US20090239611A1 - Gaming Machine And Control Method Thereof - Google Patents
Gaming Machine And Control Method Thereof Download PDFInfo
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- US20090239611A1 US20090239611A1 US12/181,677 US18167708A US2009239611A1 US 20090239611 A1 US20090239611 A1 US 20090239611A1 US 18167708 A US18167708 A US 18167708A US 2009239611 A1 US2009239611 A1 US 2009239611A1
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- balls
- symbols
- rotation
- driving device
- gaming machine
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
- G07F17/3213—Details of moving display elements, e.g. spinning reels, tumbling members
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- Slot Machines And Peripheral Devices (AREA)
Abstract
A gaming machine is provided with a plurality of balls B, B . . . , on which plural kinds of symbols are arranged, respectively. Each of the balls B is rotatably supported by a ball receptacle 12. Where a player operates a start button, each of the balls B is driven by a vertical motor 31 and a horizontal motor 32, and changeably rotates in a vertical direction, a horizontal direction, and an oblique direction. Further, each of the balls B stops, whereby any one of the symbols that were arranged on each of the balls B stops in an activated area 12 a. Where the symbols having stopped in the activated areas 12 a, 12 a . . . , are specific symbols, a prize is awarded to the player. As the result thereof, plural kinds of symbols can be rotationally moved intricately, the player cannot readily predict which of the symbols stops in the activated area 12 a, and can perform a game while maintaining a sense of tension.
Description
- This application claims priority of U.S. Provisional Application No. 61/037,426 filed on Mar. 18, 2008. The contents of this application are incorporated herein by reference in their entirety.
- 1. Field of the Invention
- The present invention relates to a gaming machine and a control method of the gaming machine in which, in a case where plural kinds of symbols are rotationally moved, and then, specific symbols are stopped in activated areas, prizes are awarded to the specific symbols.
- 2. Description of the Related Art
- Conventionally, in gaming machines, in a case where plural kinds of symbols are rotationally moved, and specific symbols are stopped in an activated area such as a payline or a pay area, prizes corresponding to the symbols are awarded. Such gaming machines are disclosed in U.S. Pat. Nos. 7,217,189B2, 7,220,180B2, 7,222,857B2, or 7,222,858B2, for example.
- In the conventional gaming machines, plural kinds of symbols are arranged on reels rotating in a vertical or horizontal direction. Where symbols are rotationally moved together with reel rotation, and then, specific symbols stop in an activated area, an award corresponding to a combination of these symbols is awarded to a player.
- However, the reels merely rotate in a unidirectional manner, whereas the rotational movement of the symbols are also always in a unidirectional manner. Therefore, the player easily keeps track of movement of the specific symbols with eyes, and easily predicts whether or not the specific symbols stop in the activated area. As the result thereof, if it is predicted that the specific symbols do not stop in the activated area, it is impossible to arouse the player's passion for gambling.
- Further, a game is prone to be monotonous, since a “near miss” sense arises in the player's mind, only in a case where the adjacent symbols in the vertical or horizontal direction of the specific symbols have stopped in the activated area.
- The present invention has been made in view of the above-described circumstance. It is an object of the invention to provide a gaming machine which is capable of rotationally moving plural kinds of symbols intricately.
- A first aspect of the present invention is directed to a gaming machine, including: a plurality of balls, on which plural kinds of symbols are arranged, respectively; a ball receptacle for rotatably supporting each of the balls; a driving device for changeably rotating each of the balls in at least a first direction and a second direction; an accepting section for accepting an operation of starting rotation of the plurality of balls; and a processor, which executes processes of: (a) randomly determining symbols in correspondence with each of balls in a case where the accepting section accepts the starting operation; (b) controlling the driving device so that each of the balls starts rotation; (c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction; (d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbols determined in the process (a) are positioned in an activated area corresponding to each of the balls; and (e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.
- The gaming machine is provided with a plurality of balls, and plural kinds of symbols are arranged on each of the balls. Further, each of the balls is rotatably supported by a ball receptacle, and a driving device rotates each of the balls changeably in at least a vertical direction and a horizontal direction. Thus, each of the balls can rotate changeably in a multidirectional manner, unlike a conventional reel which always rotates in a unidirectional manner. The word “multidirectional” includes a vertical direction, a horizontal direction, and an oblique direction, for example.
- A player staying at the game machine operates an accepting portion in a case where rotation of a plurality of balls is started. In a case where the accepting portion accepts operation, a processor executes the process (a). By executing the process (a), a symbol is randomly determined in correspondence with each of the balls. The symbols determined here are those which stop in an activated area corresponding to each of the balls.
- Further, the processor executes the process of (b) controlling the driving device so that each of the balls starts rotation, and then, executes the process of (c) controlling the driving device so that each of the balls continuously rotate while changing a rotational direction. By executing the process (b), each of the balls start rotation, and by executing the process (c), each of the balls rotates while changing the rotational direction. Each of the balls rotates in a multidirectional manner, whereby symbols that were arranged on each of the balls rotationally move in the multidirectional manner, thus making movement of each of the symbols intricate. Therefore, the player can hardly keep track of the movement of specific symbols, making it difficult to predict whether a specific symbol stops in an activated area. As the result thereof, it is possible to arouse the player's passion for gambling.
- Further, the processor executes the process of (d) controlling the driving device to stop rotation of each of the balls. By executing the process (d), the symbols determined in the process (a) stop in a state in which they are positioned in an activated area. If specific symbols stop in the activated area, the processor executes the process of awarding a prize corresponding to the specific symbols, and the corresponding prize is awarded to the player.
- In such gaming machine, if the adjacent symbols in the vertical, horizontal, and oblique directions of the specific symbols stop in the activated area, a “near miss” sense arises in the player's mind. Thus, the player can continue a game while maintaining a sense of anticipation.
- A second aspect of the present invention is directed to a gaming machine, further including: a table storing therein a rotation pattern which is indicative of a change in a rotational direction of each of the balls, wherein: the process (c) is a process of controlling the driving device so that each of the balls continuously rotates while changing the rotational direction in accordance with the rotation pattern stored in the table.
- According to the gaming machine, the table stores the rotation pattem which is indicative of a change in the rotation direction of each of the balls. The processor executes the process of (b) controlling the driving device so that each of the balls starts rotation, and then, executes the process of (c) controlling the driving device so that each of the balls continuously rotates while changing the rotational direction in accordance with the rotation pattern stored in the table. By executing the process (b), each of the balls start rotation, and by executing the process (b), each of the balls continuously rotates while changing the rotational direction in accordance with the rotation pattern stored in the table.
