This application claims the benefit of Japanese Patent Application No. 2014-006813 filed on Jan. 17, 2014, which application is incorporated herein by reference in its entirety.
The present invention relates generally to a gaming machine that repeatedly runs a unit game.
A conventionally known gaming machine is configured such that: upon insertion of a game medium such as a coin and pressing of a spin button by a player, random values for symbol determination are extracted to determine symbols that are to be displayed to the player at a time of stopping of a plurality of video reels on a display; scrolling of a symbol array in each video reel is started; the scrolling is stopped for symbol rearrangement so that the determined symbols are displayed to the player; whether or not a combination of displayed symbols is a winning combination is determined; and if it is a winning combination, benefits according to the combination of symbols is awarded to the player.
In this type of gaming machine, triggered by winning of BB which is related to bonus activation, a number of payable game media that can be paid out in a bonus game is determined and set (for example, see Japanese Patent Application Laid-Open No. 2007-20954). This gaming machine allows the player to play the bonus game until the number of payable game media that has been set is reached.
In this type of gaming machine, however, after the BB related to bonus activation is won, the player does nothing other than keep playing a game until the determined number of payable medals are paid out. That is, during the bonus activation, the player merely consumes payable game media, the number of which has been determined in advance. Thus, a variety of gaming patterns cannot be offered to the player in the bonus game.
Therefore, an object of the present invention is to provide a gaming machine that is able to offer a variety of gaming patterns with avoidance of monotony during, for example, a free game that is a game played in a bonus game, by changing a manner of display of symbols in accordance with an arrangement of symbols displayed on video reels.
A first aspect of the present invention provides a gaming machine that determines a payout based on symbols rearranged, the gaming machine comprising:
a plurality of reels (for example, five video reels 3a to 3e displayed in a symbol display region 4) each having a plurality of symbols provided on an outer surface thereof; and
a controller (for example, a main CPU 71, a body PCB 110, etc.) that controls a game in which the plurality of reels are rotated and stopped to rearrange the plurality of symbols in a display region (for example, the symbol display region 4) of a first display (for example, a lower image display panel 141), the controller programmed to execute the following processing of (1-1) and (1-2).
The processing of (1-1) is processing of when, as a result of the rearrangement of the plurality of symbols, a plurality of identical picture symbols (for example, symbols used in a base game such as “RED” and “BLUE”, or top symbols used in a free game such as “GOLD1” to “GOLD10”) are consecutively arranged on one reel, coupling display regions of the first display where the consecutive picture symbols (for example, picture symbols 702 and 703 shown in
The processing of (1-2) is processing of performing a control of causing a picture corresponding to the consecutive picture symbols to be displayed in the coupled display region.
In the configuration provided by the above-mentioned aspect of the present invention, when picture symbols are consecutively arranged on one reel, the display regions are coupled for display of the symbols. This can increase the player's attention to the symbols, and offers a variety of gaming patterns to the player with avoidance of monotony of the game.
In a second aspect of the present invention, the above-described first aspect is configured such that the processing of (1-2) includes the processing of
(1-2-1) selecting data used to display the picture in the coupled display region in accordance with the number of the consecutive picture symbols (for example, corresponding data is selected from graphical presentation files in a symbol definition table shown in
In the configuration provided by the above-mentioned aspect of the present invention, in accordance with the number of consecutive picture symbols, data that causes display of a corresponding picture is used. This enables effective and efficient display of a picture in accordance with the size of the coupled display region. Accordingly, an effect that prevents the player from being bored can be produced.
In a third aspect of the present invention, the above-described first aspect is configured such that the processing of (1-2) includes the processing of:
(1-2-2) generating a plurality of data domains (for example, first reel data, middle reel data, and last reel data shown in
(1-2-3) when rotating the plurality of reels, coupling the plurality of data domains sequentially.
In the configuration provided by the above-mentioned aspect of the present invention, a series of symbols is managed based on the plurality of data domains, and consecutive picture symbols are managed in a single data domain. Accordingly, symbols can be displayed in rotation in the display region of the first display with a simple procedure.
In a fourth aspect of the present invention, the above-described first aspect is configured such that the controller is programmed to further execute the processing of:
(1-3) in a first game (for example, a base game), determining symbols to be rearranged, by a first lottery (for example, a lottery concerning symbol arrays for the base game shown in
(1-4) when the rearranged symbols determined by the first lottery satisfy a first condition (for example, when “FEATURE” symbols are stopped in second, third, and fourth reels), performing a control of starting a second game; and
(1-5) in the second game (for example, a free game), determining symbols to be rearranged, by a second lottery (for example, a lottery concerning symbol arrays for the free game shown in
the processing of (1-1) and the processing of (1-2) are executed when rearranging symbols by the second lottery.
In the configuration provided by the above-mentioned aspect of the present invention, in the second game, display in the coupled display region is made for the consecutive symbols. This avoids monotony in the second game, and a variety of gaming patterns are offered to the player.
The gaming machine according to the present invention is able to offer a variety of gaming patterns with avoidance of monotony during a free game.
These and other aspects, features and advantages of the present invention will become readily apparent to those having ordinary skill in the art upon a reading of the following detailed description of the invention in view of the drawings and claims.
The nature and mode of operation of the present invention will now be more fully described in the following detailed description of the invention taken with the accompanying drawing figures, in which:
[Explanation of Function Flow Diagram]
With reference to
<Coin-Insertion/Start-Check>
First, the gaming machine checks whether or not a coin has been inserted by a player or checks that a number-of-credit counter does not indicate zero, then checks whether or not a BET button has been pressed by the player, and subsequently checks whether or not a spin button has been pressed by the player.
<Symbol Determination>
Next, when the spin button is pressed by the player, the gaming machine extracts random values for symbol determination, and determines symbols to be displayed to the player at the time of stopping scrolling of symbol arrays, for a plurality of respective video reels displayed on a display.
<Symbol Display>
Next, the gaming machine starts scrolling of the symbol array of each of the video reels and then stops the scrolling for symbol rearrangement so that the determined symbols are displayed to the player.
<Winning Determination>
After scrolling of the symbol array of each video reel is stopped, the gaming machine determines whether or not a combination of symbols displayed to the player is a winning combination.
<Payout>
If the combination of symbols displayed to the player is a combination related to winning, the gaming machine offers benefits according to the combination to the player. For example, if a combination of symbols related to a payout of coins is displayed, the gaming machine pays out coins the number of which corresponds to the combination of symbols to the player.
<Free Game>
Further, if a combination of symbols related to a free game trigger is displayed, the gaming machine starts a free game including a predetermined number of games. The free game is a game in which a lottery concerning symbol determination is held without consumption of coins.
In the free game, when the spin button is pressed by the player, the gaming machine extracts random values for free-game symbol determination, and determines symbols to be displayed to the player at the time of stopping scrolling of symbol arrays, for a plurality of respective video reels displayed on the display. Next, the gaming machine starts scrolling of the symbol array of each of the video reels in the direction reverse to the scrolling direction employed in the base game, and then stops the scrolling for symbol rearrangement so that the determined symbols are displayed to the player. Then, similarly to in the base game, the gaming machine performs a winning determination and a payout.
In the free game, if a combination of symbols related to a free game trigger is further displayed, the number of games included in the free game is increased. When the number of games included in the free game reaches zero, the free game ends and the processing is returned to the base game.
The gaming machine is also configured to run a jackpot game. In the jackpot game, when a predetermined level is won, coins corresponding to the amount of jackpot are paid out to the player. The jackpot means a function that accumulates parts of coins consumed by players at the respective gaming machines as the amount of jackpot and that, when a predetermined level of jackpot is won, provides a payout whose amount corresponds to the level. Every time a game is run, the gaming machine calculates an amount (accumulation amount) to be accumulated into the amount of jackpot and accumulates the calculated amount into the amount of jackpot.
The gaming machine of the present invention is applicable to a stand-alone type gaming machine in which a single gaming machine is used for the jackpot and coins consumed at the single gaming machine are partially accumulated as the amount of jackpot. The gaming machine of the present invention is also applicable to a networked configuration in which the gaming machine is connected to other gaming machines (slot machines) placed in the same game arcade or in different game arcades to share the jackpot among them and the accumulation amount is transmitted via an external control device.
In the network, coins consumed by the player at each gaming machine are partially transmitted as an amount of jackpot to the external control device. The external control device accumulates the received amount of jackpot, which is shared among the respective gaming machines. When a predetermined level of jackpot is won, the external control device transmits the amount of jackpot to the winning gaming machine.
<Determination of Effects>
The gaming machine produces effects by displaying images to the display, outputting the light from lamps, and outputting sounds from speakers. The gaming machine extracts a random value for effect and determines contents of the effects based on the symbols and the like determined by lottery. In the free game, contents of effects are selected in accordance with, for example, a status of the free game, and the contents of effects are conducted.
