier hit by the cannonball from the expected dividend value. The “remaining expected dividend value” is set to the expected dividend value at the beginning, and, every time a low-ranking sea soldier hit by a cannonball collapses, it is updated by subtracting the dividend from the low-ranking sea soldier therefrom. When a cannonball from the cannon does not hit any of the low-ranking sea soldiers in F305 (F305: NO) or after the processing in F306 is completed, the main CPU 71 returns the process to F304. When it is determined that there remains no low-ranking sea soldier in F304 (F304: NO), the main CPU 71 terminates the first scene (low-ranking sea soldier attack scene) (F307).
After that, the main CPU 71 selects a dividend set for the admiral and his followers (subordinate A and subordinate B) by lottery (F308). Then, the main CPU 71 determines the dividend in the admiral attack scene by lottery (F309). Then, the main CPU 71 starts a second scene (admiral attack scene) (F310). After that, the main CPU 71 displays an effect in which the character corresponding to the dividend selected by lottery is attacked (F311). Then, the main CPU 71 terminates the second scene (admiral attack scene). After that, the main CPU 71 performs a lottery for determining whether or not to award a progressive mini-game (Jackpot game) (F313). Then, the main CPU 71 determines whether or not the player is awarded a progressive mini-game (F314). When the player is awarded a progressive mini-game (F314: YES), the main CPU 71 terminates this routine and returns the process to the branching game processing after executing jackpot game execution processing (F315). When the player is not awarded a progressive mini-game (F314: NO), the main CPU 71 terminates this routine, and returns the process to the branching game processing.
(Mini-Bonus Game: Table)
Tables used in the mini-bonus game are described.
(Mini-Bonus Game: Table: Expected Dividend Value Lottery Table)
Referring to
(Mini-Bonus Game: Table: Zako (Low-Ranking) Sea Soldier Dividend Arrangement Pattern Table)
Referring to
(Mini-Bonus Game: Table: Zako (Low-Ranking) Sea Soldier Dividend Pattern Lottery Table)
Referring to
(Mini-Bonus Game: Table: Dividend Set Determination Table)
Referring to
Specifically, one of the ranges of the “remaining expected dividend value” stored in the dividend set determination table is selected on the basis of the “remaining expected dividend value” at the time when the second scene is started. Then, a value obtained by dividing the value obtained by subtracting the “Low key number” corresponding to the selected range from the “remaining expected dividend value” by a value obtained by subtracting the “Low key number” from the “High key number” is the selection probability with which the “High key number” is selected. When the “High key number” is selected, the admiral dividend table corresponding to the range of the “remaining expected dividend value” to which the “High key number” belongs is used.
When the “High key number” is not selected, the “Low key number” is selected. In other words, a value obtained by dividing the value obtained by subtracting the “remaining expected dividend value” from the “High key number” corresponding to the selected range by a value obtained by subtracting the “Low key number” from the “High key number” is the probability with which the “Low key number” is selected. When the “Low key number” is selected, the admiral dividend table corresponding to the range of the “remaining expected dividend value” to which the “Low key number” belongs is used.
(Mini-Bonus Game: Table: Admiral Dividend Tables)
Referring to
(Minor Bonus Game)
First, referring to
(Minor Bonus Game: Flow of Transition of Scenes)
As shown in
The transition destination from all of the “corridor scene Stage 2_A,” “corridor scene Stage 2_B,” and the “corridor scene Stage 2_B” is the “branch scene Stage 2.” Transition destinations are branched at the “branch scene Stage 2,” and the candidates for the destination from the branch are “treasure house scene Stage 2,” “corridor scene Stage 3_A” and “corridor scene Stage 3_B.” When the “treasure house scene Stage 2” is selected as the transition destination, the minor bonus game is terminated after a dividend is awarded.
The transition destination from the “corridor scene Stage 3_A” and the “corridor scene Stage 3_B” is “branch scene Stage 3.” Transition destinations are branched at the “branch scene Stage 3 and the candidate for the destination from the branch are “treasure house scene Stage 3,” “corridor scene Stage 4_A,” and “corridor scene Stage 4_B.” When the “treasure house scene Stage 3” is selected as the transition destination, the minor bonus game is terminated after a dividend is awarded.
The transition destination from the “corridor scene Stage 4_A” and the “corridor scene Stage 4_B” is “branch scene Stage 4.” Transition destinations are branched at the “branch scene Stage 4,” and the candidates for the destination from the branch are “treasure house scene Stage 4,” “corridor scene Stage 5_A” and “corridor scene Stage 5_B.” When the “treasure house scene Stage 4” is selected as the transition destination, the minor bonus game is terminated after a dividend is awarded.