- If the rotational direction of each of the balls is changed completely disorderly, a pleasure of predicting whether or not specific symbols stop in the activated area is despoiled from the player. In the gaming machine of the present invention, a limited number of rotation patterns are stored in the table, whereby the pressure of prediction can be given to the player, although it becomes difficult to predict the above stoppage.
- A third aspect of the present invention is directed to a gaming machine, further including: a detecting section for detecting vertical direction of the symbols arranged on each of the balls, wherein: the process (d) is a process of controlling the driving device in accordance with a detection result of the detecting section to stop the rotation of each of the balls, in a state in which the symbols determined in the process (a) are positioned in the activated area in a posture in which the vertical direction of the symbols coincides with a vertical direction of the gaming machine.
- According to the gaming machine, the detecting section detects the vertical direction of symbols that were arranged on each of the balls. The processor executes the process of (d) controlling the driving device in accordance with the detection result of the detecting section to stop rotation of each of the balls. By executing the process (d), the symbols determined in the process (a) stop in a state in which they are positioned in an activated area in a posture in which the vertical direction of the symbols coincides with that of the gaming machine.
- If the symbols having stopped in the activated area roll sideways or are inverted, the player hardly keeps track of the kinds of symbols intuitively (for example, the player hardly discriminates numbers “6” and “9”). Further, the disfigurement of the game machine may occur. In the gaming machine of the present invention, symbols stop in the activated area in a posture in which the vertical direction of the symbols coincides with that of the gaming machine (i.e., actual vertical direction), so that the player can keep track of the kinds of symbols intuitively, and moreover, the appearance of the gaming machine can be enhanced.
- A fourth aspect of the present invention is directed to a gaming machine, including: a plurality of balls, on which plural kinds of symbols are arranged, respectively; a ball receptacle for rotatably supporting each of the balls; a driving device for changeably rotating each of the balls in at least a first direction and a second direction; an accepting section for accepting an operation of starting rotation of the plurality of balls; a table storing therein a rotation pattern which is indicative of a change in a rotational direction of each of the balls; and a processor, which executes processes of: (a) randomly determining a symbol in correspondence with each of the balls in a case where the accepting section accepts the starting operation; (b) controlling the driving device so that each of the balls starts rotation; (c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction in according with the rotation pattern stored in the table; (d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbols determined in the process (a) are positioned in an activated area corresponding to each of the balls; and (e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.
- The gaming machine is provided with a plurality of balls, and plural kinds of symbols are arranged on each of the balls. Further, each of the balls is rotatably supported by a ball receptacle, and a driving device rotates each of the balls changeably in at least a vertical direction and a horizontal direction. Thus, each of the balls can rotate changeably in a multidirectional manner, unlike a conventional reel which always rotate in a unidirectional manner. The word “multidirectional” includes a vertical direction, a horizontal direction, and an oblique direction, for example. Moreover, the table stores the rotation pattern which is indicative of a change in the rotational direction of each of the balls.
- The player staying at the gaming machine operates the accepting portion in a case of starting rotation of the plurality of balls. The processing executes the process (a) in a case where the accepting portion accepts operation. By executing the process (a), symbols are randomly determined in correspondence with each of the balls. The symbols determined here are those which should stop in the activated area corresponding to each of the balls.
- Further, the processor executes the process of (b) controlling the driving device so that each of the balls starts rotation, and then, executes the process of (c) controlling the driving device so that each of the balls continuously rotates while changing the rotational direction in accordance with the rotation pattern stored in the table. By executing the process (b), each of the balls starts rotation, and by executing the process (c), each of the balls continuously rotates while changing the rotation direction in accordance with the rotation pattern stored in the table. Each of the balls rotates in a multidirectional manner, whereby the symbols that were arranged on each of the balls rotationally move in the multidirectional manner, thus making the movement of each of the symbols intricate. Therefore, the player hardly keeps track of the movement of the specific symbols, making it difficult to predict whether or not the specific symbols stop in the activated area. As the result thereof, it is possible to arouse the player's passion for gambling.
- If the rotational direction of each of the balls is changed completely disorderly, a pleasure of predicting whether or not specific symbols stop in the activated area is despoiled from the player. In the gaming machine of the present invention, a limited number of rotation patterns are stored in the table, whereby the pressure of prediction can be given to the player, although it becomes difficult to predict the above stoppage.
- Further, the processor executes the process of (d) controlling the driving device to stop rotation of each of the balls. By executing the process (d), the symbols determined in the process (a) stop in a state in which they are positioned in the activated area. In a case where specific symbols have stopped in the activated area, the processor executes the process of awarding the prize corresponding to the specific symbols, and the corresponding prize is awarded to the player.
- In such gaming machine, if the adjacent symbols in the vertical, horizontal, and oblique directions of the specific symbols stop in the activated area, a “near miss” sense arises in the player's mind. Thus, the player can continue a game while maintaining a sense of anticipation.
- A fifth aspect of the present invention is directed to a gaming machine, including: a plurality of balls, on which plural kinds of symbols are arranged, respectively; a ball receptacle for rotatably supporting each of the balls; a driving device for changeably rotating each of the balls in at least a first direction and a second direction; an accepting section for accepting an operation of starting rotation of the plurality of balls; a detecting section for detecting vertical direction of the symbols arranged on each of the balls; and a processor, which executes processes of: (a) randomly determining a symbol in correspondence with each of balls in a case where the accepting section accepts the starting operation; (b) controlling the driving device so that each of the balls starts rotation; (c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction; (d) controlling the driving device in accordance with a detection result of the detecting section to stop the rotation of each of the balls, in a state in which the symbol determined in the process (a) is positioned in an activated area corresponding to each of the balls, in a posture in which the vertical direction of the symbols coincides with a vertical direction of the gaming machine; and (e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.
- The gaming machine is provided with a plurality of balls, and plural kinds of symbols are arranged on each of the balls. Further, each of the balls is rotatably supported by a ball receptacle, and a driving device rotates each of the balls changeably in at least a vertical direction and a horizontal direction. Thus, each of the balls can rotate changeably in a multidirectional manner, unlike a conventional reel which always rotates in a unidirectional manner. The word “multidirectional” used herein denotes multiple directions which are inclusive of a vertical direction, a horizontal direction, and oblique directions, for example. Further, the detecting section detects the vertical direction symbols that were arranged to each of the balls.
- The player staying at the gaming machine operates an accepting portion in a case of starting rotation of a plurality of balls. In a case where the accepting portion accepts operation, the processor executes the process (a). By executing the process (a), a symbol is randomly determined in accordance with each of the balls. The symbol determined here are that which should stop in the activated area corresponding to each of the balls.