[Overall Game System]
Next, with reference to
A game system 300 includes a plurality of gaming machines 1, and an external control device 200 that is connected to each of the gaming machines 1 through a communication line 301.
The external control device 200 is for controlling the plurality of gaming machines 1. In the present embodiment, the external control device 200 is a so-called hall server which is installed in a game facility having the plurality of gaming machines 1. Each of the gaming machines 1 is provided with a unique identification number, and the external control device 200 identifies transmission sources of data transmitted from the respective gaming machines 1 by using the identification numbers. Also in the case where the external control device 200 transmits data to a gaming machine 1, the identification numbers are used for specifying the transmission destination.
It is to be noted that the game system 300 may be constructed within a single game facility where various games can be conducted, such as a casino, or may be constructed among a plurality of game facilities. Further, in a case where the game system 300 is constructed in a single game facility, the game system 300 may be constructed in each floor or section of the game facility. The communication line 301 may be a wired or wireless line, and can adopt a dedicated line, an exchange line or the like.
[Overall Configuration of Gaming Machine]
Next, with reference to
A coin, a bill, or electrically valuable information corresponding to these is used as a game medium in the gaming machine 1. Further, in the present embodiment, a later-described ticket with a barcode is also used. It is to be noted that the game medium is not limited to these, and for example a medal, a token, electric money or the like can be adopted.
The gaming machine 1 includes a cabinet 11, a top box 12 installed on the upper side of the cabinet 11, and a main door 13 provided at the front face of the cabinet 11.
A lower image display panel 141 is provided at the center of the main door 13. The lower image display panel 141 includes a liquid crystal panel, and forms the display. The lower image display panel 141 has a symbol display region 4. In the symbol display region 4, five video reels 3 (3a, 3b, 3c, 3d, 3e) are displayed. In the present embodiment, a video reel depicts through videos the rotational and stop motions of a mechanical reel having a plurality of symbols drawn on the peripheral surface thereof. To each of the video reels 3, a symbol array comprised of a previously determined plurality of symbols is assigned (see
In the symbol display region 4, the symbol arrays assigned to the respective video reels 3 are separately scrolled, and are stopped after predetermined time has elapsed. As a result, a part (four consecutive symbols in the present embodiment) of each of the symbol arrays is displayed to the player. The symbol display region 4 has four regions, namely an upper region, an upper central region, a lower central region, and a lower region, for each video reel 3, and a single symbol is to be displayed in each region. That is, twenty symbols (=5 columns×4 symbols) are to be displayed in the symbol display region 4.
In the present embodiment, a line formed by selecting one of the aforementioned four regions for each of the video reels 3 and connecting the respective regions is referred to as a winning line. It is to be noted that any desired shape of the winning line can be adopted, and examples of the shape of the winning line may include a straight line formed by connecting the upper central regions for the respective video reels 3, a V-shaped line, and a bent line. Also, any desired number of winning lines can be adopted, and the number can be for example fifty. A specific description of an exemplary winning line will be given later with reference to
Further, the lower image display panel 141 has a number-of-credits display region 142 and a number-of-payouts display region 143. The number-of-credits display region 142 displays the number of coins (hereinafter also referred to as “the number of credits”) owned by the player and retained inside the gaming machine 1. The number-of-payouts display region 143 displays the number of coins (hereinafter also referred to as “the number of payouts”) to be paid out to the player when winning is established.
The lower image display panel 141 has a built-in touch panel 114. The player can input various commands by touching the lower image display panel 141.
On the lower side of the lower image display panel 141, there are arranged various buttons set in a control panel 30, and various devices to be operated by the player.
A spin button 31 is used when starting scrolling of the symbol arrays of the respective video reels 3. A change button 32 is used when requesting a game facility staff member to exchange money. A CASHOUT button 33 is used when paying out the coins retained inside the gaming machine 1 to a coin tray 15.
A 1-BET button 34 and a maximum BET button 35 are used for determining the number of coins (hereinafter also referred to as “the number of BETs”) to be used in the game from the coins retained inside the gaming machine 1. The 1-BET button 34 is used when determining one coin at a time for the aforementioned number of BETs. The maximum BET button 35 is used when setting the aforementioned number of BETs to a defined upper limit number.
A coin accepting slot 36 is provided to accept coins. A bill validator 115 is provided to accept bills. The bill validator 115 validates a bill, and accepts a valid bill into the cabinet 11. It is to be noted that the bill validator 115 may be configured so as to be capable of reading a later-described ticket 175 with a barcode.
An upper image display panel 131 is provided at the front face of the top box 12. The upper image display panel 131 includes a liquid crystal panel, and forms the display. The upper image display panel 131 displays images related to effects, and a WIN signboard (a display part announcing that winning is established and showing the number of obtained credits by producing effects) related to a free game which is described later. The upper image display panel 131 also displays images showing introduction of the game contents and explanation of the game rules. Further, the top box 12 is provided with a speaker 112 and a lamp 111. The gaming machine 1 produces effects by displaying images on the lower image display panel 141 and the upper image display panel 131, outputting sounds, and outputting the light.
A ticket printer 171, a card slot 176, a data display 174, and a keypad 173 are provided on the lower side of the upper image display panel 131.
The ticket printer 171 prints on a ticket a barcode representing encoded data of the number of credits, date, the identification number of the gaming machine 1, and the like, and outputs the ticket as the ticket 175 with a barcode. The player can make a gaming machine read the ticket 175 with a barcode so as to play a game thereon, and can also exchange the ticket 175 with a barcode with a bill or the like at a predetermined place (e.g. a cashier in a casino) in the game facility.
The card slot 176 is for inserting a card in which predetermined data is stored. For example, the card stores data for identifying the player, and data about the history of games played by the player. After the card is inserted into the card slot 176, a later-described card reader 172 reads data from the card or writes data into the card. It is to be noted that the card may store data corresponding to a coin, a bill or a credit.
The data display 174 includes a fluorescent display, LEDs and the like, and displays the data read by the card reader 172 or the data inputted by the player via the keypad 173, for example. The keypad 173 is for inputting a command and data related to ticket issuance or the like.
The gaming machine according to the embodiment of the present invention is, herein, configured to control display of video reels on a display, but alternatively the gaming machine according to the embodiment of the present invention may be a gaming machine of a different type configured to display symbols to the player by driving mechanical reels with stepping motors, for example. In this description, moreover, the gaming machine 1 having the above-described configuration is illustrated for the purpose of description of the subject matter of the present invention. The present invention, however, is not limited to the above-described configuration. The present invention can be implemented as various gaming machines having other configurations.
[Symbol Arrays of Video Reels]
Next, a configuration of symbol arrays included in the video reels 3 of the gaming machine 1 is described with reference to
Among the symbol arrays for the base game shown in
Types of the symbols include “WILD”, “GOLD”, “RED”, “BLUE”, “GREEN”, “WHITE”, “ACE”, “KING”, “QUEEN”, “JACK”, “TEN”, “NINE”, and “FEATURE”. Symbols of these types are displayed on the video reels. The “WILD” symbol, which functions as a wild card, is a symbol substitutable for any symbol required in determination of a winning combination on the winning line. The “GOLD” symbol is a top symbol that provides the highest payout. The “FEATURE” symbol provides a predetermined benefit to the player on the condition that a predetermined number of “FEATURE” symbols are displayed in the symbol display region 4 including twenty symbols (5 columns×4 symbols) regardless of the winning line.
In the gaming machine according to the embodiment of the present invention, the base game and the free game have different symbol arrays displayed on the video reels. The symbol arrays shown in
To be specific, the symbol arrays for the free game shown in
[Configuration of Circuit Included in Gaming Machine]
Next, with reference to
A gaming board 50 is provided with: a CPU 51, a ROM 52, and a boot ROM 53, which are mutually connected by an internal bus; a card slot 55 corresponding to a memory card 54; and an IC socket 57 corresponding to a GAL (Generic Array Logic) 56.
The memory card 54 includes a non-volatile memory, and stores a game program and a game system program. The game program includes a program related to game progression, a lottery program, and a program for producing effects by images and sounds (e.g. see
The lottery program is a program for determining to-be stopped symbol of each video reel 3 by lottery. The to-be stopped symbol is data for determining four symbols to be displayed in the symbol display region 4 out of the plurality of symbols forming each symbol array. The gaming machine 1 of the present embodiment determines as the to-be stopped symbol the symbol to be displayed in a predetermined region (e.g. the upper region) out of the four regions provided for each of the video reels 3 of the symbol display region 4.