The transition destination from the “corridor scene Stage 5_A and the “corridor scene Stage 5_B” is “branch scene Stage 5.” Transition destinations are branched at the “branch scene Stage 5,” and candidates for the destination from the branch are “treasure house scene Stage 5_A,” “treasure house scene Stage 5_B” and “treasure house scene Stage 5_C.” When the “treasure house scene Stage 4” is selected as the transition destination, the minor bonus game is terminated after a dividend is awarded.
As described above, the minor bonus game is constituted of corridor scenes, branch scenes and treasure house scenes. In the minor bonus game, a corridor scene always leads to a branch scene, and a branch scene leads to a corridor scene or treasure house scene. In other words, in the minor bonus game, when a repetition of a corridor scene and a branch scene is completed, the scene transitions to a treasure house scene. Then, the minor bonus game is terminated.
(Minor Bonus Game)
Now, referring to
(Minor Bonus Game: Bonus Game Execution Processing)
First, the main CPU 71 executes bonus entry processing (F400). In other words, an introduction effect or the like is produced and the transition of scenes is determined. Then, the main CPU 71 selects the expected dividend values in the corridor scenes by lottery (F401). Then, the main CPU 71 determines the dividends from coins and their arrangement (F402). In other words, the main CPU 71 determines the dividend per coin in the corridor scene, the arrangement pattern of coins in the corridor scene, and so on.
Then, the main CPU 71 starts a corridor scene in which the player acquires coins by manipulating a character (F403). The main CPU 71 determines whether or not the end of a corridor has been reached (F404). In other words, it is determined whether or not one corridor scene is completed. When the end of a corridor has not been reached (F404: NO), the main CPU 71 determines whether or not the character manipulated by the player contacts a coin in the corridor scene (F405). When the character contacts a coin (F405: YES), the main CPU 71 executes processing for awarding the dividend from the contacted coin and reducing the expected dividend value (F406). In other words, the main CPU 71 produces an effect in which a dividend is displayed on the contacted coin or the like, and updates the “remaining expected dividend value” by subtracting the dividend from the coin from the expected dividend value. The “remaining expected dividend value” is set to the expected dividend value at the beginning, and, every time the character contacts a coin, the “remaining expected dividend value” is updated by subtracting the dividend from the contacted coin therefrom. When the character does not contact any coins in F405 (F405: NO) or after the processing in F406 is completed, the main CPU 71 returns the process to F404. When it is determined that the end of a corridor has been reached in F404 (F404: YES), the main CPU 71 terminates the corridor scene (F407).
Then, the main CPU 71 starts a branch scene (F408). Then, the main CPU 71 determines whether to branch to a corridor scene or treasure house from the branch scene (F409). When the scene branches to a corridor scene (F409: Corridor), the main CPU 71 advances the process to step F401. On the other hand, when the scene branched to a treasure house scene (F409: treasure house), the main CPU 71 starts the treasure house scene (F410).
When the treasure house scene is started, the main CPU 71 determines the dividend that can be acquired in the treasure house scene (F411). The processing for determining the dividend in a treasure house scene is described later with reference to
(Minor Bonus Game: Branch Flow)
As shown in
(Minor Bonus Game: Table)
Tables used in the minor bonus game are described.
(Minor Bonus Game: Table: Transfer Destination Lottery Table)
Referring to
As shown in
(Minor Bonus Game: Table: Expected Dividend Value Determination Table)
Referring to
(Minor Bonus Game: Table: Arranged Coin Number Table)
Referring to
(About Dividend Per Coin)
Here, a method for determining the dividend per coin is described. As shown in
Specifically, the calculation of the dividend per coin in the “STAGE_1_A” in a case where the player reaches “TREASURE_4” through “STAGE_1_A,” “STAGE_2_A,” “STAGE_3_B” and “STAGE_4_A” is described. The expected dividend values are determined to be 60, 80, 60 and 120 for “STAGE_1_A,” “STAGE_2_A,” “STAGE_3_B” and “STAGE_4_A,” respectively, with reference to the expected dividend value determination table (
A case where the dividend per coin in “STAGE_3_B” is calculated under the same conditions is described. However, the description is based on the assumption that no coin has been taken in “STAGE_1_A” and “STAGE_2_A.” Because the “remaining expected dividend value” is reduced every time a coin is collected, the “expected dividend value” remains unchanged from the initial set value 320 in this case. Because the coin numbers are determined to be 60 and 120 for “STAGE_3_B” and “STAGE_4_A,” respectively, with reference to the arranged coin number table (
When no coins has been taken in “STAGE_1_A,” “STAGE_2_A” and “STAGE_3_B,” a dividend per coin of 2 is obtained by dividing the “remaining expected dividend value” 320 by the “remaining coin number” 120 and rounding the resulting value down to the nearest integer.