- In addition, the processor executes the process of (b) controlling the driving device so that each of the balls starts rotation, and then, executes the process of (c) controlling the driving device so that each of the balls continuously rotates while changing the rotation direction. By executing the process (b), each of the balls starts rotation, and by executing the process (c), each of the balls rotates while changing the rotational direction. Each of the balls rotates in the multidirectional manner, whereby the symbols that were arranged on each of the balls rotationally move in the multidirectional manner, thus making the movement of each of the symbols intricate. Therefore, the player hardly keeps track of the movement of specific symbols, making it difficult to predict whether or not the specific symbols stop in the activated area. As the result thereof, it is possible to arouse the player's passion for gambling.
- Further, the processor executes the process of (d) controlling the driving device in accordance with the detection result of the detecting section. By executing the process (d), the symbols determined in the process (a) stop in a state in which they are positioned in the activated area in a posture in which the vertical direction of the symbols coincides with that of the gaming machine.
- If the symbols having stopped in the activated area roll sideways or are inverted, the player hardly keeps track of the kinds of symbols intuitively (for example, the player hardly discriminates numbers “6” and “9”). Further, the disfigurement of the game machine may occur. In the gaming machine of the present invention, symbols stop in the activated area in a posture in which the vertical direction of the symbols coincides with that of the gaming machine (i.e., actual vertical direction), so that the player can keep track of the kinds of symbols intuitively, and moreover, the appearance of the gaming machine can be enhanced.
- If the specific symbols have stopped in the activated area, the processor executes the process of awarding a prize corresponding to the specific symbols, and the corresponding prize is awarded to the player.
- In such gaming machine, if the adjacent symbols in the vertical, horizontal, and oblique directions of the specific symbols have stopped the activated area, a “near miss” sense arises in the player's mind. Thus, the player can continue a game while maintaining a sense of anticipation.
- A sixth aspect of the present invention is directed to a control method of a game machine which includes: a plurality of balls, on which plural kinds of symbols are arranged, respectively; a ball receptacle for rotatably supporting each of the balls; a driving device for changeably rotating each of the balls in at least a first direction and a second direction; and an accepting section for accepting an operation of starting rotation of the plurality of balls, said method including the steps of: (a) randomly determining a symbol in correspondence with each of balls, in a case where the accepting section accepts the starting operation; (b) controlling the driving device so that each of the balls starts rotation; (c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction; (d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbol determined in the step (a) is positioned in an activated area corresponding to each of the balls; and (e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.
- The game machine control method is capable of controlling the gaming machine of the present invention, for example. In the above description, as the rotational directions of each of the balls, the first direction can be defined as a vertical direction, for example, and the second direction can be defined as a horizontal direction orthogonal to the vertical direction.
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FIGS. 1A and 1B are views each showing characteristics of a gaming machine according to one embodiment of the present invention; -
FIG. 2 is a perspective view showing an appearance of the gaming machine according to one embodiment of the present invention; -
FIG. 3 is a block diagram depicting a configuration of essential portions of the gaming machine according to one embodiment of the present invention; -
FIG. 4 is a front view showing an appearance of a ball included in the gaming machine according to one embodiment of the present invention; -
FIG. 5 is a schematic side view illustrating a configuration of a display window and a ball control unit which are included in the gaming machine according to one embodiment of the present invention; -
FIG. 6 is a schematic view showing an appearance of a ball display window included in the gaming machine according to one embodiment of the present invention; -
FIG. 7 is a schematic front view illustrating rotation of balls which are included in the gamming machine according to one embodiment of the present invention; -
FIG. 8 is a schematic front view illustrating rotation and rotation stop of the balls which are included in the gaming machine according to one embodiment of the present invention; -
FIGS. 9A and 9B are schematic front view each illustrating rotation and rotation stop of the balls which are included in the gaming machine according to one embodiment of the present invention; -
FIG. 10 is a schematic view illustrating an exemplary rotation pattern stored in a pattern table which is included in the gaming machine according to one embodiment of the present invention; -
FIG. 11 is a schematic view illustrating another exemplary rotation pattern stored in the pattern table which is included in the gaming machine according to one embodiment of the present invention; -
FIG. 12 is a flowchart showing procedures for executing game control processing in the gaming machine according to one embodiment of the present invention; and -
FIG. 13 is a flowchart showing a subroutine of procedures for executing game playing processing in the gaming machine according to one embodiment of the present invention. - Hereinafter, embodiments of the present invention will be described in detail with referring to the drawings.