The aforementioned lottery program includes symbol determination data. The symbol determination data is data that specifies random values so that each of the plurality of symbols forming the symbol array is determined at an equal probability, for each video reel 3. The probabilities of the respective symbols being determined are basically equal. However, as shown in
It is to be noted that, although the data specifies that different numbers of symbols be provided to form the symbol arrays of the respective video reels 3 in the present embodiment, equal numbers of symbols may form the symbol arrays of the respective video reels 3. For example, each of the symbol arrays of the first reel (first video reel 3a) to the fifth reel (fifth video reel 3e) may consist of twenty symbols.
Further, the card slot 55 is configured so that the memory card 54 can be inserted thereinto and removed therefrom, and is connected to a motherboard 70 by an IDE bus.
The GAL 56 is a type of PLD (Programmable Logic Device) having a fixed OR array structure. The GAL 56 is provided with a plurality of input ports and output ports, and predetermined input into the input port causes output of the corresponding data from the output port.
Further, the IC socket 57 is configured so that the GAL 56 can be inserted thereinto and removed therefrom, and is connected to the motherboard 70 by a PCI bus. The contents of the game to be played on the gaming machine 1 can be changed by replacing the memory card 54 with another memory card 54 having another program written therein or by rewriting the program written into the memory card 54 as another program.
The CPU 51, the ROM 52 and the boot ROM 53 mutually connected by the internal bus are connected to the motherboard 70 by a PCI bus. The PCI bus enables a signal transmission between the motherboard 70 and the gaming board 50, and power supply from the motherboard 70 to the gaming board 50.
The ROM 52 stores an authentication program. The boot ROM 53 stores a pre-authentication program, a program (boot code) to be used by the CPU 51 for activating the pre-authentication program, and the like. The authentication program is a program (tamper check program) for authenticating the game program and the game system program. The pre-authentication program is a program for authenticating the aforementioned authentication program. The authentication program and the pre-authentication program are written along a procedure (authentication procedure) for proving that the program to be the subject has not been tampered.
The motherboard 70 is provided with a main CPU 71, a ROM 72, a RAM 73, and a communication interface 82.
The ROM 72 includes a memory device such as a flash memory, and stores a program such as BIOS to be executed by the main CPU 71, and permanent data. When the BIOS is executed by the main CPU 71, processing for initializing predetermined peripheral devices is conducted; further, through the gaming board 50, processing of loading the game program and the game system program stored in the memory card 54 is started.
The RAM 73 stores data and programs which are used in operation of the main CPU 71. For example, when the processing of loading the aforementioned game program, game system program or authentication program is conducted, the RAM 73 can store the program. The RAM 73 is provided with working areas used for operations in execution of these programs. Examples of the areas include: an area that stores the number of games, the number of BETs, the number of payouts, the number of credits and the like; and an area that stores symbols (code numbers) determined by lottery.
The communication interface 82 is for communicating with the external control device 200 such as a server, through the communication line 301. Further, the motherboard 70 is connected with a later-described door PCB (Printed Circuit Board) 90 and a body PCB 110 by respective USBs. The motherboard 70 is also connected with a power supply unit 81. When the power is supplied from the power supply unit 81 to the motherboard 70, the main CPU 71 of the motherboard 70 is activated, and then the power is supplied to the gaming board 50 through the PCI bus so as to activate the CPU 51.
The door PCB 90 and the body PCB 110 are connected with input devices such as a switch and a sensor, and peripheral devices the operations of which are controlled by the main CPU 71. The door PCB 90 is connected with a control panel 30, a reverter 91, a coin counter 92C and a cold cathode tube 93.
The control panel 30 is provided with a spin switch 31S, a change switch 32S, a CASHOUT switch 33S, a 1-BET switch 34S and a maximum BET switch 35S which correspond to the aforementioned respective buttons. Each of the switches outputs a signal to the main CPU 71 upon detection of press of the button corresponding thereto by the player.
The coin counter 92C validates a coin inserted into the coin accepting slot 36 based on its material, shape and the like, and outputs a signal to the main CPU 71 upon detection of a valid coin. Invalid coins are discharged from a coin payout exit 15A.
The reverter 91 operates based on a control signal outputted from the main CPU 71, and distributes valid coins validated by the coin counter 92C into a hopper 113 or a cash box (not illustrated). That is, coins are distributed into the hopper 113 when the hopper 113 is not filled with coins, while coins are distributed into the cash box when the hopper 113 is filled with coins.
The cold cathode tube 93 functions as a backlight installed on the rear face sides of the upper image display panel 131 and the lower image display panel 141, and lights up based on a control signal outputted from the main CPU 71.
The body PCB 110 is connected with the lamp 111, the speaker 112, the hopper 113, a coin detecting portion 113S, the touch panel 114, the bill validator 115, a graphic board 130, the ticket printer 171, the card reader 172, a key switch 173S and the data display 174.
The lamp 111 lights up based on a control signal outputted from the main CPU 71. The speaker 112 outputs sounds such as SE (Sound Effect) and BGM, based on a control signal outputted from the main CPU 71.
The hopper 113 operates based on a control signal outputted from the main CPU 71, and pays out coins of the specified number of payouts from the coin payout exit 15A to the coin tray 15. The coin detecting portion 113S outputs a signal to the main CPU 71 upon detection of coins paid out by the hopper 113.
The touch panel 114 detects a place on the lower image display panel touched by the player's finger or the like, and outputs to the main CPU 71 a signal corresponding to the detected place. The upper image display panel 131 may also be configured as a touch panel. Upon acceptance of a valid bill, the bill validator 115 outputs to the main CPU 71 a signal corresponding to the face amount of the bill.
The graphic board 130 controls display of images conducted by the respective upper image display panel 131 and lower image display panel 141, based on a control signal outputted from the main CPU 71. The symbol display region 4 of the lower image display panel 141 displays the five video reels 3 by which the scrolling and stop motions of the symbol arrays included in the respective video reels 3 are displayed. The number-of-credits display region 142 of the lower image display panel 141 displays the number of credits stored in the RAM 73. The number-of-payouts display region 143 of the lower image display panel 141 displays the number of payouts of coins.
The graphic board 130 is provided with the VDP (Video Display Processor) generating image data based on a control signal outputted from the main CPU 71, the video RAM temporarily storing the image data generated by the VDP, and the like. It is to be noted that the image data used in generation of image data by the VDP is included in the game program that has been read from the memory card 54 and stored into the RAM 73.
Based on a control signal outputted from the main CPU 71, the ticket printer 171 prints on a ticket a barcode representing encoded data of the number of credits stored in the RAM 73, date, the identification number of the gaming machine 1, and the like, and then outputs the ticket as the ticket 175 with a barcode.
The card reader 172 reads data stored in a card inserted into the card slot 176 and transmits the data to the main CPU 71, or writes data into the card based on a control signal outputted from the main CPU 71.
The key switch 173S is provided in the keypad 173, and outputs a predetermined signal to the main CPU 71 if the keypad 173 is operated by the player.
The data display 174 displays data read by the card reader 172 and data inputted by the player through the keypad 173, based on a control signal outputted from the main CPU 71.
[Patterns of Winning Line]
Next, with reference to
The fifty lines set in the embodiment of the present invention are as shown in a winning line definition table of
Although the winning line definition table for the free game is described herein, a winning line is set for the base game, too. Patterns of the winning line and the number of the patterns can be different from those of the free game.
[Configuration of Payout Table]
Next, with reference to
For example, two “GOLD” symbols existing on any winning line make a win that provides a payout of “2”, and five “GOLD” symbols existing on any winning line make a win that provides a payout of “100”. It is possible that two “GOLD” symbols and three “RED” symbols are arranged on a single winning line. In such a case, two wins are concurrently achieved for the single winning line, resulting in a payout of “22” which is the sum of the payouts for these wins.
As described above, a win is determined for one winning line, and such a determination is made for each of the fifty winning lines set in the symbol display region 4 including the twenty symbols (5 columns×4 symbols). Accordingly, in some cases, a plurality of wins may be made in a single winning line, and moreover a win may be made in each of a plurality of winning lines.
Although the payout table and the winning determination for the free game are described herein, a payout table is also set for the base game and the winning determination is similarly made for the base game, too. It may be acceptable that a payout table and a winning determination for the base game are different from those for the free game.
[Configuration of Symbol Definition Table]
Next, with reference to
In the symbol definition table, an effect content definition file indicates the name of data that defines a content of an effect for a corresponding symbol, the name of a folder storing, for example, a file that defines the content of the effect, and the like.
In a case where animation display is made in a single region including a plurality of symbol display regions coupled together, a graphical presentation file and an effect content definition file for such a coupled region are prepared, as described later. For example, one normal symbol that is to be displayed in a single display region, two consecutive symbols that are to be displayed in a region including two coupled display regions, three consecutive symbols that are to be displayed in a region including three coupled display regions, and four consecutive symbols that are to be displayed in a four coupled display regions, can be individually associated with graphical presentation files and effect content definition files, respectively.