(Minor Bonus Game: Table: Basic Dividend Table)
Referring to
(About Dividend from Treasure House Scene)
Here, referring to
Next, the main CPU 71 calculates a LOWER value (F451). The LOWER value is a value obtained by rounding the “remaining expected dividend value” down to a predetermined place value (in this embodiment, to the nearest hundred). Next, the main CPU 71 calculates a HIGHER value (F452). The HIGHER value is a value obtained by rounding the “remaining expected dividend value” up to a predetermined place value (in this embodiment, to the nearest hundred). The additional dividend that is awarded to the player in a treasure house scene is a credit value corresponding to either the LOWER value or the HIGHER value. When the LOWER value and the HIGHER value are calculated, the same basic digit number is used.
Next, the main CPU 71 calculates a weight for the HIGHER value (F453). The weight for the HIGHER value is a value obtained by subtracting the LOWER value from the “remaining expected dividend value” determined in step F450. Then, the main CPU 71 calculates a weight for the LOWER value (F454). The weight for the LOWER value is a value obtained by subtracting the “remaining expected dividend value” determined in step F450 from the HIGHER value.
Next, the main CPU 71 selects either the HIGHER value or the LOWER value by lottery based on the weight for the HIGHER value and the weight for the LOWER value (F455).
Then, the main CPU 71 determines whether or not the HIGHER value is selected by lottery (F456). When the HIGHER value is selected (F456: YES), credits corresponding to the HIGHER value are determined as the additional dividend (F457). When the HIGHER value is not selected (F456: NO), credits corresponding to the LOWER value are determined as the additional dividend (F458).
As described above, the HIGHER value is selected as an additional dividend with a probability equal to a value obtained by dividing a “value obtained by subtracting the LOWER value from the residual expected value” by a “value obtained by subtracting the LOWER value from the HIGHER value.” The LOWER value is selected as an additional dividend with a probability equal to a value obtained by dividing a “value obtained by subtracting the residual expected value from the HIGHER value” by a “value obtained by subtracting the LOWER value from the HIGHER value.” Because this allows the additional dividend to have a round number with the figures below a predetermined digit being “0,” the possibility of the player recognizing that the credit that can be acquired in the entire bonus game is previously determined may be reduced. Consequently, there is a possibility that the player can retain an interest in the intervention into the progress of the bonus game.
(Major Bonus Game)
Now, referring to
(Major Bonus Game: Major Bonus Game Execution Processing)
First, the main CPU 71 executes bonus entry processing (F500). In other words, settings for introduction effect and symbol arrangement and so on are configured. Then, the main CPU 71 selects a dividend pattern for the legs of Kraken by lottery (F501). In other words, the main CPU 71 determines dividends for the eight legs that appear on the upper image display panel 131. Then, the main CPU 71 start a Kraken leg destruction scene of scene 1 (F502). Then, the main CPU 71 sets the number of free games to five (F503).
Then, the main CPU 71 determines whether or not a button manipulation has been detected (F504). While the bet buttons are used to progress the free games, for example, the present invention is not limited thereto. When it is determined no button manipulation has been detected (F504: NO), the gaming machine waits for a button manipulation. However, processing for counting a predetermined period of time may be executed and the next step may be started when a predetermined period of time has passed.
On the other hand, when it is determined that a button manipulation has been detected (F504: YES), the main CPU 71 executes at-one-game-end initialization processing (F505) as in the case of the main control processing. Next, the main CPU 71 executes symbol lottery processing (F506) similar to that in the main control processing.
Next, the main CPU 71 executes effect content determination processing (F507) as in the case of the main control processing. Next, the main CPU 71 executes symbol display control processing (F508) as in the case of the main control processing. Next, the main CPU 71 executes payout number determination processing (F509) as in the case of the main control processing.
Next, the main CPU 71 executes payout processing (F510). In this payout processing, the main CPU 71 adds the dividend determined in the payout number determination processing in S108 to the win meter 402 and to the value stored in a free game payout number counter. The free game payout number counter is a region in which the total of payout numbers determined during the free games is stored. Then, when the free game processing is completed, the main CPU 71 adds the value stored in the free game payout number counter to the value stored in a credit number counter in the RAM 73. In other words, the total of payout numbers determined in the free games is collectively paid out.
Next, the main CPU 71 determines whether or not at least one cannon symbol has appeared in the video reels 151 to 155 (F511). When at least one cannon symbol has appeared (F511: YES), additional dividend processing is executed (F512). The additional dividend processing is described later. When no cannon symbol has appeared (F511: NO) or after the additional dividend processing is completed, the main CPU 71 subtracts one from the value stored in a free game number counter (F513).
Next, the main CPU 71 determines whether or not the value stored in the free game number counter is 0 (F514). When it is determined that the value stored in the free game number counter is not 0 (F514: NO), the main CPU 71 proceeds to the processing in F504.