FIGS. 1A and 1B are views each showing characteristics of a gaming machine according to one embodiment of the present invention. Agaming machine 1 of the embodiment (seeFIGS. 2 and 3 ) is provided with a plurality of balls B, B . . . , on which plural kinds of symbols are arranged. In the embodiment, three balls B, B . . . , are provided. On each of the balls B, 12 symbols of 6 kinds, such as “Star” and “Heart”, are arranged to be spaced from each other at equal intervals (seeFIG. 4 ). - As shown in
FIG. 1B , each of the balls B is rotatably supported by aball receptacle 12. Avertical motor 31 and ahorizontal motor 32 are arranged for each of the balls B. Thevertical motor 31 is intended for vertically rotating each of the balls B and thehorizontal motor 32 is intended for rotating each of the balls B in a horizontal direction orthogonal to the vertical direction. Thevertical motor 31 and thehorizontal motor 32 each function as a driving device for changeably rotating each of the balls B in at least either of the vertical and horizontal directions. Further, thevertical motor 31 and/or thehorizontal motor 32 start actuation where a player presses a start button 12 (seeFIGS. 2 and 3 ). Thestart button 12 functions as an accepting portion for accepting an operation of starting rotation of a plurality of balls B, B . . . . - The
vertical motor 31 is activated, and then, thehorizontal motor 32 is deactivated, whereby a ball B rotates in a vertical direction (specifically in an upward or downward direction). A center ball B shown inFIG. 1A rotates in the upward direction). In addition, thevertical motor 31 is deactivated, and then, thehorizontal motor 32 is activated, whereby each of the balls B rotates in a horizontal direction (specifically in a leftward or rightward direction). A left ball B shown inFIG. 1A rotates in the rightward direction. Further, both of the vertical andhorizontal motors FIG. 1A rotates in the upper-rightward direction. - Furthermore, both of the vertical and
horizontal motors ball receptacle 12. Such opening 12 a serves as an activated area corresponding to each of the balls B. In the following description, the opening 12 a is referred to as an activated area 12 a. - In a case where the
start button 12 is operated, a main CPU 20 (seeFIG. 3 ) randomly determines symbols in correspondence with each of the balls B, and controls the vertical andhorizontal motors gaming machine 1 has a pattern table 2 a (seeFIG. 3 ) storing a rotation pattern which is indicative of a change in the rotational direction of each of the balls B. Themain CPU 20 controls the vertical andhorizontal motors - Further, the
gaming machine 1 is provided with amark detecting section 34. Themark detecting section 34 functions as a detecting section for detecting the vertical direction of the symbols that were arranged on each of the balls B. Themain CPU 20 controls the vertical andhorizontal motors mark detecting section 34 to stop rotation of each of the balls B. At this time, themain CPU 20 stops rotation of each of the balls B in a state in which the symbols randomly determined in correspondence with each of the balls B are positioned at the center of an activated area 12 a. Moreover, themain CPU 20 stops rotation of each of the balls B in a posture in which the vertical direction of the symbols positioned in the activated area 12 a coincides with that of thegaming machine 1. - Lastly, if specific symbols are stopped in the activated areas 12 a, 12 a . . . , the
main CPU 20 awards the corresponding prize to a player, and if not, this CPU does not award any prize. - The
gaming machine 1 of the embodiment is provided with three balls B, B . . . , instead of three mechanical reels removed from a slot machine equipped therewith. However, the balls B rotate in a multidirectional manner, unlike the mechanical reels rotating in either of the vertical and horizontal directions. - In the
gaming machine 1 of such type, each of the balls B rotates in a multidirectional manner, whereby the symbols that were arranged on each of the balls B rotationally move in a multidirectional manner. Thus, the movement of the symbols becomes intricate. Therefore, a player hardly keeps track of the movement of specific symbols and hardly predicts whether or not the specific symbols stop in the activated area 12 a. Moreover, the rotation patterns of each of the balls B are limitative to a definite number thereof stored in the pattern table 2 a. Thus, it is not impossible to predict the above stoppage, although it is difficult to do so. Therefore, the pleasure of prediction can be given to a player. As the result thereof, it is possible to arouse the player's passion for gambling. In addition, where the adjacent symbols are stopped in the actuated area in the vertical, horizontal, and oblique directions of the special symbols, a “near miss” sense arises in the player's mind, thus allowing the player to continue a game while maintaining the sense of anticipation. - In the
gaming machine 1, further, symbols stop in the activated area 12 a in a posture in which the vertical direction of the symbols coincides with that of the gaming machine 1 (i.e., an actual vertical direction). Thus, the player can easily keep track of kinds of the symbols, and moreover, the appearance of thegaming machine 1 can be enhanced. -
FIG. 2 is a perspective view showing an appearance of a gaming machine according to one embodiment of the present invention. Agaming machine 1 is installed in an amusement place such as casino. Thegaming machine 1 is provided with acabinet 10 which houses electrical or mechanical parts for performing a predetermined game. - A
display window 11, in which three balls B, B . . . , were displayed, is arranged at the lower side of the frontal center of thecabinet 10. A transparent,flat window glass 111 is engaged in thedisplay window 11. A player can visually recognize balls B, B . . . , through thewindow glass 111. At the upper side of the frontal center of thecabinet 10, a liquidcrystal display panel 17 is arranged which displays an image for introducing the contents of a game, an image for explaining rules, and an effect image, etc., while in a game. - At the frontal upper part of the
cabinet 10,speakers decorative lamps cabinet 10. The frontal lower part of thecabinet 10 serves as anoperating console 100 intended for a player to operate thegaming machine 1. At the upper face of the operatingconsole 100, anoperating section 120 operated by the player and acoin insertion slot 13 for the player to insert coins are provided. Acoin tray 14 is provided at the lower part of the operatingconsole 100. At theoperating section 120, astart button 12 and variety of other operational buttons such as BET and CASHOUT buttons are provided. In thegaming machine 1, coins are employed as gaming media, without being limitative thereto. For example, other gaming media such as bills, securities, medals, tokens, electronic money, and tickets may be employed. -
FIG. 3 is a block diagram depicting a configuration of essential portions of a gamming machine according to one embodiment of the present invention. Agaming machine 1 has a plurality of constituent elements, mainly amain control board 2 including amicrocomputer 200. In addition to themicrocomputer 200, themain control board 2 has: a randomnumber generating circuit 23; asampling circuit 24; an I/O port 25; ahopper driving circuit 142; and alamp driving circuit 161. To the I/O port 25, anoperating section 120, a coin detecting section 131, ahopper driving circuit 142, alamp driving circuit 161, aball control unit 3, and asub-control board 4 are connected. To thesub-control board 4,speakers crystal display panel 17 are connected. To thehopper driving circuit 142, ahopper 141 is connected. To thelamp driving circuit 161,decorative lamps - The
microcomputer 200 has amain CPU 20, aROM 21, and aRAM 22. To themain CPU 20, theROM 21, theRAM 22, the randomnumber generating circuit 23, thesampling circuit 24, and the I/O port 25 are connected. TheROM 21 stores: computer programs (hereinafter, simply referred to as programs); and permanent data used to execute the programs. - The data stored in the