[Game Flow]
Next, with reference to
In the base game, the symbol arrays for the base game are set for the respective video reels 3. For example, images of five types of “dragon” symbols corresponding to the “GOLD” symbol, the “RED” symbol, the “BLUE” symbol, the “GREEN” symbol, and the “WHITE” symbol, are displayed. In addition, images corresponding to the “ACE” symbol, the “KING” symbol, the “QUEEN” symbol, the “JACK” symbol, the “TEN” symbol, the “NINE” symbol, and the “FEATURE” symbol, are displayed.
If the “FEATURE” symbols are stopped on the second, third, and fourth reels, a feature is established so that the free game is started. In the free game, the symbol arrays for the free game are employed. In the present embodiment, the symbol arrays for the free game are set so as not to display an image of any “dragon” symbol except the “gold dragon” which corresponds to the “GOLD” symbol. Additionally, the number of symbols included in the symbol array of each reel is reduced as compared with the base game.
In the free game, the player is allowed to play a free game eight times without newly inserting any coin (without using any credit). In the free game as well as the base game, a payout is determined based on the winning lines and the symbols that have been stopped, and the number of payouts for a winning combination is calculated based on the determined payout and the number of BETs.
If, during the free game, the “FEATURE” symbols are further stopped on the second, third, and fourth reels, the number of free games are increased by eight (retrigger). When the number of remaining free games reaches zero, the free game ends and the processing is returned to the base game.
[Contents of Program]
Next, with reference to
<Main Control Processing>
First, with reference to
First, upon supply of power to the gaming machine 1, the main CPU 71 reads the authenticated game program and game system program from the memory card 54 through the gaming board 50, and writes the programs into the RAM 73 (step S11).
Next, the main CPU 71 conducts at-one-game-end initialization processing (step S12). For example, data that becomes unnecessary after each game in the working areas of the RAM 73, such as the number of BETs and the symbols determined by lottery, is cleared.
The main CPU 71 conducts coin-insertion/start-check processing which is described later with reference to
The main CPU 71 then conducts symbol lottery processing which is described later with reference to
Next, the main CPU 71 conducts effect contents execution processing (step S16). The main CPU 71 extracts a random value for effect, determines any of the effect contents from the preset plurality of effect contents by lottery, and executes the determined effect content. For example, the main CPU 71 selects by lottery one of the plurality of files for producing effect contents that have been prepared in advance, and produces an effect in accordance with the selected file. The main CPU 71 controls production of the effect in the base game which is described later.
The main CPU 71 then conducts symbol display control processing which is described later with reference to
Next, the main CPU 71 conducts number-of-payouts determination processing which is described later with reference to
The main CPU 71 then determines whether or not the free game trigger has been established (step S19). If the main CPU 71 determines that the free game trigger has been established (for example, when the “FEATURE” symbols are stopped on the second, third, and fourth reels), the main CPU 71 conducts free game processing which is described later with reference to
The main CPU 71 conducts payout processing (step S23). The main CPU 71 adds the value stored in the number-of-payouts storage area to a value stored in a number-of-credits storage area provided in the RAM 73. It is to be noted that operations of the hopper 113 may be controlled based on input from the CASHOUT switch 33S, and coins of the number corresponding to the value stored in the number-of-payouts storage area may be discharged from the coin payout exit 15A. Further, operations of the ticket printer 171 may be controlled and a ticket with a barcode may be issued on which a value stored in the number-of-payouts storage area is recorded. After this processing, the processing is shifted to step S12.
<Coin-Insertion/Start-Check Processing>
Next, with reference to
First, the main CPU 71 determines whether or not insertion of a coin has been detected by the coin counter 92C (step S41). Upon determining that the insertion of a coin has been detected by the coin counter 92C, the main CPU 71 makes an addition to the value (number-of-credit counter) stored in the number-of-credits storage area (step S42). It is to be noted that, in addition to the insertion of a coin, the main CPU 71 may determine whether or not insertion of a bill has been detected by the bill validator 115, and upon determining that the insertion of a bill has been detected, the main CPU 71 may add a value according to the bill to the value stored in the number-of-credits storage area.
After step S42 or upon determining in step S41 that the insertion of a coin has not been detected, the main CPU 71 determines whether or not the value stored in the number-of-credits storage area is zero (step S43). If the main CPU 71 determines that the value stored in the number-of-credits storage area is not zero, the main CPU 71 permits operation acceptance of the BET buttons (step S44).
Next, the main CPU 71 determines whether or not operation of any of the BET buttons has been detected (step S45). If the main CPU 71 determines that the BET switch has detected press of the BET button by the player, the main CPU 71 makes an addition to a value stored in a number-of-BETs storage area provided in the RAM 73 and makes a subtraction from the value stored in the number-of-credits storage area, based on the type of the BET button (step S46).
The main CPU 71 then determines whether or not the value stored in the number-of-BETs storage area is at its maximum (step S47). If the main CPU 71 determines that the value stored in the number-of-BETs storage area is at its maximum, the main CPU 71 prohibits updating of the value stored in the number-of-BETs storage area (step S48). After step S48 or upon determining in step S47 that the value stored in the number-of-BETs storage area is not at its maximum, the main CPU 71 permits operation acceptance of the spin button (step S49).
After step S49 or upon determining in step S45 that the operation of any of the BET buttons has not been detected, or upon determining in step S43 that the value stored in the number-of-credits storage area is zero, the main CPU 71 determines whether or not operation of the spin button has been detected (step S50). If the main CPU 71 determines that the operation of the spin button has not been detected, the processing is shifted to step S41.
If the main CPU 71 determines that the operation of the spin button has been detected, the main CPU 71 conducts jackpot-related processing which is described later with reference to
<Jackpot-Related Processing>
Now, with reference to
First, the main CPU 71 calculates the amount to be accumulated into the amount of jackpot (step S71). The main CPU 71 obtains the product of the value stored in the number-of-BETs storage area and a preset accumulation ratio, so that the amount to be accumulated into the amount of jackpot is calculated.
Next, by the main CPU 71, the calculated amount to be accumulated into the amount of jackpot is added to the amount of jackpot, and stores a resultant to the amount-of-jackpot storage area (step S72). After this processing, the jackpot-related processing is completed. In a case where the jackpot is a networked jackpot, the amount to be accumulated into the amount of jackpot is transmitted to the external control device 200 and, upon reception of the amount to be accumulated into the amount of jackpot, the external control device 200 updates the amount of jackpot.
<Symbol Lottery Processing>
Next, with reference to
First, the main CPU 71 extracts random values for symbol determination (step S111). The main CPU 71 then determines to-be stopped symbols for the respective video reels 3 by lottery (step S112). The main CPU 71 holds a lottery for each video reel 3, and determines any one of the plurality of symbols as a to-be stopped symbol. At this time, in the first reel for example, each of the 82 symbols (code numbers 0 to 81) is determined at an equal probability (i.e. 1/82).
The main CPU 71 then stores the determined to-be stopped symbols for the respective video reels 3 into a symbol storage area provided in the RAM 73 (step S113). Next, the main CPU 71 refers to the winning line definition table and the payout table, and determines a payout (winning combination) based on the symbol storage area (step S114). The main CPU 71 determines the payout (winning combination) based on the number of symbols displayed along the winning line by the respective video reels 3. After this processing, the symbol lottery processing is completed.
<Symbol Display Control Processing>
Next, with reference to
First, the main CPU 71 starts scrolling of the symbol arrays of the respective video reels 3 that are displayed in the symbol display region 4 of the lower image display panel 141 (step S131). The main CPU 71 then stops the scrolling of the symbol arrays of the respective video reels 3, based on the aforementioned symbol storage area (step S132). After this processing, the symbol display control processing is completed.
<Number-of-Payouts Determination Processing>
Next, with reference to
The main CPU 71 first determines whether or not the winning combination is a combination that provides a free game (step S151). If the main CPU 71 determines that the winning combination is not a combination that provides a free game, the main CPU 71 determines the number of payouts corresponding to the winning combination (step S152). For example, when a predetermined number of predetermined symbols (as defined in the payout table) are displayed along the winning line, the main CPU 71 determines a corresponding payout defined in the payout table, and determines the number of payouts based on the payout and the number of BETs. It is to be noted that the main CPU 71 determines “0” as the number of payouts in the case where the game is lost. Next, the main CPU 71 stores the determined number of payouts into the number-of-payouts storage area (step S153). After this processing, the number-of-payouts determination processing is completed.