On the other hand, when it is determined that the value stored in the free game number counter is 0 (F514: YES), the Kraken Free Game is terminated (F515). After that, the main CPU 71 performs a lottery for determining whether or not to award a progressive mini-game (Jackpot game) (F516). Then, the main CPU 71 determines whether or not the player is awarded a progressive mini-game (F517). When the player is awarded a progressive mini-game (F517: YES), the main CPU 71 terminates this routine and returns the process to the branching game processing after executing jackpot game execution processing (F518). When the player is not awarded a progressive mini-game (F517: NO), the main CPU 71 terminates this routine and returns the process to the branching game processing.
(Major Bonus Game: Additional Dividend Processing)
Now, referring to
First, the main CPU 71 determines whether or not the current scene is scene 1 (Kraken leg destruction scene) (F550). When the current scene is scene 1, the main CPU 71 executes processing for selecting by lottery the legs of Kraken to be hit by cannonballs and dividends to be acquired therefrom (F551). In other words, the main CPU 71 determines which of the legs is hit by each shot cannonball and awards a dividend corresponding to the leg hit by the cannonball. After that, the main CPU 71 determines whether or not there remain any legs (F552). When there remains any legs (F552: YES), the main CPU 71 determines whether or not there remain cannonballs (F553). The number of cannonballs is determined by the number of the cannon symbols 506 rearranged in the video reels 151 to 155. In other words, the player can attack the same number of times as the number of the cannon symbols 506 that appear every time the video reels 151 to 155 are rearranged. When there remain cannonballs (F553: YES), the main CPU 71 advances the process to step F551 and the player can attack the legs again. On the other hand, when there remains no cannonball (F553: NO), the main CPU 71 terminates this routine and returns the process to the major bonus game execution processing.
When there remains no leg in step F552 (F552: NO), the main CPU 71 starts the Kraken head attack scene of scene 2 (F554). When the current scene is not scene 1 in step F550 (the current scene is scene 2) (F550: NO) or after the Kraken head attack scene of scene 2 is started in step F554, the main CPU 71 determines whether or not there remain cannonballs (F555).
When it is determined that there remain cannonballs in step F555, the main CPU 71 selects a table on the basis of the number of cannonballs that hit the head (F556). In other words, the main CPU 71 counts the number of hits every time the head is attacked although not shown. Then, the main CPU 71 executes processing for selecting by lottery the dividend to be acquired from the hits on the head of Kraken (F557). In other words, the main CPU 71 determines a dividend by lottery using the table selected in step F556. After that, the main CPU 71 advances the process to step F555 again, and determines whether there remain cannonballs.
When it is determined in step F555 that there remains no cannonball (F555: NO), the main CPU 71 determines whether or not the current game is the final free game (F558). Then, when the current game is the final free game (F558: YES), the main CPU 71 produces an effect in which the head of Kraken is destroyed (F559). After producing an effect in which the head of Kraken is destroyed in step F559 or when it is determined in step F558 that the current game is not the final free game, the main CPU 71 terminates this routine and returns the process to the major bonus game execution processing.
(Modifications of Major Bonus Game)
As described above, in the major bonus game of this embodiment, free games that require no bet are repeated and dividends different from the line dividends can be acquired on the basis of the number of the cannon symbols 506 rearranged. Then, depending on the number of cannon symbols 506 rearranged, the scene is changed from scene 1 to scene 2. When at least one cannon symbol 506 is rearranged in the final free game, an ending effect in which Kraken is destroyed is always produced on the upper image display panel 131 (see
For example, the gaming machine may include: a symbol display device (the lower image display panel 141) having a plurality of variable display regions (the video reels 151 to 155), in each of which, after a symbol array in which symbols (symbols 501) are arranged is variably displayed, some of the symbols (symbols 501) arranged in the symbol array are rearranged one each in a plurality of blocks (the display blocks 28) in the variable display regions (the video reels 151 to 155); and a controller (the main CPU 71 or the like) for executing a base game that requires betting and a bonus game (Major bonus game) in which a plurality of free games that are triggered in the base game and require no betting are executed from the first to Nth times, controls the symbol display device (the lower image display panel 141) according to the games and displays the result. The controller (the main CPU 71 or the like) awards, when a predetermined number or more of symbols (the symbols 501) of the same type are located on any of effective lines as a result of the rearrangement of the symbols (the symbols 501), a line dividend according to the type of the symbols (the symbols 501); awards, when there appear one or more specific symbols (cannon symbols 506) as a result of the execution of the free game and rearrangement of the symbols (the symbols 501), an additional dividend according to the number of the specific symbols (the cannon symbols 506) sequentially in addition to the line dividend; and awards, when one or more specific symbols are rearranged in the Nth free game (final free game) of the first to Nth free games, an additional special dividend in addition to the line dividend and the additional dividend with a probability determined by the number of the specific symbols rearrange in all the plurality of free games including the Nth free game.