ROM 21 includes a symbol table, a prize table, a random number table, and a pattern table 2 a or the like, for example. The pattern table 2 a stores a rotation pattern which is indicative of a change in the rotational direction of each of the balls B, as described previously (seeFIGS. 10 and 11 ). The symbol table stores: individual ball identification information assigned to each of the balls B; and symbol identification information of a respective one of the symbols that were arranged on each of the balls B. - The prize table stores prizes awarded to players in a case where specific symbols stop in activated areas 12 a, 12 a . . . (see
FIGS. 5 and 6 ). For example, the prize table stores various types of data so that prizes are awarded to players, in a case where all of the symbols having stopped in the activated areas 12 a, 12 a . . . are those of a same kind and the number of prizes corresponding to different symbols (specifically, the number of coins) is different. The random number table stores the range of random numbers and winning probabilities (i.e., probabilities of awarding prizes to players) in association with each other. For example, the random number table stores various types of data so as to narrow the range of random numbers and lower the winning probability relative to symbols in which a large amount of prizes (i.e., a large number of coins) are given to players. - The
main CPU 20 executes various types of processes in accordance with the programs and data stored in theROM 21. Specifically, themain CPU 20 inputs/outputs a signal from/to another constituent element directly or via the I/O port 25, thereby controlling the entire operation of thegaming machine 1. The randomnumber generating circuit 23 is controlled and actuated by means of themain CPU 20, and generates a predetermined range of random numbers. Thesampling circuit 24 is controlled and actuated by means of themain CPU 24; samples any of the random numbers generated by the randomnumber generating circuit 23; and inputs the sampled random numbers to themain CPU 20. - The
RAM 22 temporarily stores the data and programs used when themain CPU 20 is actuated. For example, theRAM 22 temporarily stores the random numbers sampled by thesampling circuit 24. Further, theRAM 22 stores ball identification information of a respective one of three balls B, B . . . , and symbol identification information of the symbols that should stop in the activated area 12 a with respect to each of the balls B. - The
lamp driving circuit 161 outputs todecorative lamps decorative lamps main CPU 20. Thedecorative lamps hopper driving circuit 142 drives thehopper 141 under the control of themain CPU 20. As the result thereof, thehopper 141 pays out a predetermined number of coins to thecoin tray 14. The coin detecting section 131 detects a coin inserted into thecoin insertion slot 13, and then, outputs a coin detection signal, which is indicative of the detection result, to themain CPU 20 via the I/O port 25. Themain CPU 20 computes the number of coins inserted into thecoin insertion slot 13, based upon the input coin detection signal. - From the
operating section 120, in a case where various types of operating buttons, which are inclusive of thestart button 12, are operated, an operational signal, which is responsive to the operated buttons, is output to themain CPU 20 via the I/O port 25. Themain CPU 20 controls equipment operation of thegaming machine 1 in response to the input operational signal. For example, where thestart button 12 is operated, the corresponding start signal is output to themain CPU 20. Themain CPU 20, to which the start signal was input, controls motor drivingcircuits - The
main CPU 20 indirectly controls thespeakers crystal display panel 17, by controlling a sub CPU (not shown) which is included in thesub-control board 4. As the result thereof, an effect voice is output from thespeakers crystal display panel 17 displays various types of images. - The
ball control unit 3 is provided with threevertical motors horizontal motors motor driving circuits mark detecting sections FIG. 3 illustrates thevertical motor 31 corresponding to one ball B1, thehorizontal motor 32, themotor driving circuit 33, and themark detecting section 34. -
FIG. 4 is a front view showing an appearance of a ball included in the gaming machine according to one embodiment of the present invention. As shown in the figure, six kinds of symbols are arranged on each of the balls B on a two-by-two symbols basis. The six kinds of symbols serve as patterns which are indicative of “Star”, “Heart”, “Sun”, and “Triangle” and a pattern which is indicative of number “7”. These symbols are arranged to be spaced from each other at equal intervals. Further, the symbols of a same kind are arranged to be point-symmetrical with respect to a center point of the ball B. Although the ball B is spherical, it may be a truncated icosahedron which is made up of 12 pentagonal panels and 20 hexagonal panels, such as a general soccer ball. -
FIG. 5 is a schematic side view illustrating a configuration of a display window and a ball control unit which are included in the game machine according to one embodiment of the present invention, as is the case withFIG. 1B . InFIG. 5 , the left side of awindow glass 11 corresponds to the outside of thegaming machine 1, and the right side of thewindow glass 11 corresponds to the inside of thegaming machine 1.FIG. 6 is a schematic view showing an appearance of a ball display window included in the gaming machine according to one embodiment of the present invention, as is the case withFIG. 1A . - As shown in
FIGS. 5 and 6 , thedisplay window 11 is provided inner than thewindow glass 111, and asupport plate 112 is provided in parallel to thewindow glass 111. Thesupport plate 112 is a flat member for supporting threeball receptacles cabinet 10. On thesupport plate 112, an opening is formed in correspondence with an activated area 12 a serving as an opening of each of the ball receptacles 12. Each of the ball receptacles 12 is fixed to thesupport plate 112 so that the periphery of the activated area 12 a is internally engaged in the opening of thesupport plate 112. Thesupport plate 112 also functions as a blind plate for hiding an internal mechanism of thegaming machine 1 to prevent a player from looking into the internal mechanism of thegaming machine 1 via thewindow glass 111. - As shown in
FIG. 5 , each of the balls B is rotatably supported by theball receptacle 12. Theball receptacle 12 is a truncated hemispheric bowl-like member, and the internal face of theball receptacle 12 comes into contact with ball B via a ball bearing, for example. - The peripheral face of a
vertical roller 311 for vertically rotating ball B comes into contact with part of the surface of each of the balls B. Arotary shaft 312 of thevertical roller 311 is coupled to an output shaft of thevertical motor 31. Thus, thevertical motor 31 is actuated in a unidirectional manner, whereby thevertical roller 311 rotates in a unidirectional manner. At this time, the ball B rotates upwardly inside of the ball receptacle 12 (see center ball B shown inFIG. 6 ). On the other hand, thevertical motor 31 is actuated in another direction, whereby thevertical roller 311 rotates in another direction. At this time, the ball B rotates downwardly inside of theball receptacle 12. In addition, thevertical motor 31 is deactivated, whereby thevertical roller 311 is deactivated. At this time, the ball B stops inside of theball receptacle 12. - Further, the peripheral face of the
horizontal roller 321, for horizontally rotating ball B, comes into contact with another portion of the surface of each of the balls B. Arotary shaft 322 of thehorizontal roller 321 is coupled to an output shaft of thehorizontal motor 32. Thus, thehorizontal motor 32 is actuated in a unidirectional manner, whereby thehorizontal roller 321 rotates in a unidirectional manner, inside of theball receptacle 12. At this time, the ball B rotates in the rightward direction (see left ball B shown inFIG. 6 ). On the other hand, thehorizontal motor 32 is actuated in another direction, whereby thehorizontal roller 321 rotates in another direction inside of theball receptacle 12. At this time, the ball B rotates in the leftward direction. Further, thehorizontal motor 32 is deactivated, whereby thehorizontal roller 321 rotationally stops. At this time, the ball B stops inside of theball receptacle 12. - In a case where the vertical and