<Free Game Processing>
Next, with reference to
The main CPU 71 conducts free-game-start effect production processing (step S171). In the processing, for example, in a case of starting the free game as a result of establishment of the free game trigger in the base game, a sound effect (SE) associated with start of the free game is outputted from the speaker 112, and a notification that the free game has been started is displayed on the lower image display panel 141, and then contents displayed on the upper image display panel 131 and the lower image display panel 141 are changed so that a free game introduction effect is displayed on the lower image display panel 141. The effect produced at a time of starting the free game is described in detail later.
The main CPU 71 then sets the number of free games to eight, and stores it into a number-of-free-games storage area provided in the RAM 73 (step S172). This setting is for making the free game playable eight times. Each time the free game is played, the number of free games is subtracted by one in step S177.
The main CPU 71 then conducts free-game symbol lottery processing which is described later with reference to
The main CPU 71 then conducts effect contents execution processing (step S174). The main CPU 71 determines an effect content definition file depending on the state of progress of the free game, and produces an effect in accordance with the effect content definition file thus determined. The main CPU 71 also controls production of the effect in the free game which is described later.
The main CPU 71 then conducts free-game symbol display control processing which is described later with reference to
The main CPU 71 then conducts number-of-payouts determination processing for the free game (step S176). In the processing, a payout corresponding to the number of symbols displayed along each of the winning lines that are defined in the winning line definition table shown in
The main CPU 71 then subtracts one from the number of free games, and stores a resultant into the number-of-free-games storage area provided in the RAM 73 (step S177). The main CPU 71 then determines whether or not the free game trigger has been established during the free game (step S178). If the main CPU 71 determines that the free game trigger is established (for example, if the “FEATURE” symbols are stopped on the second, third, and fourth reels), the main CPU 71 conducts retrigger effect production processing (step S179). If the free game trigger is established, the retrigger effect production processing is conducted in which, for example, a sound effect (SE) associated with retrigger is outputted from the speaker 112 and a notification that the retrigger has been established is displayed on the lower image display panel 141. The retrigger effect production processing is described in detail later.
The main CPU 71 then adds the number of free games (e.g., eight times) newly provided as a result of the establishment of the free game trigger, to the number of free games stored in the number-of-free-games storage area provided in the RAM 73 (step S180).
The main CPU 71 then determines whether or not the number of free games stored in the number-of-free-games storage area provided in the RAM 73 is larger than zero (step S181). If the main CPU 71 determines that it is larger than zero, the processing is shifted to step S173 and a new free game is started. On the other hand, if the number of free games is zero or less, the free game is terminated and the main CPU 71 conducts free-game-end effect production processing (step S182). If the main CPU 71 determines that the free game is to be terminated, the free-game-end effect production processing is conducted in which, for example, a sound effect (SE) associated with end of the free game is outputted from the speaker 112 and a notification that the free game has been terminated is displayed on the lower image display panel 141. The free-game-end effect production processing is described in detail later. After this processing, the free game processing is completed.
<Free-Game Symbol Lottery Processing>
Next, with reference to
The main CPU 71 first extracts random values for free-game symbol determination (step S191). The main CPU 71 then determines to-be stopped symbols for the respective video reels 3 by lottery (step S192). The main CPU 71 holds a lottery for each video reel 3, and determines any one of the plurality of symbols as a to-be stopped symbol. At this time, in the first reel for example, each of the eighty-two symbols (code numbers 0 to 81) is selected at an equal probability (i.e. 1/82).
The main CPU 71 then stores the determined to-be stopped symbols for the respective video reels 3 into a free-game symbol storage area (step S193). The main CPU 71 then refers to the winning line definition table shown in
<Free-Game Symbol Display Control Processing>
Next, with reference to
The main CPU 71 first generates reel data based on the to-be stopped symbols for the respective video reels 3 that have been determined in step S192. The reel data is data for displaying rotation and stop of each of the video reels 3. The reel data is generated in, for example, the video RAM and the RAM 73. The main CPU 71, as appropriate, calculates the speed of movement in scrolling (rotation) of the symbols (step S211). These processing is described in detail later.
The main CPU 71 then starts reverse scrolling of the symbol array of each video reel 3 displayed in the symbol display region 4 of the lower image display panel 141, based on the generated reel data (step S212). The main CPU 71 then stops the reverse scrolling of the symbol array of each video reel 3 based on the generated reel data (step S213). After this processing, the free-game symbol display control processing is completed.
<Effect Production Processing at Introduction of Free Game Start>
Next, with reference to
After the incremental display is terminated or skipped in the display shown in
Upon the player's pressing of a feature button that is assigned to a predetermined button, the screen is changed with fade-in and fade-out effects, and shifted to a screen shown in
After the free game introduction effect ends, a free game introduction message 415 is displayed as shown in
Then, as shown in
<Effect Production Processing at Retrigger During Free Game>
Next, with reference to
In
Then, the display is shifted to a display shown in
After the total number of free games is increased as shown in
Additionally, a WIN meter 417 in the first screen 401 shows, in its first stage, incremental display of a total credit value. This incremental display conforms to the incremental display in the WIN signboard 411. In this example, the incremental display is made such that the total credit value is incremented from “1000”, which is the former total credit value, to “1100”. The WIN meter 417 also displays, in its second stage, details of the credit obtained in this spin. In a case where there are a plurality of credits, a credit resulting from a scatter payout to a credit resulting from a line payout are sequentially displayed in succession (for example, at time intervals of one second).
<Effect Production Processing at End of Free Game>
Next, with reference to
After the display of the WIN signboard 411 shown in
After the display of the free-game total WIN signboard 418 shown in
<Effect Production Processing Upon Winning During Free Game>
Next, with reference to
Also conceivable is such a control that, among the symbols stopped in the symbol display region 4, any symbol that makes a win is displayed with an animation or with blinking irrespective of a winning line for which the effect is to be produced and irrespective of the line No. Moreover, such a symbol can be displayed with both an animation and blinking.
The winning line indicated by “LINE 10”, which is a winning line of the pattern 10 (line No. 10) shown in the winning line definition table of
Not only the winning line of the line No. 10 but also a plurality of other winning lines are associated with line payouts. In the case shown in
As for the “A” symbol, line payouts are given for the winning lines of the patterns 26, 27, and 28, as shown in
An effect (WIN effect) at a time of winning is started after a predetermined time period has elapsed since the video reels were rotated and then stopped in the symbol display region 4 during the free game, as shown in
After a predetermined time period has elapsed since the incremental display is terminated, the display of the WIN signboard 411 disappears. Then, the display of
Then, after effects for a plurality of winning lines are produced, an effect for the line No. 26 (2, 2, 2, 2, 2) is produced as shown in
After effects for a plurality of winning lines are further produced, an effect for the line No. 39 (3, 3, 3, 3, 3) is produced as shown in
Then, an effect for the winning line having the line No. 40 is produced, and then an effect for the final winning line having the line No. 41 is produced. An effect for the line No. 41 (3, 3, 3, 2, 3) is produced as shown in
After the incremental display in the WIN signboard 411 and the incremental display of the total credit value in the first stage of the WIN meter 417 are completed, the sum (total WIN) of the credits obtained by the spin can be displayed in a third stage of the WIN meter 417. At the same timing, the winning lines arranged in ascending order of line Nos. can be displayed (with dotted lines extending along the winning lines, with a higher brightness, with blinking, or the like).
In this example, the control is performed such that the win-time effect during the free game is produced in ascending order of line Nos. and the corresponding obtained credits are displayed in sequence. Instead, the effects may be produced in other various orders. For example, the effects may be displayed in descending order of payouts, or may be displayed according to each of the kinds of symbols associated with the respective effects.
<Effect Production Processing for Display in WIN Signboard During Free Game>
Next, with reference to
In this example, the control is performed such that the manner of display of the WIN signboard is changed in accordance with the relationship between the total WIN and the total BET. Alternatively, other controls may be adoptable in which, for example, the manner of display of the WIN signboard is changed in accordance with the relationship between the number of credits obtained in a game spin or in any other cycle and the value related to the number of BETs designated by the player.
<Effect Production Processing for Incremental Display in WIN Signboard>
Next, with reference to
For example, for the WIN class “win_1” in which the total WIN is less than 0.1 times the total BET, a control is performed such that the incremental display of the total WIN credit is made in 0.50 seconds. Each increment is basically made at equal time intervals. This time interval corresponds to the value obtained by dividing the 0.50 seconds by the number of times the increment is to be made.