In other words, the probability with which an effect in which Kraken is destroyed by the final attack is displayed increases depending on the number of attacks to the legs or head of Kraken (as the number of attacks is greater). Then, the controller (the main CPU 71) may produce the ending effect only when the special dividend is awarded. The special dividend may offer a greater number of credits than the additional dividends.
(Major Bonus Game: Table)
Tables used in the major bonus game are described.
(Major Bonus Game: Table: Leg Dividend Pattern Table)
Referring to
(Major Bonus Game: Table: Leg Dividend Table)
Referring to
(Major Bonus Game: Table: Head Dividend Tables)
Referring to
In the selection of a table based on the number of cannonballs that hit the head (F556), one of the head dividend table A, head dividend table B and head dividend table C is selected on the basis of the number of attacks already delivered on the head. Specifically, when the number of attacks already delivered on the head is one or two, the head dividend table A is selected. When the number of attacks already delivered on the head is three or four, the head dividend table B is selected. When the number of attacks already delivered on the head is five or more, the head dividend table C is selected. Then, in the selection by lottery of the dividend to be acquired from the hits on the head of Kraken (F557), it is determined by lottery which dividend is awarded with reference to the selected head dividend table.
(Grand Bonus Game)
Now, referring to
(Grand Bonus Game: Grand Bonus Game Execution Processing)
First, the main CPU 71 executes bonus entry processing (F600). In other words, an introduction effect or the like is produced. Then, the main CPU 71 selects by lottery a treasure chest map pattern (F601) to determine treasure chests 1420 that appears as the option sets 1418 in each stage of the grand bonus game. Next, the main CPU 71 arranges all the treasure chests 1420 according to the selected map pattern on the upper image display panel 131 and the lower image display panel 141 (F602).
Then, the main CPU 71 causes the treasure chests 1420 as the option sets 1418 to appear in the option placing region 1419 (F603). Then, after the player selects one of the treasure chests 1420 (F604), the main CPU 71 determines the content of the treasure chest (F605).
When the treasure chest contains a jewel (F605: Jewel), the main CPU 71 executes jewel dividend acquisition processing (F606). In other words, the main CPU 71 distinguishes the type of the jewel and awards the player a dividend currently set for the type of jewel. When the treasure chest contains a dividend up (prize up) (F605: Dividend up), the main CPU 71 executes processing for increasing the level of the dividends from the jewels by one rank (F607). In other words, the level of the dividend currently set for each type of jewel is raised by one rank. In other words, when a jewel appears next time, the dividend from the jewel is raised. When the dividend currently set for each type of jewel has reached an upper limit, the main CPU 71 does not raise the level of the dividend. When the treasure chest contains end (F605: End), the main CPU 71 terminates this routine.
After step F606 or step F607, the main CPU 71 executes processing for revealing the contents of the treasure chests and disposing of the treasure chests (F608). In other words, the main CPU 71 displays the contents of the treasure chests 1420 that the player did not select and clears the treasure chests 1420 displayed in a line in the option placing region 1419 as an option set 1418.
Then, the main CPU 71 determines whether or not there is a next stage (F609). When there is a next stage (F609: Treasure chest set), the main CPU 71 advances the process to step F603, and allows the player to select a treasure chest 1420 again.
On the other hand, when there is no next stage in step F609 and the goal has been reached (F609: Final treasure), the main CPU 71 executes final treasure acquisition scene effect processing (F610). Then, the main CPU 71 executes final treasure dividend acquisition processing (F611). In other words, the main CPU 71 executes processing for awarding the player a goal dividend determined on the basis of the number of prize ups. As described above, keys may be randomly contained in the treasure chests 1420 together with a jewel or prize up so that the player can open the final treasure with the keys.
Then, the main CPU 71 performs a lottery for determining whether or not to award a progressive mini-game (Jackpot game) (F612). Then, the main CPU 71 determines whether or not the player is awarded a progressive mini-game (F613). When the player is awarded a progressive mini-game (F613: YES), the main CPU 71 terminates this routine and returns the process to the branching game processing after executing jackpot game execution processing (F614). When the player is not awarded a progressive mini-game, the main CPU 71 terminates this routine and returns the process to the branching game processing.
(Grand Bonus Game: Table)
Tables used in the grand bonus game are described.