horizontal motors horizontal rollers FIG. 6 ). Similarly, ball B rotates in the lower right direction, the upper left direction, or the lower right direction, inside of theball receptacle 12, according to a combination of the actuation directions of the vertical andhorizontal motors - A
motor driving circuit 33 shown inFIG. 3 is controlled by means of themain CPU 20, and outputs various types of drive signals to the vertical andhorizontal motors horizontal motors -
FIG. 7 is a schematic front view illustrating rotation of a ball included in the game machine according to one embodiment of the present invention.FIG. 8 is a schematic front view illustrating rotation and rotation stop of a ball included in the gaming machine according to one embodiment of the present invention.FIGS. 9A and 9B are schematic front views each illustrating rotation stop of a ball included in the gaming machine according to one embodiment of the present invention. Each of the balls B changes the rotational direction several times in a duration between a time of starting rotation as shown inFIG. 7 and a time of stopping rotation as shown inFIG. 9A orFIG. 9B . -
FIG. 10 is a schematic view illustrating an exemplary rotation pattern stored in a pattern table included in the gaming machine according to one embodiment of the present invention.FIG. 11 is a schematic view illustrating another exemplary rotation pattern stored in the pattern table included in the gaming machine according to one embodiment of the present invention. - As shown in
FIGS. 10 and 11 , a pattern table 2 a stores plural kinds of rotation patterns which are indicative of a change in the rotational direction of each of the balls B. Specifically,FIG. 10 shows a rotation pattern in which the left ball B rotates upwardly for four seconds from a time point (0 seconds) of starting rotation, rotates in the leftward direction for two seconds after four seconds have elapsed, and then, stops after six seconds have elapsed. In addition,FIG. 10 shows a rotation pattern in which the center ball B rotates in the rightward direction for four seconds from a time point (0 seconds) of starting rotation, rotates in the lower left direction for two seconds after four seconds have elapsed, rotates in the downward direction for four seconds after six seconds have elapsed, and then, stops after four seconds have elapsed. Further,FIG. 10 shows a rotation pattern in which the right ball B rotates upwardly for four seconds from a time point (0 seconds) of starting rotation, and then, stops after four seconds have elapsed. - The
main CPU 20 shown inFIG. 3 randomly determines symbols in correspondence with each of the balls B in a case where thestart button 12 is operated. For example, this CPU determines: a symbol “7” in correspondence with the left ball B; a symbol “7” in correspondence with the right ball B; and a symbol “7” in correspondence with the center ball B (seeFIG. 9A ). Alternatively, this CPU determines: a symbol “7” in correspondence with the left ball B; a symbol “7” in correspondence with the right ball B; and a symbol “convolute” in correspondence with the center ball B (seeFIG. 9B ). - Next, the
main CPU 20 controls thevertical motor 31 and thehorizontal motor 32 via themotor driving circuit 33, and then, starts rotation of each of the balls B. Further, themain CPU 20 continuously rotates each of the balls B while the rotational direction is changed in accordance with the rotation pattern stored in the pattern table 2 a. Lastly, themain CPU 20 stops rotation of each of the balls B in a state in which the symbols determined in correspondence with each of the balls B are positioned at the center of the activated area 12 a. - In a case where specific symbols have stopped in the activated area 12 a, the
main CPU 20 controls ahopper 141 via ahopper driving circuit 142, and then, pays out a predetermined number of coins as a prize to be awarded to a player. If no specific symbols have stopped in the activated area 12 a, themain CPU 20 does not pay out a coin. - As shown in
FIG. 7 , therefore, a player can see how the left ball B rotates upwardly, the center ball B rotates in the rightward direction, and the right ball B rotates in the upper rightward direction, for four seconds after thestart button 12 is operated via the activated areas 12 a, 12 a . . . . In addition, as shown inFIG. 8 , the player can also see how the right ball B stops while indicating the symbol “7”, via the activated areas 12 a, 12 a . . . , the left ball B rotates in the leftward direction for two seconds, and then, the center ball B rotates in the lower leftward direction. Further, the player can also see how the left ball B stops while indicating a symbol “7”, via the activated areas 12 a, 12 a . . . , the left ball B rotates in the leftward direction for two seconds, and then, the center ball B rotates in the lower leftward direction. - Lastly, as shown in
FIG. 9A , the player can see how the center ball B stops while indicating a symbol “7”, via the activated areas 12 a, 12 a . . . . At this time, a predetermined number of coins are paid out to thecoin tray 14 shown inFIG. 2 . Alternatively, as shown inFIG. 9B , the player can see how the center ball B stops while indicating a symbol “convolute”, via the activated areas 12 a, 12 a . . . . At this time, no coins are paid out to thecoin tray 14. - In the meantime, if any of the symbols that stopped in the activated area 12 a is set in an inverted posture, for example, such setting may cause disfigurement, making it difficult to discriminate kinds of symbols. In order to avoid such inconvenience, there is a need that the vertical direction of the symbols that stop in the activated area 12 a is caused to coincide with that of the
gaming machine 1, i.e., an actual vertical direction. Thus, as shown inFIG. 5 , on each of the balls B, a simply-shaped marks M, M . . . formed by invisible ink, for example, are arranged with respect to 12 symbols, respectively. The marks M, M corresponding to respective ones of the symbols indicate kinds and vertical direction of the symbols. - A
mark detecting section 34 shown inFIGS. 3 and 5 employs an image pickup device for picking up invisible ink as an image, and detects marks M, M . . . formed by the invisible ink. Further, themark detecting section 34 is arranged on a virtual line connecting the activated area 12 a and the center of the ball B. Namely, themark detecting section 34 detects marks M, M . . . of the symbols that were arranged at the point-symmetrical position of the symbols that were arranged in the activated area 12 a. Hereinafter, the symbols that were arranged in the activated area 12 a are referred to as top side symbols, and the symbols that were arranged at a point-symmetrical position of the top side symbols are referred to as back side symbols. - The kinds of the top side symbols are identical to those of the back side symbols. If the vertical direction of the back side symbol is inverted, the vertical direction of the top side symbol coincides with an actual vertical direction. The
mark detecting section 34 stores patterns of the marks M, M . . . corresponding to six kinds of symbols, and then, performs pattern recognition with the use of the detected marks M, M . . . , thereby discriminating the kinds of the symbols corresponding to the detected marks M, M . . . and the postures of the symbols, followed by outputting to the main CPU 20 a mark discrimination signal which is indicative of the discrimination result. - The
main CPU 20, to which the mark discrimination signal was input, judges the kinds of the symbols that were arranged in the activated area 12 a, and adjusts the rotation quantity of the ball B so that the vertical direction of the symbols that were arranged in the activated area 12 a coincides with the actual vertical direction. - A technique of aligning the vertical direction of the symbols that were arranged in the activated area 12 a with an actual vertical direction is not limitative to that of the embodiment. For example, a technique of pattern recognition using the shape and color or the like of symbols per se, instead of invisible mark M, may be employed. A method of judging the kinds and vertical direction of symbols by reading magnetic codes that were formed in the vicinity of symbols may be employed. Further, there may be employed a technique of providing irregularities engaged only in a case where the vertical direction of the symbols that were arranged in the activated area 12 a coincides with the actual vertical direction with respect to the ball B and the