For the WIN class “win_23” in which the total WIN is equal to or more than 40 times the total BET and less than 50 times the total BET, a control is performed such that the incremental display of the total WIN credit is made in 50.00 seconds. In this case, however, until the displayed total WIN credit reaches the value corresponding to 20 times the total BET (e.g., in this example, the number of BETs 1×the number of winning lines 50×20=1000 credits), the increment is made at such a rate that the value is incremented by ½ of the total BET (e.g., in this example, the number of BETs 1×the number of winning lines 50/2=25) per second, and subsequently, the increment is made at equal time intervals. This time interval corresponds to the value obtained by dividing the number of remaining seconds by the number of remaining increments.
For the WIN class “win_23”, the incremental display of the first 1000 credits is completed by the time that 40.00 seconds elapse, and then the incremental display of the remaining credits (1000 to 1499 credits) is made at equal time intervals by the time that 50.00 seconds elapse.
For the WIN class “win_24” in which the total WIN is equal to or more than 50 times the total BET, a control is performed such that the incremental display of the total WIN credit is made in 72.00 seconds. In this case, similarly to the case of WIN class “win_23”, until the displayed total WIN credit reaches the value corresponding to 20 times the total BET (e.g., in this example, the number of BETs 1×the number of winning lines 50×20=1000 credits), the increment is made at such a rate that the value is incremented by ½ of the total BET (e.g., in this example, the number of BETs 1×the number of winning lines 50/2=25) per second, and subsequently, the increment is made at equal time intervals. This time interval corresponds to the value obtained by dividing the number of remaining seconds by the number of remaining increments. That is, for the WIN class “win_24”, the incremental display of the first 1000 credits is completed by the time that 40.00 seconds elapse, and then the incremental display of the remaining credits (1500 credits or more) is made at equal intervals by the time that 72.00 seconds elapse.
In this example, the control is performed such that the rate of increment displayed in the WIN signboard varies in accordance with the relationship between the total WIN and the total BET. Alternatively, other controls may be adoptable in which, for example, the rate of increment in the WIN signboard varies in accordance with the relationship between the number of credits obtained in a game spin or in any other cycle and the value related to the number of BETs designated by the player. In addition, although the incremental display in the WIN signboard 411 and the incremental display in the WIN meter 417 are linked to each other, the incremental display in the WIN meter 417 may be made at a different rate of increment.
<Effect Production Processing Upon Establishment of Line Payout Associated with Top Symbol>
Next, with reference to
Then, after a predetermined time period elapses, the output of the sound effect is stopped and at the same timing, the WIN meter 417 displayed in the first screen 401 shows, in its second stage, details of a credit (a winning line 4 and a corresponding payout 2) obtained by the spin, as shown in
<Effect Production Processing Upon Appearance of Three Feature Symbols>
Next, with reference to
Then, after the sound effect is outputted for three seconds, the output of the sound effect is stopped and at the same timing, the first screen 401 displays, in the second stage of the WIN meter 417, details of a credit (SCATTER and a corresponding payout 2×50) obtained by the spin, as shown in
<Effect Production Processing Upon Occurrence of Large Prize WIN>
Next, with reference to
<Effect Production Processing for Display of Total WIN Signboard after Free Game>
Next, with reference to
For example, as shown in
The total BET is, for example, the value obtained by multiplying the number of BETs, which has been designated by the player, by the number of winning lines. After elapse of the aforementioned number of seconds of display, the free-game total WIN signboard 418 disappears. Alternatively, for example, a configuration is also acceptable in which, after elapse of a predetermined time period (e.g., four seconds) since the free-game total WIN signboard 418 was displayed, skipping of the display of the free-game total WIN signboard 418, which is triggered by pressing of a predetermined button (e.g., a spin button), is enabled.
In this example, the control is performed such that the manner of display of the total WIN signboard is changed in accordance with the relationship between the total obtained credit and the total BET. Alternatively, other controls may be adoptable in which, for example, the manner of display of the total WIN signboard is changed in accordance with the relationship between the number of credits obtained in a game spin or in any other cycle and the value related to the number of BETs designated by the player.
<Effect Production Processing Upon Appearance of Top Symbol in Free Game>
Next, with reference to
The display of the top-symbol-stop video effect is removed or quit after the top symbol is stopped in the symbol display region 4. The output of the top-symbol-stop sound effect is quit after the top symbol is stopped.
Another control is also possible in which, when the top symbol appears in the symbol display region 4, the speed of movement of the symbols in the reel where the top symbol is appearing is reduced. When the top symbol is stopped in the symbol display region 4 or passes through the symbol display region 4 without being stopped, a control can be performed so as to quit or remove the display of the video effect and so as to quit the output of the sound effect for each corresponding reel.
<Reel Data Generation Processing>
Next, with reference to
The main CPU 71 first determines by lottery the presence or absence of appeal rewriting of symbols in each video reel. If the main CPU 71 determines that there is appeal rewriting, a position of each appeal rewriting is determined from a plurality of candidates (step S231).
The main CPU 71 then generates reel data for display of rotation and stopping of symbols in the symbol display region 4, based on the symbols arranged in rotation start positions (the symbols previously stopped in the symbol display region 4), to-be stopped symbols stored in the free-game symbol storage area, symbol arrays assigned to the respective video reels (see
The main CPU 71 then couples the first reel data, middle reel data, the last reel data generated in step S232 (step S233), and based on the coupled data, controls the display of symbols from start of reverse scrolling of the symbols (step S211 in
The main CPU 71 then sets and calculates the speed of movement of the symbols as appropriate (step S234). In this example, the setting is made such that the top symbol (the symbol providing the highest payout) is scrolled at a speed lower than other symbols.
Next, with reference to
In a case where the symbols arranged immediately below the symbol display region 4 are a sequence of picture symbols, the reel data is additionally generated (downward) so as to range up to the end of the sequence of symbols. In this example, for the symbol display region 4 generated by the first spin, appeal rewriting is conducted so that top symbols are arranged (for example, twenty top symbols are arranged downward from the upper region of the symbol display region 4). Therefore, the first reel data is not generated for the first spin.
The middle reel data (not shown) is reel data coupled between the first reel data and the last reel data. In a case where there is appeal rewriting, a part of the symbol array assigned to each video reel is assigned to the position next to (below) a top symbol arranged by the appeal rewriting. In this example, to make a spin time constant, a part of the symbol array arranged immediately above the symbols corresponding to the next-spin scheduled stop positions, which is identified by counting back symbols from the symbols corresponding to the next-spin scheduled stop positions, is connected to the top symbol provided by the appeal rewriting. In a case of conducting no appeal rewriting, a part of the symbol array assigned to each video reel is skipped so as to make symbols stopped in the scheduled stop positions at a certain time. It may be possible that a symbol other than a sequence of symbols is preferentially assigned as the skipped symbol.
<Appeal Rewriting Processing>
Next, with reference to
The appeal rewriting is conducted, for example, by using a series of twenty top symbols. Referring to the first reel in the example shown in
The appeal rewriting processing shown in
In the second reel, symbols of “KING” (code number 50), “KING” (code number 51), “KING” (code number 52), and “KING” (code number 53) were stopped in the symbol display region 4 in the previous spin, and rewriting into twenty top symbols has been conducted from the third rewriting position. Therefore, in the next spin, in the lower region of the symbol display region 4, a symbol of “WILD” (code number 54) first appears and the four symbols of “ACE” (code numbers 55 to 58) then appear sequentially. Then, in the sixth place, a top symbol of “1” appears. Subsequently, top symbols of “2” to “20” appear sequentially. These twenty top symbols are rewriting of (overlay on) the original symbol array of the second reel, that is, symbols of “FEATURE” (code number 59) to “QUEEN” (code number 78). In the third reel and the fourth reel as well, rewriting into top symbols of “1” to “20” is conducted from the second rewriting position and the first rewriting position, respectively.
In the fifth reel, symbols of “KING” (code number 75), “KING” (code number 76), “KING” (code number 77), and “KING” (code number 78) were stopped in the symbol display region 4 in the previous spin. In the next spin, the symbols included in the original symbol array of the fifth reel sequentially appear in the lower region of the symbol display region 4. That is, no appeal rewriting is conducted in this reel.
In an example shown in
In the exemplary rewriting position table shown in
<Specific Example of Symbol Display Control>
Next, with reference to
The other symbols of the middle reel data 512 are determined by counting back the symbols of the symbol array of the first reel shown in
Last reel data 513 includes four symbols corresponding to the next-spin scheduled stop positions 502, and symbols arranged immediately above and below the four symbols.
In this example, a top symbol moves through the symbol display region 4 at a speed of 6 dots/fps (here, fps is 1/60 seconds and therefore 6 dots/fps is 360 dots/s), while each of the other symbols moves at a speed of 15 dots/fps (900 dots/s) which is 2.5 times higher than the top symbol. Assuming that the number of vertical dots included in one symbol is 92, a time period required for the top symbol to pass through the lower side of the lower region of the symbol display region 4 is about 0.2556 seconds, and a time period required for any symbol other than the top symbol to pass through the lower side of the lower region of the symbol display region 4 is about 0.1022 seconds.