(Grand Bonus Game: Table: Map Pattern Table)
Referring to
(Grand Bonus Game: Table: Treasure Chest Content Table)
Referring to
(Grand Bonus Game: Table: Treasure Box Map Tables)
Referring to
As shown in
(Grand Bonus Game: Table: Jewel Dividend Table)
Referring to
The jewel dividend table is referred to in the jewel dividend acquisition processing (F606) to acquire a dividend amount determined on the basis of the current number of times of prize ups and the selected jewel. The jewel dividend table is also referred to in raising the level of the dividends from the jewels by one rank (F607) to acquire a dividend amount corresponding to the number of times of prize ups obtained by adding one to the current number of times of prize ups. When the current number of times of prize ups is “2,” the level of the dividends from the jewels is not raised.
(Grand Bonus Game: Table: Final Treasure Dividend Table)
Referring to
The final treasure dividend table is referred to in the final treasure dividend acquisition processing (F611) to acquire a dividend amount determined on the basis of the current number of times of prize ups.
(Jackpot Game)
Now, Challenge for Jackpot (Jackpot game) is specifically described.
(Jackpot Game: Lottery for Determining Whether or not to Award a Progressive Mini-Game)
Processing for performing a lottery to determine whether or not to award a progressive mini-game that is executed in each bonus game execution processing is described.
(Jackpot Game: Lottery for Determining Whether or not to Award a Progressive Mini-Game: Progressive Mini-Game Generation Lottery Table)
Referring to
In other words, the main CPU 71 acquires weights for “Generation” and “Fail” for the total bet number in a base game before each bonus game is executed with reference to the progressive mini-game generation lottery table in the processing for performing a lottery to determine whether or not to award a progressive mini-game. Then, the main CPU 71 performs a lottery using the weights. Then, when the “Generation” is selected, the main CPU 71 executes a jackpot game. When “Fail” is selected, the main CPU 71 returns the process to the base game without executing a jackpot game. As shown in
(Jackpot Game: Progressive Initial Value Settable Pattern Table)
Referring to
(Jackpot Game: Jackpot Game Execution Processing)
Referring to
First, the main CPU 71 executes processing at a time of awarding a progressive mini-game (F700). Specifically, the main CPU 71 performs production of an introduction effect, selection of JP symbol arrays used in the JP video reel 160, and so on. Then, the main CPU 71 performs a first progressive reel lottery (F701). Then, the main CPU 71 determines whether or not the player is awarded a respin (F702). When the player is not awarded a respin (F702: NO), the main CPU 71 executes processing for paying an awarded dividend or a progressive dividend (F703). Then, the main CPU 71 terminates the current routine.
When the player is awarded a respin (F702: YES), the main CPU 71 executes processing for adding one winning pane (determination pane 161) (F704). Then, the main CPU 71 performs a second progressive reel lottery (F705). Then, the main CPU 71 determines whether or not the player is awarded a respin (F706). When the player is not awarded a respin (F706: NO), the main CPU 71 executes processing for paying an awarded dividend or a progressive dividend (F707). Then, the main CPU 71 terminates the current routine.
When the player is awarded a respin (F706: YES), the main CPU 71 executes processing for paying a dividend awarded in addition to the respin or a progressive dividend (F708). Then, the main CPU 71 executes processing for adding one more winning pane (determination position of the determination pane 161) (F709). Then, the main CPU 71 performs a third progressive reel lottery (F710). Then, the main CPU 71 determines whether or not the player is awarded a respin (F711). When the player is not awarded a respin (F711: NO), the main CPU 71 executes processing for paying an awarded dividend or a progressive dividend (F712). Then, the main CPU 71 terminates the current routine.
When the player is awarded a respin (F711: YES), the main CPU 71 executes processing for paying a dividend awarded in addition to the respin or a progressive dividend (F713). Then, the main CPU 71 executes processing for adding one more winning pane (determination position of the determination pane 161) (F714). Then, the main CPU 71 performs a fourth progressive reel lottery (F715). Then, the main CPU 71 executes processing for paying an awarded dividend or a progressive dividend (F716). Then, the main CPU 71 terminates the current routine.
(Jackpot Game: Tables)
Tables used in the jackpot game are described.
(Jackpot Game: Table: Progressive Reel Content Table)
As shown in
The JP symbols 601 in the fixed dividend category include symbols of “1000,” “750,” “500,” “300,” “200,” “150,” “100” and “50.” When a JP symbol 601 in the fixed dividend enters the determination pane 161, the same number of credits as the figure is awarded. When the JP symbol 601 of respin enters the determination pane 161, the JP video reel 160 can be scrolled once again after adding one determination position to the determination pane 161, and a winning determination is made in the expanded determination pane 161 after the scrolling is stopped.
(Jackpot Game: Table: JP Symbol Lottery Table)
Referring to
A different type of JP symbol lottery table is used depending on the total bet amount in the base game in which each bonus game that invokes a jackpot game is triggered. Specifically, different types of JP symbol lottery tables are used between when the total bet is 25 to 375 and when the total bet is 400 to 1000. A different type of JP symbol lottery table is used in each of the first to fourth progressive reel lottery (F701, F705, F710 and F715) in the jackpot game execution processing (see
(Other Configurations)
Other configurations adoptable to the slot machine 1 constituted as described above are described below.
(Bet Configuration)
As shown in
(Spin Table)
(WIN Effects)
The effects that are produced on the upper image display panel 131 and the lower image display panel 141 at times of awarding a prize are described.
(WIN Effect: Pattern 1)
First, a pattern in which there is a line dividend from three kinds or more of top symbols and the criterion for a BIG WIN is not met (pattern 1) is described.
As shown in
As shown in
As shown in
Then, as shown in
As shown in
(WIN Effect: Pattern 2)
Next, a pattern in which there is a line dividend derived from three kinds or more of top symbols and a criterion for a BIG WIN is met (pattern 2) is described. First, the screens shown in
Then, as shown in
Then, as shown in
(WIN Effect: Pattern 3)
Next, a pattern in which there is no line dividend derived from three kinds or more of top symbols and a criterion for a BIG WIN is not met (pattern 3) is described. In pattern 3, the animations different for each reel as shown in
(WIN Effect: Pattern 4)
Next, a pattern in which there is no line dividend derived from three kinds or more of top symbols and a criterion for a BIG WIN is met (pattern 4) is described. In pattern 4, the animations different for each reel as shown in
(Meter Display)
As shown in
The total bet amount with which the player played last is displayed on the bet meter 401. Even when the bet is changed during idling in a game in which effective lines are selectable, the figure on the bet meter 401 is not changed. Only when a game is actually played, the figure on the bet meter 401 is updated.
The figure on the credit meter 400 is updated by subtracting the bet amount simultaneously with the start of a game. When the player is awarded a prize, the amount on the win meter 402 is added to the figure on the credit meter 400. The figure on the credit meter 400 is updated to a value after the addition without incremental display.
(Touch Icon)
As shown in
The current denomination previously set is displayed on a denomination display 413. Specifically, the denomination display 413 has an upper section and a lower section, the upper section displaying the amount of money or game points and the lower section displaying the credit number corresponding to the amount of money or game points in the upper section. The display form of the denomination may be switchable by touch manipulation of the player. The volume level touch icon 412 changes the game volume level in three levels. Every time the volume level touch icon 412 is touched, the game volume level is changed in the order of low->medium->high->low->medium-> . . . .
(Help Screen)
The help screen that is displayed on the lower image display panel 141 when the game rules icon 405 is manipulated by touch is described. As shown in
A plurality of pages are switchably displayed on the help screen 420. Specifically, an explanation of the entire game, a line configuration table, an explanation of feature games, a dividend table, an explanation of icons and so on are displayed on the help screen 420. The range of credits with which the player can play (“PLAY XXX TO YYY CREDITS”) is displayed as well as a notice saying that all the dividends are paid by the slot machine 1 or an attendant. In addition, a notice saying that the display unit on the credit meter 400, the bet meter 401, and the win meter 402 can be switched between credits and amount of money when the display part of any of the meters 400 to 402 is touched is also displayed.
When the back touch icon 421 is manipulated by touch, the previous page is displayed. When the next touch icon 422 is manipulated by touch, the next page is displayed. When the return-to-game icon 424 is manipulated by touch, the help screen is terminated. The help screen may be terminated when no manipulation is performed for three minutes, when credits are input, when an error occurs, the repeat bet button 46 on the control panel is manipulated, and so on. When a game rules button for activation of the help screen is on the control panel, for example, the help screen may be terminated when this button is manipulated.
An explanation of how to use the help screen with the control panel 30 is displayed on the instruction display 423. For example, as shown in
(Ticket Out Screen)
When the cashout button 32 on the control panel 30 is manipulated, a payout message is displayed together with the payout of a ticket. A message such as “CASH IN/CASH OUT” is displayed. The message is displayed at such a height that it is not hidden by a pop-up system message. Specifically, as shown in
As shown in
When the upper limit of payout set in the slot machine 1 is exceeded when the cashout button 32 is pressed, a call attendant screen is displayed and an attendant is called. When the slot machine 1 is reset by the called attendant, the screen as shown in
When the player requests payout of an amount exceeding the upper limit determined by regulations when the cashout button 32 is pressed, a call attendant screen is displayed and an attendant is called. When the slot machine 1 is reset by the called attendant, the screen, as shown in
When the entertainment facility (casino or the like) in which the slot machine 1 is installed pays outs a “PLAYABLE ONLY TICKET” as a service (without money) when, for example, a player is enrolled as a member, the screen, as shown in
When someone tries to insert a ticket into a printer, the screen as shown in
(Gamble Game)
The operation process of the gamble game is described. The limit of value a player can win in a gamble is set in AUDIT. The upper limit of the number of times a player can win in a gamble is also set in AUDIT. The number of times a player can win is at most five, and the upper limit can be set within the range. Whether the touch panel can be used or not can be changed depending on the country.