ball receptacle 12, followed by adjusting the rotation quantity of the ball B so that the irregularities are engaged. - In the meantime, the rotation patterns of the balls B may be identical to each other. As shown in
FIG. 11 , specifically, the left, center, and right balls B, B . . . rotates upwardly for four seconds from a time point (0 seconds) of starting rotation, rotates in the leftward direction for two seconds after four seconds have elapsed, and then, stops after six seconds have elapsed. Themain CPU 20 selects one kind of rotation pattern from among plural kinds of rotation patterns stored in the pattern table 2 a, and then, rotates each of the balls B in accordance with the selected rotation pattern. This rotation pattern is randomly selected, or alternatively, a predetermined rotation pattern is selected according to the progress of a game, for example. -
FIG. 12 is a flowchart showing procedures for executing game control processing in a gaming machine according to one embodiment of the present invention. Where a power switch (not shown) of thegaming machine 1 is turned ON, whereby power is supplied to thegaming machine 1, amicrocomputer 200 is activated, and amain CPU 20 performs initial setting (Step 1. Hereinafter, the word “Step” is abbreviated as “S”). - The
main CPU 20 at S1 executes a BIOS stored in aROM 21 and decompresses, in aRAM 22, the compressed data incorporated in the BIOS. Then, this CPU executes the BIOS decompressed in theRAM 22 and diagnoses and initializes various types of peripheral devices. Themain CPU 20 causes theRAM 22 to store the programs and data stored in theROM 21. In addition, this CPU controlsdecorative lamps lamp driving circuit 161, and then, starts an illumination effect. Further, this CPU controlsspeakers crystal display panel 17 via asub-control board 4 to start an effect by way of voice and image. - Next, the
main CPU 20 invokes and executes a subroutine of game playing processing (seeFIG. 13 ) (S2). After the completion of the processing at S2, themain CPU 20 judges whether or not the power switch is turned OFF (S3). If the power switch is left to be ON (NO at S3), this CPU repeatedly executes the processing at S2. If the power switch is turned OFF (YES at S3), themain CPU 20 controls constituent elements of thegaming machine 1 to terminate various types of operations (effects by way of illumination, voice, and image, for example), and then, terminates game control processing. -
FIG. 13 is a flowchart showing a subroutine of procedures for executing game playing processing in the gaming machine according to one embodiment. Themain CPU 20 accepts getting ready to start a game (S11). In a case where the processing at S11 is executed, a player inserts a coin into acoin insertion slot 13 and operates an operating section 120 (increases/decreases BET by operating BET button, for example), thereby getting ready to start a game, and thereafter, operates astart button 12. Although not shown, themain CPU 20 computes the number of coins inserted into thecoin insertion slot 13, based upon the coin detection signal input from the coin detecting section 131, and then, causes theRAM 22 to store the computation result. In addition, this CPU causes theRAM 22 to store the value of BET increased/decreased by operating theoperating section 120. - Next, the
main CPU 20 judges whether or not a start signal is input from the operating section 120 (S12). The judgment at S12 is made as to whether or not thestart button 12 has accepted operation. If the start signal is not input yet (NO at S12), themain CPU 20 controls the routine to reverts to S11, and then, continuously accepts getting ready to start a game. If the start signal is input from the operating section 120 (YES at S12), i.e., if thestart button 12 accepts operation, although not shown, themain CPU 20 subtracts the value of BET from the number of coins stored in theRAM 22, thereby computing the number of coins stored in thegaming machine 1, and then, controls the routine to proceed to S13. - The
main CPU 20 randomly determines symbols corresponding to balls B (S13). The symbols determined at S13 are those which should stop in the activated area 12 a corresponding to each of the balls B. In addition, in order to determine symbols at S13, themain CPU 20 refers to the symbol table and random number table or the like, which were stored in theROM 21, and employs the random numbers generated by the randomnumber generating circuit 23 and sampled by thesampling circuit 24. The symbol identification information of the determined symbols is associated with ball identification information of each of the balls B, and then, is stored in theRAM 22 until it is judged to be YES at least at S19 described later. - After the completion of the processing at S13, the
main CPU 20 selects one kind of rotation pattern from among plural kinds of rotation patterns stored in the pattern table 2 a, with referring to the pattern table 2 a (S14). After the completion of the processing at S14, themain CPU 20 starts rotation of each of the balls B (S15). Thus, themain CPU 20 refers to the rotation pattern selected at S14, and controlsvertical motors 31 andhorizontal motors 32 via themotor driving circuits 33. By executing the processing at S15, each of the balls B starts rotation in the rotational direction specified for the rotation pattern selected at S14. - Next, the
main CPU 20 continues rotation of each of the balls B while changing the rotational direction in accordance with the rotation pattern selected at S14 (S16). Thus, themain CPU 20 refers to the rotation pattern selected at S14 and controls thevertical motors 31 and thehorizontal motors 32 via themotor driving circuits 33 while clocking en elapsed time after starting rotation of each of the balls B. The elapsed time after starting rotation of each of the balls B may be clocked with the use of a timer (not shown), or alternatively, may be clocked by clocking the number of clocks input from a clock generator (not shown) to themain CPU 20. - By executing the processing at S15, each of the balls B continuously rotates while changing the rotational direction in accordance with the rotation pattern selected at S14. Further, while each of the balls B continuously rotates, a mark discrimination signal is continuously input from a
mark detecting section 34 to themain CPU 20. - Further, the
main CPU 20 judges whether or not a timing with which each of the balls B should stop rotation is established, based upon the rotation pattern selected at S14 and the elapsed time after starting rotation of each of the balls B (S17). If the judgment result is negative (NO at S17), the main CPU controls the routine to revert to S16, and then, controls rotation of each of the balls B in action. - As to at least one of the balls B, if a timing with which the ball B should stop rotation is established (YES at S17), the
main CPU 20 stops rotation of this ball B in a state in which the symbols determined at S13 for the ball B that should stop is positioned in the activated area 12 a corresponding to the ball B (S18). Thus, themain CPU 20 judges the kinds of symbols that were arranged in the activated area 12 a, based upon the mark discrimination signal input from themark detecting section 34. Further, this CPU controls thevertical motors 31 and thehorizontal motors 32 via themotor driving circuits 33, and then, adjusts the rotation quantity of the ball B, so that the vertical direction of the symbols that were arranged in the activated area 12 a coincides with an actual vertical direction. - By executing the processing at S18, the ball B judged to be a timing at which it should stop, at S17, stops in a state in which the symbols determined at S13 are indicated for a player in an appropriate posture.