For example, as shown in
Consequently, the symbols are stopped in about 13.60 seconds (=0.2556×42+0.1022×28) after the scrolling is started (this time period is merely an illustrative example). Such a constant spin time period Tx is achieved because the reel data is generated by counting back symbols from the symbols (to-be stopped symbols) corresponding to the next-spin scheduled stop positions. In the other reels as well, the scrolling is stopped in the constant spin time. That is, a control for causing all the reels to stop at the same timing is achieved. Although the spin times for all the spins are adjusted to the constant time, setting different time periods for different spins may be also acceptable.
In middle reel data 542, a symbol of “KING” (code number 57) of the symbol array of the first reel is arranged first, and next, a symbol of “ACE” (code number 58) and top symbols of “1” to “20” provided by appeal rewriting are arranged. This appeal rewriting is conducted from the position four frames below the lower region of the symbol display region 4. The second rewriting position described with reference to
The other symbols of the middle reel data 542 are determined by counting back the symbols of the symbol array of the first reel shown in
Last reel data 543 includes four symbols corresponding to the next-spin scheduled stop positions 532, and symbols arranged immediately above and below the four symbols.
In this example, a top symbol moves through the symbol display region 4 at a speed of 6 dots/fps, while each of the other symbols moves at a speed of 15 dots/fps which is 2.5 times higher than the top symbol. Assuming that the number of vertical dots included in one symbol is 92, a time period required for the top symbol to pass through the lower side of the lower region of the symbol display region 4 is about 0.2556 seconds, and a time period required for any symbol other than the top symbol to pass through the lower side of the lower region of the symbol display region 4 is about 0.1022 seconds.
For example, as shown in
Consequently, the symbols are stopped in about 13.60 seconds (=0.1022×3+0.2556×44+0.1022×20) after the scrolling is started (this time period is merely an illustrative example). Such a constant spin time period Tx is achieved because the reel data is generated by counting back symbols from the symbols (to-be stopped symbols) corresponding to the next-spin scheduled stop positions. In the other reels as well, the scrolling is stopped in the constant spin time. That is, a control for causing all the reels to stop at the same timing is achieved. Although the spin times for all the spins are adjusted to the constant time, setting different time periods for different spins may be also acceptable.
In middle reel data 572, a symbol of “TEN” (code number 37) and symbols of “NINE” (code number 38) to “ACE” (code number 61) of the symbol array of the first reel are arranged first, and next, symbols of “GOLD1” (code number 0) to “GOLD10” (code number 29) which are top symbols of the symbol array of the first reel are arranged. Subsequently, symbols of “NINE” (code number 30) to “KING” (code number 56) of the symbol array of the first reel are arranged. In this manner, the symbol array of the first reel is arranged with some symbols skipped as appropriate such that the four symbols corresponding to the next-spin scheduled stop positions 562 are stopped when the spin stops in the predetermined time period Tx. In this example, however, to ensure that thirty top symbols of “GOLD1” to “GOLD10” preliminarily arranged in the symbol array be displayed, a control is performed so as not to skip these symbols but so as to display these symbols in rotation without any change, because the series of twenty top symbols which would be provided by appeal rewriting is not displayed in rotation.
Last reel data 573 includes four symbols corresponding to the next-spin scheduled stop positions 562, and symbols arranged immediately above and below the four symbols.
In this example, a top symbol moves through the symbol display region 4 at a speed of 6 dots/fps, while each of the other symbols moves at a speed of 15 dots/fps which is 2.5 times higher than the top symbol. Assuming that the number of vertical dots included in one symbol is 92, a time period required for the top symbol to pass through the lower side of the lower region of the symbol display region 4 is about 0.2556 seconds, and a time period required for any symbol other than the top symbol to pass through the lower side of the lower region of the symbol display region 4 is about 0.1022 seconds.
For example, as shown in
Consequently, the symbols are stopped in about 13.60 seconds (=0.1022×26+0.2556×30+0.1022×32) after the scrolling is started (this time period is merely an illustrative example). Such a constant spin time period Tx is achieved because the reel data is generated by counting back symbols from the symbols (to-be stopped symbols) corresponding to the next-spin scheduled stop positions with skipping some symbols of the symbol array as appropriate. In the other reels as well, the scrolling is stopped in the constant spin time. That is, a control for causing all the reels to stop at the same timing is achieved. Although the spin times for all the spins are adjusted to the constant time, setting different time periods for different spins may be also acceptable.
In middle reel data 612, three symbols of “ACE” (code numbers 58 to 60) of the symbol array of the first reel are arranged first, and next, top symbols of “1” to “20” provided by appeal rewriting are arranged. This appeal rewriting has been conducted at a position five frames below the lower region of the symbol display region 4. That is, rewriting has been conducted in a rewriting position different from the rewriting positions illustrated in
The other symbols of the middle reel data 612 are determined by counting back the symbols of the symbol array of the first reel shown in
Last reel data 613 includes four symbols corresponding to the next-spin scheduled stop positions 602, and symbols arranged immediately above and below the four symbols. The last reel data 613 further includes symbols of “GOLD1” (code number 0) to “GOLD4” (code number 3) which are picture symbols, because the symbols of “GOLD1” (code number 0) to “GOLD4” (code number 3) cooperate with the symbol of “GOLD5” (code number 4) to constitute a sequence of symbols. This is for preventing a sequence of picture symbols from being terminated incompletely during production of an effect for consecutive symbols which is described later.
In this example, a top symbol moves through the symbol display region 4 at a speed of 6 dots/fps, while each of the other symbols moves at a speed of 15 dots/fps which is 2.5 times higher than the top symbol. Assuming that the number of vertical dots included in one symbol is 92, a time period required for the top symbol to pass through the lower side of the lower region of the symbol display region 4 is about 0.2556 seconds, and a time period required for any symbol other than the top symbol to pass through the lower side of the lower region of the symbol display region 4 is about 0.1022 seconds.
For example, as shown in
Consequently, the symbols are stopped in about 13.60 seconds (=0.1022×4+0.2556×31+0.1022×29+0.2556×9) after the scrolling is started (this time period is merely an illustrative example). Such a constant spin time period Tx is achieved because the reel data is generated by counting back symbols from the symbols (to-be stopped symbols) corresponding to the next-spin scheduled stop positions with skipping some symbols of the symbol array as appropriate. In the other reels as well, the scrolling is stopped in the constant spin time. That is, a control for causing all the reels to stop at the same timing is achieved. Although the spin times for all the spins are adjusted to the constant time, setting different time periods for different spins may be also acceptable.
In the symbol display controls described above with reference to
The continuous “gold dragon” corresponding to the “GOLD” symbols moves upward along with scrolling of the symbol array. This gives an impression as if a gold-colored dragon ascends to heaven (upward).
Moreover, the continuous “gold dragon” corresponding to the “GOLD” symbols is displayed in rotation in the symbol display region 4 at a speed lower than the other symbols. Therefore, passing of the “gold dragon” (through the symbol display region 4) is announced by being displayed in slow motion.
Furthermore, the “GOLD” symbols are displayed in rotation at a lower speed while the other symbols are displayed in rotation at a higher speed, and on the other hand, adjustment is performed so as to skip symbols based on counting back from the next-spin scheduled stop positions. Accordingly, one spin can be completed within a specified time period.
Hereinbefore, specific examples of the symbol display control as well as the configuration of the reel data have been described with reference to
In another example of the control, after a spin of a certain time length is performed, the speed of movement of each symbol may be re-calculated such that the symbols corresponding to the next-spin scheduled stop positions can be stopped in the symbol display region 4, the re-calculation being performed while maintaining the ratio (in the example shown in
It may be also conceivable to, after performing a spin of a certain time length, cause the symbols corresponding to the next-spin scheduled stop positions to be stopped in the symbol display region 4 by adjusting the speed of movement of one or more particular symbols or by adjusting the number of symbols.
It may be also conceivable to additionally perform processing that causes the symbols of the symbol array to virtually move at a speed obtained by calculation while the twenty top symbols are displayed in rotation in the symbol display region 4, to make adjustment so as to cause the symbols corresponding to the next-spin scheduled stop positions to be stopped in the symbol display region 4 after elapse of a certain time length, as will be described with reference to
Next, with reference to
First, a presupposition is as follows. In a case where there is one or more top symbols in the symbol display region 4, the speed of movement is 6 dots/fps (referred to as A), while in a case where there is no top symbol in the symbol display region 4, the speed of movement is 15 dots/fps (referred to as B) (here, fps is 1/60 seconds).
In the following, the processing is described along the flowchart shown in
When there is a top symbol in the symbol display region 4, the symbol moves at a speed of 6 dots/fps. When there is no top symbol in the symbol display region 4, the symbol moves at a speed of 15 dots/fps. In this example, there is no top symbol in the symbol display region 4, and therefore the symbol moves at a speed of 15 dots/fps.
Subsequently, the number of symbols that, after overlaying of top symbols provided by appeal rewriting, virtually move while the twenty top symbols (1840 dots assuming that one symbol includes 92 dots) are passing, is calculated based on the following expression (step S252). In the expression, C represents the number of symbols in a range from the symbol arranged immediately below the previous-spin stop positions 631 (the symbol arranged below the lower region of the symbol display region 4) to the lower one (the symbol arranged in the lower region of the symbol display region 4) of the symbols arranged in the next-spin scheduled stop positions 632 (see
S1=C+X−(D×B/A)−α (Expression 1)
Applying the expression to this example results in S1 as follows. Here, it is assumed that X is 30, but this is not limiting. Various values can be set to X.
S1=52+30−(4×15/6)−2=70
Subsequently, the speed of virtual movement of the reel that, after overlaying of top symbols provided by appeal rewriting, is caused while the twenty top symbols are passing is calculated based on the following expression (step S253). In the expression, E represents a time length having elapsed before the top symbols are overlaid, and E=α/B≈0.13 is obtained.
S2=the number of dots included in one symbol×S1/(the number of top symbols×A−E) (Expression 2)
Applying the expression to this example results in S2 as follows.
S2=92×70/(20×6−0.13)≈ 53.7 dots/fps
Subsequently, the ratio between speeds of virtual movement of the reel that, after overlaying of top symbols by appeal rewrite, is caused while the twenty top symbols are passing is obtained (S254). To be more specific, a ratio between two speeds of movement, each of which is an integer, is obtained so as to achieve the above-obtained speed of 53.7 dots/fps as a whole.
Here, one speed of movement is represented by H, and the other speed of movement is represented by I (=H+1). The ratio can be obtained based on the following expression.
H×β+I×(100−β)=53.7 (Expression 3)
Applying the expression to this example results in 53×β+54×(100−β)=53.7, resulting in β=0.3.
Therefore, movement at a speed of 53 dots/fps occupies 30%, and movement at a speed of 54 dots/fps occupies 70%. More specifically, 1940 dots (the total number of dots included in the twenty top symbols)/6 (dots/fps)≈ 306.6667 fps. Therefore, 30% of 306.6667 is moved at a speed of 53 dots/fps, and remaining 70% is moved at a speed of 54 dots/fps.
Subsequently, motion of the reel that, after overlaying of top symbols provided by appeal rewriting, virtually moves while the twenty top symbols are passing is controlled (step S255). To be more specific, 306.6667 fps is divided into two sections, and a control is performed so as to cause the movement at a speed of 53 dots/fps in one section while causing the movement at a speed of 54 dots/fps in the other section. A time length for the movement at a speed of 53 dots/fps is 306.6667×0.3=92.00001 fps. A time length for the movement at a speed of 54 dots/fps is 306.6667×0.7=214.66669 fps. Here, if the time periods for the movements in both sections are rounded to the nearest integers, the sum of the time periods exceeds 306.6667. Therefore, both of the time periods are adjusted such that both of their values are rounded down to an appropriate integer.
Accordingly, in this example, the movement at a speed of 53 dots/fps is performed for a time length of 92 fps while the movement at a speed of 54 dots/fps is performed for a time length of 214 fps.
Then, after the twenty top symbols provided by appeal rewriting are moved at a speed of 6 dots/fps, the number γ of top symbols in a range immediately above the upper one of the next-spin scheduled stop positions 632 (in a range up to the symbol arranged above the upper region of the symbol display region 4) is obtained (step S256). In this example, γ=4 is assumed.
Then, after twenty top symbols provided by appeal rewriting are moved at a speed of 6 dots/fps, motion of the reel until reaching the symbol arranged above the next-spin scheduled stop positions 632 (the symbol above the upper region of the symbol display region 4) is controlled (step S257).
In the following first period, symbols are moved at a speed of B (15 dots/fps), and in the following second period, symbols are moved at a speed of A (6 dots/fps).
first period=(X−4−γ)×92/B=(30−4−4)×92/15=134.9 fps
second period=γ×92/A=4×92/6=61 fps
Each of the periods is rounded to an appropriate integer. That is, in a time length (first period) of 135 fps, symbols are moved at a speed of 15 dots/fps, while in a time length (second period) of 61 fps, symbols are moved at a speed of 6 dots/fps.
Then, motion of the reel moving until symbols are stopped and displayed is controlled from the position four symbols before the stop (step S258). In this example, the speed is reduced through predetermined speed reduction processing, and the symbols corresponding to the next-spin scheduled stop positions 632 are stopped in the symbol display region 4. In another possible control, different types of speed reduction processing may be adopted depending on the scheduled stop positions.
Next, with reference to
In the rewritten frame definition table shown in
For each video reel, a rewriting program refers to a corresponding rewritten frame number in accordance with a scheduled stop position of a symbol, and conducts rewriting into the next-spin video reel at a timing indicated by the referenced number.
<Effect for Consecutive Symbols>
Next, with reference to
Patterns of coupling picture symbols include not only the pattern of two consecutive symbols having a sequence of two symbols as shown in
The picture symbol 705 shown in
The picture symbol 701 is identical to and continuous with the picture symbols 702 and 703, but not arranged on any winning line that provides a line payout. Therefore, the picture symbol 701 is not coupled with the picture symbols 702 and 703, and not displayed with an animation, either. A picture symbol 706 is a symbol (picture A) identical to the picture symbols 701, 702, and 703, but not arranged on any winning line that provides a line payout. Therefore, the picture symbol 706 is not coupled, and not displayed with an animation, either. A “WILD” symbol 704 is not a picture symbol, and therefore the effect is not applied thereto. The above-described effect, however, may be produced if substitution of the “WILD” symbol 704 with a picture symbol results in satisfaction of a requirement for coupling.
Likewise, an effect (for example, displaying with an animation or displaying with blinking) is not individually produced for the picture symbols 726 and 727 which are consecutive symbols. Instead, these picture symbols are coupled and their display regions are coupled into a single display region. An effect of displaying an animation is produced in the single display region obtained by the coupling.
Such an effect enables an animation to be displayed more dynamically, and additionally can give variety to display of the game. Moreover, such an effect enables the player to be more explicitly informed of occurrence of a line payout associated with the picture symbol.
Similarly to the case shown in
The picture symbol 728 shown in
Likewise, the picture symbol 724 shown in
A picture symbol 721 is a symbol (picture A) identical to and continuous with the picture symbols 722 and 723, but not arranged on any winning line that provides a line payout. Therefore, the picture symbol 721 is not coupled with the picture symbols 722 and 723, and not displayed with an animation, either. A picture symbol 731 is a symbol (picture A) identical to the picture symbols 721, 722, and 723, but not arranged on any winning line that provides a line payout. Therefore, the picture symbol 731 is not coupled, and not displayed with an animation, either.
Picture symbols 729 and 730 are identical symbols (picture C) and continuous with each other, but not arranged on any winning line that provides a line payout. Therefore, the picture symbols 729 and 730 are not coupled, and not displayed with an animation, either. A “WILD” symbol 725 is not a picture symbol, and therefore the effect is not applied thereto. The above-described effect, however, may be produced if substitution of the “WILD” symbol 725 with a picture symbol results in satisfaction of a requirement for coupling.
In a case where a plurality of kinds of symbols (picture A and picture B) are displayed with animations as illustrated in this example, a control may be performed so as to display the animations of the plurality of kinds of symbols in coordination with each other. Such coordination of animations is also applicable to a case where an animation corresponding to consecutive symbols is displayed in association with each one of a plurality of kinds of symbols (picture A and picture B). Furthermore, in a case where an animation corresponding to consecutive symbols and an animation corresponding to a single symbol are displayed in association with one and the other of a plurality of kinds of symbols (picture A and picture B), respectively; the above-described coordination of animations may be applied to all of the consecutive symbols and the single symbol, or may be applied to a combination of parts of these symbols.
While the effect for consecutive symbols has been described with reference to
Thus, it is seen that the objects of the present invention are efficiently obtained, although it should be readily apparent to those having ordinary skill in the art that changes and modifications can be made to the invention without departing from the spirit and scope of the invention as claimed. Hence, it should be appreciated that variations of the gaming machine may be made, used and sold, and yet be within the spirit and scope of the claims.
Thus, it is seen that the objects of the present invention are efficiently obtained, although modifications and changes to the invention should be readily apparent to those having ordinary skill in the art, and these modifications are intended to be within the spirit and scope of the invention as claimed.
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