Specifically, as shown in
Now, referring to
In the gamble amount 1461, the amount of money bet in the gamble game is displayed in the units of credits or amount of money. When the player wins in the gamble game, the value shown in this region is increased. The value displayed in the gamble amount 1461 is displayed in the same unit as used in the meters 400 to 402. When the meters 400 to 402 display the number of credits, the gamble amount 1461 also displays the number of credits. When the meters 400 to 402 display the amount of money, the gamble amount 1461 also displays the amount of money.
When the WIN amount exceeds the limit of bet in a gamble game (Gamble limit), the credits corresponding to the excess is displayed on the save meter 1462. The value displayed in the save amount display region 1462 is retained. The value displayed on the save meter 1462 is displayed in the same unit as that used in the meters 400 to 402. When the meters 400 to 402 display the number of credits, the save meter 1462 also displays the number of credits. When the meters 400 to 402 display the amount of money, the save meter 1462 also displays the amount of money.
In the history display region 1463, card histories in the last five gamble games are displayed. The further to the left, the newer the displayed history is, and the further to the right, the older the displayed history is. Immediately after the program is cleared, the card histories in the history display region 1463 are empty until a gamble is played.
In the first explanation display region 1464, a message for prompting the player to select red or black or to take the win is displayed. The red selection region 1465 and the black selection region 1466 are options in a gamble game. Red or black can be selected by touching the area of either of the regions 1465 and 1466. In the result display region 1467, the color of the card (red or black) and the result of the gamble game are displayed after red or black is selected by the player. In the second explanation display region 1468, a message indicating the rules of the gamble game, the upper limit of the number of times of the gambles, and the upper limit of the money amount that can be acquired in one gamble game is displayed.
When the gamble screen as described above is displayed, a message “PLAY ON, GAMBLE or TAKE WIN” is cleared. At this time, the red button, the black button and the take win button are illuminated. The other buttons are extinguished except the change button.
As shown in
As shown in
As shown in
When the number of times of the gamble played has reached the upper limit, the gaming machine returns to an idle state after the win value is added to the credits at once. When the number of times of the gamble played has not reached the upper limit, the screen changes to the one shown in
As shown in
(Gamble Game: Gamble Limit)
The gamble game in a case where a win exceeding the gamble limit is generated is described. Suppose that a win worth $4000.00 is generated when the upper limit of the bet in a gamble game is set to $5000.00 as shown in
(Win Effect: Increment Speed and Win Sound)
Wins are divided into 24 ranks according to the size of win, and different increment speeds and win sounds are used depending on the rank.
Specifically, as shown in
While the embodiments of the present invention have been described in the foregoing, the embodiments are intended only to show specific examples and not to limit the present invention. The specific configurations of each means and so on may be changed in design as needed. The effects described in the embodiments of the present invention are only the most desirable effects that are produced by the present invention, and the effects of the present invention are not limited to those described in the embodiments of the present invention.
In the above detailed description, emphasis is on the characteristic features so that the present invention can be understood more easily. The present invention is not limited to the embodiments described in the above detailed description, and is applicable to a wide variety of other embodiments. The terms and their usage in this specification are used to describe the present invention adequately, not to limit the interpretation of the present invention. It is believed that those skilled in the art could easily come up with other configurations, systems, methods and so on included in the concept of the present invention based on the concept of the invention described in this specification. Thus, the description in the claims shall be deemed to include equivalent construction insofar as it does not depart from the technical idea of the present invention. The purpose of the abstract is to enable technicians who belongs to the Patent Office or public institutions and to this technical field but are not familiar with patents, law terms or technical terms to understand the technical content and the essence of this application immediately through a brief study. Thus, the abstract is not intended to limit the scope of the invention which should be evaluated on the basis of the description of the claims. It is desirable that the object of the present invention and the specific effects of the present invention be interpreted in careful consideration of literature and so on that have been already disclosed in order to fully understand them.
The above detailed description includes processing that is executed in a computer. The above description and expressions are for the purpose of enabling those skilled in the art to understand the present invention most efficiency. In this specification, each processing used to derive one result should be understood to be self-consistent processing. Each processing involves transmission, reception, recording and so on of electrical or magnetic signals. While such signals are expressed in bits, values, symbols, characters, terms, figures and so on in the steps in each processing, it should be noted that these are used merely for convenience of description. While the steps in each processing may be described using expressions that are used to describe human behaviors, all the processing described in this specification is basically executed by various types of devices. Other configurations required to execute each processing will be apparent from the above description.
Number | Date | Country | Kind |
---|---|---|---|
2015-188992 | Sep 2015 | JP | national |