- After the completion of the processing at S18, the
main CPU 20 judges whether or not all of the three balls B, B . . . are stopped (S19). If at least one of the balls B continuously rotates (NO at S19), the routine reverts to S16 at which rotation of the ball B in action is continued. If all of the three balls B, B . . . have been stopped (YES at S19), themain CPU 20 judges whether or not a winning prize is established (S20). Thus, themain CPU 20 refers to: the symbol table and prize table that were stored in theROM 21; and the ball identification information and symbol identification information that were stored in theRAM 22, and then, judges whether or not special symbols have stopped in the activated areas 12 a, 12 a . . . . - If a winning prize is established (YES at S20), i.e., if specific symbols have stopped in the activated areas 12 a, 12 a . . . , the main CPU controls the
hopper 141 via thehopper driving circuit 142, and then, pays out a predetermined number of coins (S21). Further, this CPU terminates game playing processing, and reverts to the former routine. If no winning prize is established (NO at S20), themain CPU 20 terminates game playing processing without executing the processing at S21, and then, reverts to the former routine. - The configuration of the gaming machine of the present invention is not limitative to that of the
gaming machine 1 of the embodiment, and various modifications can occur without departing from the spirit of the present invention. For example, where a magnet is arranged inside of a ball B and an electromagnet is arranged at aball receptacle 12, thereby rotating the ball B, this ball may be floated from the internal face of theball receptacle 12 by means of a repulsing force between the magnet and the electromagnet. Further, where the ball B is stopped, this ball may be fixed in contact with the internal face of theball receptacle 12 by means of an attractive force between the magnet and the electromagnet.
Claims (6)
1. A gaming machine, comprising:
a plurality of balls, on which plural kinds of symbols are arranged, respectively;
a ball receptacle for rotatably supporting each of the balls;
a driving device for changeably rotating each of the balls in at least a first direction and a second direction;
an accepting section for accepting an operation of starting rotation of the plurality of balls; and
a processor, which executes processes of:
(a) randomly determining a symbol in correspondence with each of the balls in a case where the accepting section accepts the starting operation;
(b) controlling the driving device so that each of the balls starts rotation;
(c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction;
(d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbol determined in the process (a) is positioned in an activated area corresponding to each of the balls; and
(e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.
2. The gaming machine according to claim 1 , further comprising a table storing therein a rotation pattern which is indicative of a change in a rotational direction of each of the balls, wherein:
the process (c) is a process of controlling the driving device so that each of the balls continuously rotates while changing the rotational direction in accordance with the rotation pattern stored in the table.
3. The gaming machine according to claim 1 , further comprising a detecting section for detecting vertical direction of the symbols arranged on each of the balls, wherein:
the process (d) is a process of controlling the driving device in accordance with a detection result of the detecting section to stop the rotation of each of the balls, in a state in which the symbols determined in the process (a) are positioned in the activated area in a posture in which the vertical direction of the symbols coincides with a vertical direction of the gaming machine.
4. A gaming machine, comprising:
a plurality of balls, on which plural kinds of symbols are arranged, respectively;
a ball receptacle for rotatably supporting each of the balls;
a driving device for changeably rotating each of the balls in at least a first direction and a second direction;
an accepting section for accepting an operation of starting rotation of the plurality of balls;
a table storing therein a rotation pattern which is indicative of a change in a rotational direction of each of the balls; and
a processor, which executes processes of:
(a) randomly determining a symbol in correspondence with each of the balls in a case where the accepting section accepts the starting operation;
(b) controlling the driving device so that each of the balls starts rotation;
(c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction in accordance with the rotation pattern stored in the table;
(d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbol determined in the process (a) is positioned in an activated area corresponding to each of the balls; and
(e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.
5. A gaming machine, comprising:
a plurality of balls, on which plural kinds of symbols are arranged, respectively;
a ball receptacle for rotatably supporting each of the balls;
a driving device for changeably rotating each of the balls in at least a first direction and a second direction;
an accepting section for accepting an operation of starting rotation of the plurality of balls;
a detecting section for detecting vertical direction of the symbols arranged on each of the balls; and
a processor, which executes processes of:
(a) randomly determining a symbol in correspondence with each of balls in a case where the accepting section accepts the starting operation;
(b) controlling the driving device so that each of the balls starts rotation;
(c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction;
(d) controlling the driving device in accordance with a detection result of the detecting section to stop the rotation of each of the balls, in a state in which the symbol determined in the process (a) is positioned in an activated area corresponding to each of the balls, in a posture in which the vertical direction of the symbols coincides with a vertical direction of the gaming machine; and
(e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.
6. A control method of a gaming machine which comprises: a plurality of balls, on which plural kinds of symbols are arranged, respectively; a ball receptacle for rotatably supporting each of the balls; a driving device for changeably rotating each of the balls in at least a first direction and a second direction; and an accepting section for accepting an operation of starting rotation of the plurality of balls, said method including the steps of:
(a) randomly determining a symbol in correspondence with each of balls, in a case where the accepting section accepts the starting operation;
(b) controlling the driving device so that each of the balls starts rotation;
(c) controlling the driving device so that each of the balls continuously rotates while changing a rotational direction;
(d) controlling the driving device to stop the rotation of each of the balls, in a state in which the symbol determined in the step (a) is positioned in an activated area corresponding to each of the balls; and
(e) awarding a prize corresponding to specific symbols, in a case where the symbols having stopped in the activated area are the specific symbols.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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US12/181,677 US20090239611A1 (en) | 2008-03-18 | 2008-07-29 | Gaming Machine And Control Method Thereof |
Applications Claiming Priority (2)
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US3742608P | 2008-03-18 | 2008-03-18 | |
US12/181,677 US20090239611A1 (en) | 2008-03-18 | 2008-07-29 | Gaming Machine And Control Method Thereof |
Publications (1)
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US20090239611A1 true US20090239611A1 (en) | 2009-09-24 |
Family
ID=41089432
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US12/181,677 Abandoned US20090239611A1 (en) | 2008-03-18 | 2008-07-29 | Gaming Machine And Control Method Thereof |
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US20130310134A1 (en) * | 2012-05-17 | 2013-11-21 | Igt | Gaming Systems and Method Providing Game With Multidirectional Spinning Symbol Displays |
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Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: ARUZE GAMING AMERICA, INC., NEVADA Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:TERANISHI, TATSUYA;REEL/FRAME:021308/0801 Effective date: 20080422 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |