US20090247274A1 - Gaming Machine Having Input Device Starting Special Game And Playing Method Thereof - Google Patents

Gaming Machine Having Input Device Starting Special Game And Playing Method Thereof Download PDF

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Publication number
US20090247274A1
US20090247274A1 US12/412,999 US41299909A US2009247274A1 US 20090247274 A1 US20090247274 A1 US 20090247274A1 US 41299909 A US41299909 A US 41299909A US 2009247274 A1 US2009247274 A1 US 2009247274A1
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United States
Prior art keywords
special game
game
credits
bonus game
bet
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Abandoned
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US12/412,999
Inventor
Fumiya ABE
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Aruze Gaming America Inc
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Aruze Gaming America Inc
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Publication date
Application filed by Aruze Gaming America Inc filed Critical Aruze Gaming America Inc
Priority to US12/412,999 priority Critical patent/US20090247274A1/en
Assigned to ARUZE GAMING AMERICA, INC. reassignment ARUZE GAMING AMERICA, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: ABE, FUMIYA
Priority to AU2009201309A priority patent/AU2009201309A1/en
Publication of US20090247274A1 publication Critical patent/US20090247274A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3209Input means, e.g. buttons, touch screen

Definitions

  • the present invention relates to a gaming machine and a control method thereof.
  • the gaming machine includes a slot machine, for example.
  • a slot machine when a player inserts a game medium such as a coin or bill into an insertion slot of the gaming machine and presses a start button, symbols are scroll-displayed in a display mounted on a front of a cabinet and the symbols are then stopped automatically.
  • a bonus game may be executed when a predetermined condition is met, separately from a base game in which a predetermined number of game media are paid out in accordance with a combination of symbols or the number of scatter symbols. Since this bonus game is not executed at a timing that a player desires, the player may feel stressed.
  • an object of the invention is to provide a gaming machine providing an entertainment characteristic which is not brought about by the above mentioned prior art, and a playing method thereof.
  • an object of the invention is to provide a gaming machine having an entertainment characteristic that maintains player's desire to continue playing a game by relieving stress to be imposed on the player, and a playing method thereof.
  • the present invention deals with a gaming machine including: a special game flag memory that accumulatively stores the number of special game start flags which are awarded when a base game executed in response to a player's bet yields a predetermined result; an input device that receives an input by the player; and a controller that carries out the steps of: (a1) executing the base game; (a2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, the number of special game start flags according to the result; (a3) receiving an input inputted through the input device at any timing; (a4) when the input is a bet on a special game different from the base game, determining whether there are a predetermined number or more of special game start flags; and (a5) when there are a predetermined number or more of special game start flags, consuming one or more of the special game start flags and executing the special game, based on the timing at which the input is received.
  • the present invention deals with a gaming machine including: a base game executed in response to a player's bet; a special game different from the base game; a special game flag memory that accumulatively stores the number of special game start flags which are awarded when the base game yields a predetermined result; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of: (a1) executing the base game; (a2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, the number of special game start flags according to the result; (a3) receiving an input inputted through the input device at any timing; (a4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game start flags; and (a5) when there are a predetermined number or more of special game start flags, consuming one or more of the special game start flags and executing the special game, based on the timing at which the input is
  • a base game executed in response to a player's bet is executed.
  • the base game yields a predetermined result the number of special game start flags according to the result is accumulatively stored in a special game flag memory.
  • An input inputted through the input device is received at any timing.
  • one or more of the special game start flags are consumed and a special game different from the base game is executed, based on the timing at which the input is received.
  • a player can play a special game only by using one or more of the special game start flags that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the special game start flags to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires and relieve stress. Hence, the game can be continuously played.
  • the present invention deals with a gaming machine including: a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game executed in response to a player's bet, which are awarded when the base game yields a predetermined result; an input device that receives an input by the player; and a controller that carries out the steps of: (b1) executing the base game; (b2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result; (b3) receiving an input inputted through the input device at any timing; (b4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (b5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received.
  • the present invention deals with a gaming machine including: a base game executed in response to a player's bet; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits which are awarded when the base game yields a predetermined result; an input device that receives an input by the player; and a controller.
  • the controller is programmed to carry out the steps of: (b1) executing the base game; (b2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result; (b3) receiving an input inputted through the input device at any timing; (b4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (b5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received.
  • a base game executed in response to a player's bet is executed.
  • the base game yields a predetermined result one or more special game credits according to the result are accumulatively stored in a special game flag memory.
  • An input inputted through the input device is received at any timing.
  • the input is a bet on the special game, it is determined whether there are a predetermined number or more of special game credits.
  • the special game credits are consumed and the special game different from the base game is executed, based on the timing at which the input is received.
  • a player can play a special game only by using one or more of the special game credits that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the special game credits to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires and can relieve stress. Hence, a game can be continuously played.
  • the present invention deals with gaming machine including: a symbol display area in which a plurality of symbols including one or more special symbols are arranged; a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet and which awards a payout in accordance with a relation among the symbols arranged, the special game credits being awarded when the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; an input device that receives an input by the player; and a controller that carries out the steps of: (c1) executing the base game; (c2) determining whether the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; (c3) when the one or more special symbols form a predetermined arrangement, accumulatively storing, in the special game flag memory, one or more special game credits according to the arrangement; (c4) receiving an input inputted through the input device at any timing; (c5) when the
  • the present invention deals with a gaming machine including: a symbol display area in which a plurality of symbols including one or more special symbols are arranged; a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among the symbols arranged; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits which are awarded when the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; an input device that receives an input by the player; and a controller.
  • the controller is programmed to carry out the steps of: (c1) executing the base game; (c2) determining whether the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; (c3) when the one ore more special symbols form a predetermined arrangement, accumulatively storing, in the special game flag memory, one or more special game credits according to the arrangement; (c4) receiving an input inputted through the input device at any timing; (c5) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (c6) when there are a predetermined number or more of credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received.
  • a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among symbols arranged in a symbol display area, is executed. It is determined whether one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game. When the one or more specials symbols form a predetermined arrangement, one or more special game credits according to the result of the base game are accumulatively stored in a special game flag memory. An input inputted through the input device is received at any timing. When the input is a bet on the special game, it is determined whether there are a predetermined number or more of special game credits. When there are a predetermined number or more of special game credits, one or more of the special game credits stored in the special game flag memory are consumed and the base game is executed, based on the timing at which the input is received.
  • a player can play a special game only by using one or more of the special game credits that are acquired in the base game when the one or more special symbols form a predetermined arrangement in the symbol display area. Furthermore, the player can use one or more of the special game credits to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires, and can relieve stress. Hence, the player can continuously play the game.
  • one or more special game credits are awarded when the one or more special symbols form a predetermined arrangement.
  • the player is able to fix the eyes on the one or more special symbols while focusing on the base game. An improved entertainment characteristic is thus provided.
  • the present invention deals with a gaming machine including: a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet, which are awarded when the base game yields a predetermined result; a notifying information display area that displays the number of special game credits to be stored in the special game flag memory; an input device that receives an input by the player; and a controller that carries out the steps of: (d1) executing the base game; (d2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result; (d3) receiving an input inputted through the input device at any timing; (d4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; (d5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on
  • the present invention deals with a gaming machine including: a base game executed in response to a player's bet; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits which are awarded when the base game yields a predetermined result; a notifying information display area that displays the number of special game credits to be stored in the special game flag memory; an input device that receives an input by the player; and a controller.
  • the controller is programmed to carry out the steps of: (d1) executing the base game; (d2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits, according to the result; (d3) receiving an input inputted through the input device at any timing; (d4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; (d5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received; and (d6) updating the number of special game credits to be displayed on the notifying information display area, based on the timings at which the one or more special game credits are accumulatively stored and consumed.
  • a base game executed in response to a player's bet is executed.
  • the base game yields a predetermined result one or more special game credits according to the result are accumulatively stored in a special game flag memory.
  • An input inputted through the input device is received at any timing.
  • one or more of the special game credits are consumed, and the special game different from the base game is executed, based on the timing at which the input is received.
  • the timings at which the one or more special game credits to be stored in the special game flag memory are accumulatively stored and consumed, the number of special game credits to be displayed on the notifying information display area is updated.
  • a player can play a special game only by using one or more of the special game credits that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the special game credits to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires, and can relieve stress. Hence, the player can continuously play the game.
  • the number of special game credits to be displayed on the notifying information display is updated based on the timings at which one or more of special game credits are accumulatively stored and consumed.
  • the player can easily recognize the number of special game credits.
  • player's desire to continue collecting more special game credits is further increased.
  • the invention deals with a gaming machine including: a symbol display area in which a plurality of symbols including one or more special symbols are arranged; a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among the symbols arranged; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet and which awards a payout in accordance with a relation among the symbols arranged, the special game credits being awarded when the special symbols form a predetermined arrangement in the symbol display area as a result of the base game; a notifying information display area that displays the number of special game credits to be stored in the special game flag memory; an input device that receives an input by the player; and a controller that carries out the steps of: (e1) executing the base game; (e2) determining whether the one or more special symbols form a predetermined arrangement in the symbol display area, as
  • the invention deals with a gaming machine including: a symbol display area in which a plurality of symbols including one or more special symbols are arranged; a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among the symbols arranged; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits which are awarded when the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; a notifying information display area that displays the number of special game credits to be stored in the special game flag memory; an input device that receives an input by the player; and a controller.
  • the controller is programmed to carry out the steps of (e1) executing the base game; (e2) determining whether the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; (e3) when the one or more special symbols form a predetermined arrangement, accumulatively storing, in the special game flag memory, one or more special game credits according to the arrangement; (e4) receiving an input inputted through the input device at any timing; (e5) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; (e6) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received; and (e7) updating the number of special game credits to be displayed on the notifying information display area, based on the timings at which the one or more special game credits are accumulatively stored and consumed.
  • a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among symbols arranged in a symbol display area, is executed. It is determined whether one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game. When the one or more specials symbols form a predetermined arrangement, one or more special game credits according to the result are accumulatively stored in a special game flag memory. An input inputted through the input device is received at any timing. When the input is a bet on the special game, it is determined whether there are a predetermined number or more of special game credits to be stored in the special game flag memory.
  • one or more of the special game credits stored in the special game flag memory is consumed, and the special game different from the base game is executed, based on the timing at which the input is received. Based on the timings at which one or more of the special game credits to be stored in the special game flag memory are accumulatively stored and consumed, the number of special game credits to be displayed on the notifying information display area is updated.
  • a player can play a special game only by using one or more of the special game credits that are acquired in the base game when the special symbols form a predetermined arrangement in the symbol display area. Furthermore, the player can use the special game credits to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires, and relieve stress. Hence, the game can be continuously played.
  • one or more special game credits are awarded when the one or more special symbols form a predetermined arrangement.
  • the player is able to fix the eyes on the one or more special symbols while focusing on the base game. An entertainment characteristic is thus improved.
  • the number of special game credits to be displayed on the notifying information display area is updated based on the timings at which the one or more special game credits are accumulatively stored and consumed.
  • the player can easily recognize the number of special game credits.
  • player's desire to continue collecting more special game credits is further increased.
  • the present invention relates to a playing method of a gaming machine having a base game executed in response to a player's bet; a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet, the special game credits being awarded when the base game yields a predetermined result; and an input device that receives an input by the player, the playing method including the steps of: (f1) executing the base game; (f2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result; (f3) receiving an input inputted through the input device at any timing; (f4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (f5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at
  • the present invention relates to a playing method of a gaming machine including: a base game requiring a player's bet; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits which are awarded when the base game yields a predetermined result; and an input device that receives an input by the player, wherein the playing method of the gaming machine includes the steps of: (f1) executing the base game; (f2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result; (f3) receiving an input inputted through the input device at any timing; (f4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (f5) when there are a predetermined number or more special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input contents are received.
  • a base game executed in response to a player's bet is executed.
  • the base game yields a predetermined result one or more of special game credits according to the result are accumulatively stored in a special game flag memory.
  • An input inputted through the input device is received at any timing.
  • the input is a bet on the special game, it is determined whether there are a predetermined number or more of special game credits.
  • there are a predetermined number or more of special game credits one or more of the special game credits are consumed and a special game different from the base game is executed, based on the timing at which the input is received.
  • a player can play a special game only by using one or more of the special game credits that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the special game credits to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires and relieve stress. Hence, the player can continuously play the game.
  • FIG. 1 illustrates a playing method of a gaming machine
  • FIG. 2 is a block diagram of a gaming machine
  • FIG. 3 illustrates a display state of a middle liquid crystal panel according to a first embodiment
  • FIG. 4 illustrates a display state of a middle liquid crystal panel according to a first embodiment
  • FIG. 5 shows symbols and code numbers thereof
  • FIG. 6 illustrates paylines on a middle liquid crystal panel
  • FIG. 7 is a perspective view showing an external appearance of a slot machine according to a first embodiment
  • FIG. 8 is a block diagram showing an electrical structure of a slot machine
  • FIG. 9 is a block diagram showing an electrical structure of a graphic board of a slot machine.
  • FIG. 10 shows a payout management table of a first embodiment
  • FIG. 11 is a flow chart of a booting process that is executed in a slot machine
  • FIG. 12 is a flow chart of an initial process that is executed in a slot machine
  • FIG. 13 is a flow chart of a game executing process that is executed in a slot machine of a first embodiment
  • FIG. 14 is a flow chart of a game executing process that is executed in a slot machine of a first embodiment
  • FIG. 15 illustrates a display state of a middle liquid crystal panel according to a second embodiment
  • FIG. 16 shows a payout management table of a second embodiment
  • FIG. 17 is a flow chart of a game executing process that is executed in a slot machine of a second embodiment.
  • FIG. 18 is a flow chart of a game executing process that is executed in a slot machine of a second embodiment.
  • a gaming machine (slot machine 1 ) has a structure in which a player can play a bonus game, which is a special game, by using a bonus game start flag that is acquired when a base game yields a predetermined result. Furthermore, the gaming machine has a structure in which a player can play a bonus game at any timing by using the bonus game start flag.
  • the gaming machine includes: a base game executed in response to a player's bet; a bonus game different from the base game; a bonus game flag memory that accumulatively stores the number of bonus game start flags which are awarded when the base game yields a predetermined result; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of (a1) to (a5).
  • the controller executes the base game.
  • the controller when the base game yields a predetermined result, the controller accumulatively stores, in the bonus game flag memory, the number of bonus game start flags according to the result.
  • the controller receives an input inputted through the input device, at any timing.
  • the controller determines whether there are a predetermined number or more of bonus game start flags.
  • the controller consumes one or more of the bonus game start flags and executes the bonus game, based on the timing at which the input is received.
  • a player can play a bonus game only by using one or more of the bonus game start flags that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the bonus game start flags to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves player's stress. Hence, a game can be continuously played.
  • the “gaming machine” may be a one player-type machine such as a slot machine 1 .
  • the “gaming machine” may be a multiplayer-type machine.
  • more than one slot machines 1 may be data-communicably connected to one another, thereby constituting a multiplayer-type gaming machine.
  • the “input device” is not particularly limited as long as an input is possible in response to a player's operation.
  • the input device may be an operation button realizing an input by contact and release of a mechanical contact point, a touch panel provided to a liquid crystal screen or the like.
  • the input device may be a device realizing an input by a data communication of a wireless signal such as sound, light, electric waves or the like.
  • the “base game” is an essential main game of a gaming machine, which a player mainly plays. A player bets a predetermined amount of game value to play a base game, and a payout is awarded when the base game yields a predetermined result.
  • the “bonus game” is a game different from the “base game”, and can be played when a player has a bonus game flag.
  • the bonus game is a game executed under a state that is more advantageous to a player than that of the base game.
  • the number of bonus games of the gaming machine is not limited.
  • the “game that is executed under a state that is more advantageous to a player” is not particularly limited as long as it is more advantageous than the base game.
  • it may include a state in which it is possible to obtain more game media than in the base game, a state in which it is possible to obtain a game medium in a higher probability than in the base game, a state in which a game medium is less consumed than in the base game, or the like.
  • the “bonus game flag memory” accumulatively stores therein a bonus flag. When a base game yields a predetermined result, a bonus game flag is stored in the bonus game flag memory.
  • the “bonus game flag” is necessary for a player to play a “bonus game.”
  • the bonus game flag may be the number of bonus games or a credit amount for a bonus game.
  • the gaming machine has a structure in which a player can play a bonus game by using one or more bonus game credits which are awarded when the base game yields a predetermined result. Further, the gaming machine has a structure in which a player can play a bonus game at any timing by using bonus game credits.
  • the gaming machine includes: a base game executed in response to a player's bet; a bonus game different from the base game; a bonus game flag memory that accumulatively stores one or more bonus game credits which are awarded when the base game yields a predetermined result; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of (b1) to (b5).
  • the controller executes the base game.
  • the controller when the base game yields a predetermined result, the controller accumulatively stores, in the bonus game flag memory, one or more bonus game credits according to the result.
  • the controller receives an input inputted through the input device at any timing.
  • the controller determines whether there are a predetermined number or more of bonus game credits.
  • the controller consumes one or more of the bonus game credits and executes the bonus game, based on the timing at which the input is received.
  • executed is a playing method including the steps of: executing the base game; when the base game yields a predetermined result, accumulatively storing, in the bonus game flag memory, one or more bonus game credits according to the result; receiving an input inputted through the input device at any timing; when the input is a bet on the bonus game, determining whether there are a predetermined number or more of bonus game credits; and when there are a predetermined number or more of bonus game credits, consuming one or more of the bonus game credits and executing the bonus game, based on the timing at which the input is received.
  • a player can play a bonus game only by using one or more of the bonus game credits that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the bonus game credits to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves stress. Hence, a game can be continuously played.
  • the “bonus game credit” is necessary for a player to play a “bonus game” and means a bonus game flag.
  • a “bonus game credit” is awarded to a player.
  • a bonus game is executed by consuming a predetermined number of bonus game credits.
  • “awarding one or more bonus game credits to a player” means that “the gaming machine accumulatively stores one or more bonus game credits in the bonus game flag memory.”
  • “consuming one or more of the bonus game credits” means that “the gaming machine subtracts the number of credits that is required to execute a bonus game from the number of bonus game credits stored in the bonus game flag memory.”
  • the gaming machine may have such a structure that when one or more bonus symbols 190 form a predetermined arrangement, one or more bonus game credits are awarded to a player.
  • the gaming machine includes: a symbol display area 150 in which symbols 180 including one or more bonus symbols 190 are arranged; a base game that is executed in response to a player's bet and awards a payout in accordance with a relation among the symbols 180 arranged; a bonus game different from the base game; a bonus game flag memory that accumulatively stores one or more bonus game credits which are awarded when the one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 as a result of the base game; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of (c1) to (c6).
  • the controller executes the base game.
  • the controller determines whether one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 as a result of the base game.
  • the controller accumulatively stores, in the bonus game flag memory, one or more bonus game credits according to the arrangement.
  • the controller receives an input inputted through the input device at any timing.
  • the controller determines whether there are a predetermined number or more of bonus game credits.
  • the controller consumes one or more of the bonus game credits and executes the bonus game, based on the timing at which the input is received.
  • a player can play a bonus game only by using one or more of the bonus game credits that are acquired in the base game when one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 . Furthermore, the player can use the one or more of the bonus game credits to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires, and this relieves stress. Hence, a game can be continuously played.
  • one or more bonus game credits are awarded when the one or more bonus symbols 190 form a predetermined arrangement.
  • the player is able to fix the eyes on the one or more bonus symbols 190 while focusing on the base game. An improved entertainment characteristic is thus provided.
  • the “arrangement” means a state in which the symbols 180 are visually identifiable by a player. That is, in FIG. 1 , it means a state that the symbols 180 are displayed in symbol display area 150 (display windows 151 to 153 ). In the meantime, the “rearrangement” means arranging the symbols 180 again after releasing the arrangement of the symbols 180 . Meanwhile, “rearrangement” used in this embodiment is not limited to the above and includes the meaning of “arrangement.”
  • the gaming machine may have a structure of updating the number of bonus game credits to be displayed on a notifying information display area 160 , based on the timings at which one or more bonus game credits are accumulatively stored and consumed.
  • the gaming machine may include: a base game executed in response to a player's bet; a bonus game different from the base game; a bonus game flag memory that accumulatively stores one or more bonus game credits which are awarded when the base game yields a predetermined result; a notifying information display area 160 that displays the number of bonus game credits to be stored in the bonus game flag memory; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of (d1) to (d6).
  • the controller executes the base game.
  • the controller when the base game yields a predetermined result, the controller accumulatively stores, in the bonus game flag memory, one or more bonus game credits according to the result.
  • the controller receives an input inputted through the input device at any timing.
  • the controller determines whether there are a predetermined number or more of bonus game credits.
  • the controller consumes one or more of the bonus game credits and executes the bonus game, based on the timing at which the input is received.
  • the controller updates the number of bonus game credits to be displayed on the notifying information display area 160 , based on the timings at which the one or more bonus game credits are accumulatively stored and consumed.
  • a player can play a bonus game only by using one or more of the bonus game credits that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the bonus game credits to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves stress. Hence, a game can be continuously played.
  • the number of bonus game credits to be displayed on the notifying information display area 160 is updated based on the timings at which the one or more of bonus game credits are accumulatively stored and consumed. Therefore, the player can easily recognize the number of bonus game credits. In addition, player's desire to continue collecting more bonus game credits is further increased.
  • the gaming machine may have a structure of, when one or more bonus symbols 190 form a predetermined arrangement, awarding one or more bonus game credit to a player and updating the number of bonus game credits to be displayed on the notifying information display area 160 based on the timings at which the one or more bonus game credits are accumulatively stored and consumed.
  • the gaming machine includes: a symbol display area 150 in which symbols 180 including one or more bonus symbols 190 are arranged; a base game that is executed in response to a player's bet and awards a payout in accordance with a relation among the symbols 180 arranged; a bonus game different from the base game; a bonus game flag memory that accumulatively stores one or more bonus game credits which are awarded when one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 , as a result of the base game; a notifying information display area 160 that displays the number of bonus game credits to be stored in the bonus game flag memory; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of (e1) to (e7).
  • the controller executes the base game.
  • the controller determines whether one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 as a result of the base game.
  • the controller accumulatively stores, in the bonus game flag memory, one or more bonus game credits according to the arrangement.
  • the controller receives an input inputted through the input device at any timing.
  • the controller determines whether there are a predetermined number or more of bonus game credits.
  • step of (e6) when there are a predetermined number or more of bonus game credits, the controller consumes one or more of the bonus game credits and executes the bonus game, based on the timing at which the input is received.
  • step of (e7) the controller updates the number of bonus game credits to be displayed on the notifying information display area 160 , based on the timings at which the one or more bonus game credits are accumulatively stored and consumed.
  • a player can play a bonus game only by using one or more bonus game credits that are acquired in the base game when one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 . Furthermore, the player can use the bonus game credits to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves stress. Hence, a game can be continuously played.
  • one or more bonus game credits are awarded when one or more bonus symbols 190 form a predetermined arrangement.
  • the player is able to fix the eyes on the one or more bonus symbols 190 while focusing on the base game. An entertainment characteristic is thus improved.
  • the number of bonus game credits to be displayed on the notifying information display area 160 is updated based on the timings at which the one or more bonus game credits are accumulatively stored and consumed.
  • the player can easily recognize the number of bonus game credits.
  • player's desire to continue collecting more bonus game credits is further increased.
  • the thus structured gaming machine includes an input device 102 , the symbol display area 150 (display windows 151 , 152 , and 153 ), the notifying information display area 160 , and a controller 100 .
  • the input device 102 has a function of receiving an input by a player. To be more specific, the input device 102 outputs an operation by a player, as an operation signal, to a bet receiving unit 107 that will be described later. Specifically, the an operation by a player includes a bet on a base game, a bet on a bonus game or the like.
  • the symbols 180 including the bonus symbols 190 are arranged in a base game.
  • a credit for a bonus game which is a bonus game start flag to start a bonus game, is awarded to a player.
  • the display area 150 may have a mechanical structure with a reel device for arranging the symbols 180 by rotation of a reel or an electrical structure in which symbols 180 are arranged by a video reel displayed as an image. Further, the display area 150 may have a structure in which a mechanical structure (reel) and an electrical structure (video reel) are combined with one another.
  • the notifying information display area 160 is structured to be able to display the number of bonus game credits awarded to a player.
  • the notifying information display area 160 is adapted to display the number of bonus game credits to be stored in the bonus game flag memory 115 that will be described later.
  • the number of bonus game credits to be displayed on the notifying information display area 160 are updated whenever the bonus game credits in the bonus game flag memory 115 are increased or decreased.
  • the number of bonus game credits to be displayed in the notifying information display area 160 are updated at a timing at which one or more bonus game credits are accumulatively stored in the bonus game flag memory 115 .
  • the number of bonus game credits to be displayed in the notifying information display area 160 is updated at a timing at which one or more of the bonus game credits are consumed in order to start a bonus game.
  • examples of the electrical structure of the symbol display area 150 and the notifying information display area 160 include a liquid crystal display device, a CRT (cathode-ray tube) device, a plasma display device, organic EL (Organic Electro-Luminescence) display device or the like.
  • the display area 150 is a matrix type having grids in which the symbols are respectively arranged.
  • the invention is not limited thereto.
  • the controller 100 has a bet receiving unit 107 , a base game executing unit 110 , an arrangement symbol determining unit 105 , a symbol memory 109 , a display symbol memory 106 , a display control unit 111 , a combination payout determining unit 112 and a payout award unit 113 .
  • the bet receiving unit 107 receives a bet from the input device 102 . Specifically, the bet receiving unit receives an operation signal outputted from the input device 102 and determines the operation with reference to the operation signal. Depending on the operation, the bet receiving unit 107 outputs an operation signal to the base game executing unit 110 and a bonus game executing unit 108 that will be described later.
  • the bet receiving unit 107 determines whether the operation is a bet on a base game or a bet on a bonus game. When the operation is a bet on a base game, the bet receiving unit 107 outputs an operation signal to the base game executing unit 110 . When the operation is a bet on a bonus game, the bet receiving unit 107 outputs an operation signal to the bonus game executing unit 108 .
  • the base game executing unit 110 controls an execution of a base game, using as a trigger an operation signal outputted from the bet receiving unit 107 .
  • the symbol memory 109 is structured to store all the symbols 180 including the bonus symbols 190 . This symbol memory 109 is referred to when the symbols 180 to be rearranged in the symbol display area 150 is determined in a base game.
  • the arrangement symbol determining unit 105 is structured to determine the symbols 180 to be rearranged in the symbol display area 150 .
  • the display symbol memory 106 is structured to store therein the symbols 180 determined by the first rearrangement symbol determining unit 105 .
  • the display control unit 111 is structured to rearrange (display), in the symbol display area 150 , the symbols 180 which are determined by the arrangement symbol determining unit 105 and are stored in the display symbol memory 106 .
  • the display control unit 111 is structured to refer to the bonus game flag memory 115 , based on the control signal outputted from the bonus game executing unit 108 and the bonus symbol determining unit 108 , thereby updating the display of the bonus game credits in the notifying information display area 160 .
  • the combination payout determining unit 112 is structured to determine a payout in accordance with a relation of the symbols 180 rearranged in the symbol display area 150 , as a result of the base game.
  • the payout award unit 113 is structured to award the payout determined by the combination payout determining unit 112 .
  • An example of the payout is a state that is advantageous to a player.
  • Examples of the state that is advantageous to a player include a state that a game medium is paid out in accordance with a winning combination made on a payline L and a state that the number of game medium to be paid out is added to the credits.
  • the payline L and the winning combination will be described later.
  • examples of the “game medium” include a medal, a coin, a gaming ball, money, bill, and a magnetic card.
  • the gaming machine has the above structures, so that it can execute a base game.
  • the controller 100 has a bonus symbol determining unit 103 , a bonus game executing unit 108 , a bonus credit determining unit 114 and a bonus game flag memory 115 .
  • the bonus symbol determining unit 103 determines whether the bonus symbols 190 result in a predetermined arrangement in the symbol display area 150 , as a result of a base game. When the bonus symbols 190 form a predetermined arrangement, the bonus symbol determining unit 103 accumulatively stores the bonus game credits in the bonus game flag memory 115 and updates the display of the bonus game credits in the notifying information display area 160 .
  • the bonus symbol determining unit 103 refers to the symbols 180 displayed in the symbol display area 150 , which are stored in the display symbol memory 106 . In addition, the bonus symbol determining unit 103 determines whether the symbols 190 form a predetermined arrangement, based on the symbols 180 stored in the display symbol memory 106 . In addition, when the symbols 190 form the predetermined arrangement, the bonus symbol determining unit 103 accumulatively stores, in the bonus game flag memory 115 , the bonus game credits in accordance with the arrangement. Further, the bonus symbol determining unit 103 transmits a control signal to the display control unit 111 , based on the timing at which the bonus game credits are accumulatively stored in the bonus game flag memory 115 .
  • the bonus game flag memory 115 accumulatively stores the bonus game credits.
  • the bonus game executing unit 108 controls an execution of a bonus game different from the base game, using as a trigger an operation signal outputted from the bet receiving unit 107 . For example, when starting an execution of a bonus game, the bonus game executing unit 108 subtracts a predetermined number of credits from the bonus game credits which are accumulatively stored in the bonus game flag memory 115 , and starts an execution of a bonus game. In addition, the bonus game executing unit 108 transmits a control signal to the display control unit 111 , thereby updating the bonus game credits in the notifying information display area 160 .
  • the bonus credit determining unit 114 determines whether a predetermined number or more of the bonus game credits are stored in the bonus game flag memory 115 . In addition, for example, when there are more than one bonus games and bonus game credits to be consumed are different for each bonus games, the bonus credit determining unit 114 may determine whether the number of the bonus game credits is not lower than the number required in each bonus game.
  • Each block of the controller 105 may be embodied in hardware or software, as required.
  • the arrangement symbol determining unit 105 determines the symbols 180 to be rearranged on the display area 150 .
  • the symbols 180 to be rearranged in the display area 150 are selected from the symbols 180 stored in the symbol memory 150 .
  • the determined symbols 180 are transmitted as a signal to the arrangement display symbol memory 106 by the arrangement symbol determining unit 105 .
  • the arrangement display symbol memory 106 stores therein the received symbols 180 .
  • the display control unit 111 refers to the symbols 180 to be rearranged, in the arrangement display symbol memory 106 .
  • the display control unit 111 rearranges the symbols 180 on the display area 150 , based on the information thus referred to.
  • the combination payout determining unit 112 determines a payout to be awarded to a player.
  • the combination payout determining unit 112 refers to the symbols 180 stored in the display symbol memory 106 , thereby determining whether the symbols 180 rearranged in the symbol display area 150 form an arrangement with which a payout is to be awarded.
  • the combination payout determining unit 112 determines a payout amount or the like in accordance with the arrangement of the symbols 180 and outputs a control signal to the payout award unit 113 .
  • the payout award unit 113 awards a payout to a player, based on the control signal from the combination payout determining unit 112 .
  • the bonus symbol determining unit 103 determines whether the bonus symbols 190 form a predetermined arrangement in the symbol display area 150 .
  • the bonus symbol determining unit 103 refers to the symbols 180 displayed in the symbol display area 150 , which are stored in the display symbol memory 106 , thereby determining whether the symbols 180 form a predetermined arrangement. Then, when the bonus symbols 190 form the predetermined arrangement, the bonus symbol determining unit 103 accumulatively stores in the bonus game flag memory 115 the bonus game credits in accordance with the arrangement. Furthermore, based on the timing at which the bonus game credits are accumulatively stored in the bonus game flag memory 115 , the bonus symbol determining unit 103 transmits a control signal to the display control unit 111 . Based on the control signal from the bonus symbol determining unit 103 , the display control unit 111 refers to the bonus game flag memory 115 , thereby updating the display of the bonus game credits in the notifying information display area 160 .
  • a bonus game operation of the controller 100 will be described.
  • an operation signal is transmitted to the bonus game executing unit 110 .
  • the bonus game executing unit 110 outputs a control signal to the bonus credit determining unit 114 , based on the received operation signal.
  • the bonus credit determining unit 114 determines whether a predetermined number or more of the bonus game credits are stored in the bonus game flag memory 115 . When there are more than one bonus games, the bonus credit determining unit 114 determines whether the number of the bonus game credits is not lower than the number required in each bonus game, and transmits a result of the determination to the game executing unit 110 .
  • the bonus game executing unit 108 subtracts (consumes) a predetermined number of the bonus game credits stored in the bonus game flag memory, thereby performing a control of executing a bonus game.
  • the bonus game executing unit 108 transmits a control signal to the display control unit 111 .
  • the display control unit 111 refers to the bonus game flag memory 115 , thereby updating the display of the bonus game credits in the notifying information display area 160 .
  • FIGS. 3 and 4 illustrate an example of a display state on the display windows 151 , 152 , 153 on the middle liquid crystal panel 5 B in the slot machine 1 and the playing method thereof.
  • the middle liquid crystal panel 5 B arranges the symbols 180 in a video reel manner.
  • the middle liquid crystal panel 5 B has display windows 151 to 153 that arrange symbols 180 .
  • the display windows 151 to 153 are arranged in a center of the middle liquid crystal panel 5 B.
  • a game of the slot machine 1 executes a slot game in the display windows 151 to 153 .
  • a symbol column having the symbols 180 is scrolled in the display windows 151 to 153 (see the top of FIG. 3 ).
  • the respective display windows 151 to 153 are divided into upper stages 151 a, 152 a, 153 a, middle stages 151 b, 152 b, 153 b and lower stages 151 c, 152 c, 153 c, as shown in the bottom of FIG. 3 .
  • the symbols 180 are respectively stopped (arranged) in the respective stages 151 a to 153 a, 151 b to 153 b, 151 c to 153 c.
  • a symbol of “Q” 185 is stopped in the upper stage 151 a of the display window 151
  • a symbol of “SUN” 181 is stopped in the central stage 152 b of the display window 152
  • a symbol of “K” 186 is stopped in the lower stage 153 c of the display window 153 .
  • the display windows 151 to 153 display a symbol matrix having 3 columns/3 rows.
  • the display windows 151 to 153 form a matrix having nine cells.
  • the symbol matrix is not limited to 3 columns/3 rows.
  • the rearranged symbols 180 include one or more bonus symbols of “BONUS” 190 , and the symbols of “BONUS” 190 form a predetermined arrangement.
  • a bonus game start flag for starting a bonus game is awarded.
  • a bonus game start flag is not awarded.
  • the bonus game start flags awarded are accumulatively stored and displayed as a bonus chance in the notifying information display area 160 on the middle liquid crystal display panel 5 B.
  • the notifying information display area 160 is displayed in the upper left of the middle liquid crystal display panel 5 B and displays, as a bonus chance, the number of the bonus game start flags to be accumulatively stored.
  • the notifying information display area 160 is an area that is a frame of a rectangular shape having a horizontally longitudinal direction and rounded corners, which frame being divided into upper and lower parts.
  • a text image showing letters of “Bonus Chance” is displayed in the upper part of the notifying information display area 160 .
  • the number of the bonus game start flags to be accumulatively stored is displayed in the lower part of the notifying information display area 160 .
  • the number of the bonus game start flags displayed in the notifying information display area 160 is updated on the basis of the timings at which a bonus game start flag is awarded and a bonus game start flag is used.
  • the shape of the notifying information display area 160 is not limited to the above shape.
  • a bonus game start flag is not awarded for the arrangement illustrated in the lower part of FIG. 3 since two symbols of “BONUS” 190 are arranged. In other words, the number of the bonus game start flags displayed in the notifying information display area 160 is not updated.
  • a bonus game start flag is awarded for the arrangement formed in the display windows 151 to 153 on the middle liquid crystal panel 5 B, as illustrated in the upper part of FIG. 4 , since two symbols of “BONUS” 190 are arranged. As a result, as shown in the lower part of FIG. 4 , the number of the bonus game start flags displayed in the notifying information display area 160 is updated.
  • the symbols 180 to be displayed on the display windows 151 to 153 of the middle liquid crystal panel 5 B constitute symbol columns in the base game and the bonus game, each symbol column having 22 symbols.
  • the symbols constituting the respective symbol columns are given with one code number of 0 to 21, respectively.
  • Each of the symbol columns is constituted with a combination of picture symbols of “SUN” 181 , “HEART” 182 , “MOON” 183 and “BONUS” 190 and letter symbols of “J” 184 , “Q” 184 and “K” 186 .
  • a winning combination is such a combination that a combination of symbols 180 stopped on the payline L allows a player to be in an advantageous state.
  • the advantageous state includes a state in which a coin is paid out as a payout in accordance with the winning combination, a state in which the number of coins to be paid out is added to the credit value, or the like.
  • the bonus game is a gaming state that is more advantageous than a base game.
  • the bonus game is a game where more game media can be acquired than the base game.
  • the bonus game is not particularly limited as long as it is an advantageous gaming state to the player, i.e., it is more advantageous than the base game.
  • the bonus game may include a state in which a game can be executed for a predetermined number of times without betting a coin, a state in which it is possible to obtain a game medium in a higher probability than in the base game, a state in which fewer game media is consumed than in the base game, or the like.
  • examples of bonus game include a free game, a second game, a feature game, or the like.
  • a winning combination is determined with the symbols 180 that stop on the payline L which is set on the display windows 151 to 153 .
  • the paylines L include: a top line 160 b, a center line 160 c, and a bottom line 160 d, each of which horizontally traverses three successive symbols 180 horizontally aligned, and a cross down line 160 a and a cross up line 160 e, each of which diagonally traverses three successive symbols 180 diagonally aligned.
  • a winning combination is formed when the same symbols 180 are rearranged on any one of the paylines 160 a to 160 e.
  • the arrangement shown in FIG. 6 is formed with three symbols of “MOON” 183 successively arranged on the center line 160 c.
  • a winning combination of “MOON” 183 is formed on the center line 160 c.
  • a payout for a bonus game is set to be higher than that of a base game even for the same winning combination. This distinguishes the base game from the bonus game.
  • a winning combination is not limited to be formed based on the symbols 180 on the payline L.
  • all the symbols 180 or any one of the symbols 180 may be set as a scatter symbol.
  • a winning combination may be formed when a predetermined number or more of the same scatter symbols are displayed in the display windows 151 to 153 , and thus allowing a player to be in an advantageous gaming state.
  • FIG. 7 is an external perspective view showing an outlined structure of the slot machine 1 according to this embodiment.
  • the slot machine 1 is an upright slot machine provided in a game arcade such as a casino.
  • the slot machine 1 has a cabinet 3 for housing an electrical or a mechanical part so as to execute a predetermined game aspect.
  • the cabinet 3 has a longer length in the vertical direction.
  • As a display unit 4 for displaying game information based on a game operation by a player there are provided an upper variable display unit 4 A, a middle variable display unit 4 B and a lower variable display unit 4 C, for example.
  • Each of the display units 4 A, 4 B, and 4 C is attached to a front of the longitudinally long cabinet 3 .
  • the upper variable display unit 4 A is a display unit on which a player fixes the eyes during a unit game, and has a transparent upper liquid crystal panel 5 A that is fixed on to a front door of the cabinet 3 .
  • a variety of effect images are displayed on the upper liquid crystal panel 5 A during the unit game. For example, an effect of a moving image is performed on the upper liquid crystal panel 5 A when a winning is resulted.
  • the middle variable display unit 4 B is a rotating symbol display panel on which a player always fixes the eyes, and has a transparent middle liquid crystal panel 5 B that is fixed on to the front door of the cabinet 3 .
  • To the middle liquid crystal panel 5 B are provided three display windows 151 to 153 as a display area in which the symbols 180 are arranged.
  • a payout-value display unit 8 and a credit-value display unit 9 are displayed. A detailed display state of the display windows 151 to 153 that are displayed on the middle liquid crystal panel 5 B will be described later.
  • the lower variable display unit 4 C has a lower liquid crystal panel 5 C that displays the number of points recorded in a card, or the number of points of a game.
  • a numerical value displayed on the lower liquid crystal panel 5 C is based on a display result of the middle variable display unit 4 B.
  • the middle variable display unit 4 B When a winning combination is formed in the middle variable display unit 4 B, the number of points of a game displayed on the lower liquid crystal panel 5 C is added on the basis of the winning combination formed.
  • a ticket printer 14 is provided to a left side of the lower liquid crystal panel 5 C, and a card reader 15 is provided to a right side of the lower liquid crystal panel 5 C.
  • An operation table 10 that protrudes forward from the front face of the cabinet 3 is disposed below the lower variable display unit 4 C.
  • On the operation table 10 are operating buttons 11 arranged as an operating unit enabling a player to operate a game.
  • the operating buttons 11 include a start button 23 , a change button 24 , a cashout button 25 , a 1-BET button 26 , and a MAX-BET button 27 .
  • a coin insertion slot 12 and a bill insertion slot 13 are provided to the operating table 10 .
  • the operating buttons 11 further include a bonus game bet button 28 and a bonus game start button 29 .
  • the start button 23 is a button for inputting an instruction to start a variable display (scroll) of symbols.
  • the change button 24 is a button to be used when a player asks a staff in the game arcade for changing money.
  • the cashout button 25 is a button for inputting an instruction to pay out the number of coins equivalent to the total number of credits into a coin receiving portion 19 .
  • the 1-BET button 26 is a button for inputting an instruction to bet one coin, among the number of coins equivalent to the number of the total credits.
  • the MAX-BET button 27 is a button for inputting an instruction to bet the maximum number of coins (for example, 50 coins) allowed for one bet, among the number of coins equivalent to the number of the total credits.
  • the bonus bet button 28 is a button that determines the number of bonus game start flags to be used for a bonus game. For each time the bonus game bet button 28 is operated, the number of bonus game start flags to be bet is incremented.
  • the bonus game start button 29 is a button that starts a bonus game by using the number of bonus game start flags determined by an operation of the bonus bet button 28 . As the bonus game start button 29 is operated, the number of bonus games equivalent to the number of the bet bonus game start flags are executed.
  • the waist panel 17 is a plastic panel on which a game-related image is printed.
  • the waist panel 17 is fixed to a lower front door 18 and illuminated by a cold cathode-ray tube.
  • a coin receiving portion 19 is disposed below the waist panel 17 .
  • the coin receiving portion 19 collects coins which are paid out by the coin payout opening 16 on the basis of a game result.
  • light emitting portions 56 are disposed to the cabinet 3 of the slot machine 1 so as to surround a game area including the upper variable display unit 4 A, the middle variable display unit 4 B, the lower variable display unit 4 C, and the operation table 10 .
  • the light emitting portions 56 are provided to: the side lamps 46 provided to inclined parts 21 , which are protruded in a bow shape at front right and left ends of the cabinet 3 and at side parts over the upper variable display unit 4 A, the middle variable display unit 4 B, and the lower variable display unit 4 C; speaker lamps 47 that are aligned along arc-shaped speakers 57 , which are sideways protruded at the right and left ends of the cabinet 3 adjacent to the operating table 10 ; under lamps 48 that are provided to a lower front door 18 and arranged along lower edges of the waist panel 17 ; and top lamps 49 provided above the variable display unit 4 A that include power lamps 49 a which are provided on the left and right sides, and band-shaped lamps 49 b horizontally aligned in the middle.
  • FIG. 8 is a block diagram showing an electrical structure of the entire slot machine 1 .
  • a control unit having the game controller 100 illustrated in FIG. 2 is provided to the cabinet 3 .
  • the control unit includes a motherboard 40 , a main body PCB (Printed Circuit Board) 60 , a gaming board 50 , a door PCB 80 , and various switches and sensors or the like.
  • the gaming board 50 includes a CPU (Central Processing Unit) 51 , a ROM 55 and a boot ROM 52 which are connected to each other by an internal bus, a card slot 53 S corresponding to a memory card 53 , and an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
  • a CPU Central Processing Unit
  • ROM 55 a ROM 55 and a boot ROM 52 which are connected to each other by an internal bus
  • a card slot 53 S corresponding to a memory card 53
  • an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
  • GAL Generic Array Logic
  • the memory card 53 stores a game program and a game system program therein.
  • the game program includes a stop symbol determination program.
  • the stop symbol determination program is for determining a symbol (code number corresponding to the symbol) to be stopped on the payline.
  • the stop symbol determining program includes symbol weight data corresponding to each of plural payout rate (for example, 80%, 84%, 88%).
  • the symbol weight data is data representing a correspondence relation between the code number of each symbol and one or more random numbers belonging to a predetermined numerical range (0 to 256) for each of the display windows 151 to 153 .
  • the memory card 53 stores a program that samples a random number (random number sampling program).
  • the random number sampling program is read out to the RAM 43 and is executed by the main CPU 41 , when a game running process or a bonus game process is executed.
  • a random number sampling is executed by a program.
  • the invention is not limited thereto. For example, may be provided a random number generator that generates a random number within a predetermined range, and a sampling circuit that samples any number from the random numbers generated by the random number generator 35 , may be provided.
  • the payout rate is determined on the basis of data for setting a payout rate, which data is outputted from the GAL 54 .
  • a symbol to be stopped is determined on the basis of the symbol weight data corresponding to the payout rate.
  • the memory card 53 stores various kinds of data used for the game program and the game system program.
  • the data which represents a relationship between the random number range and the symbols 180 displayed on the display windows 151 to 153 of FIG. 1 , is stored in a data table form. Further, this data is transmitted to a RAM 43 of the motherboard 40 when the game program is executed.
  • the memory card 53 is attachable/detachable to/from the card slot 53 S.
  • the card slot 53 S is connected to the motherboard 40 through an IDE bus.
  • the gaming board 50 enables types and contents of games executed in the slot machine 1 to be changed through a change process having the steps of: removing the memory card 53 from the card slot 53 S; writing another game program and game system program into the memory card 53 ; and inserting the memory card 53 back into the card slot 53 S.
  • the game program includes a program according to a game progress, and a program for shifting a gaming state to a bonus game. Further, the gaming program includes image data and sound data which are output during a game.
  • the GAL 54 is provided with input and output ports. When data is inputted into the input ports, the GAL 54 outputs data corresponding to the inputted data from the output ports.
  • the data outputted from the output ports is the data for setting a payout rate that has been described above.
  • the GAL 54 is attachable/detachable to/from the IC socket 54 S.
  • the IC socket 54 S is connected to the motherboard 40 through a PCI bus. Accordingly, it is possible to change the data for setting a payout rate that is outputted from the GAL 54 by detaching the GAL 54 from the IC socket 54 S, rewriting the program stored in the GAL 54 , and then attaching the GAL 54 back to the IC socket 54 S.
  • the CPU 51 , the ROM 55 and the boot ROM 52 which are connected to each other through an internal bus, are connected to the motherboard 40 through the PCI bus.
  • the PCI bus carries out a signal transfer between the motherboard 40 and the gaming board 50 , and supplies power to the gaming board 50 from the motherboard 40 .
  • the ROM 55 stores nation identification information and an authentication program.
  • the boot ROM 52 stores a preliminary authentication program and a program (boot code) enabling the CPU 51 to execute the preliminary authentication program.
  • the authentication program is a program (falsification check program) for authenticating the game program and the game system program.
  • the authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program.
  • the preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication program to be authenticated is not falsified, i.e., for authenticating the authentication program.
  • the motherboard 40 is provided with a main CPU 41 (controller), a ROM (Read Only Memory) 42 , a RAM (Random Access Memory) 43 and a communication interface 44 .
  • the main CPU 41 functions as a controller for controlling the entire slot machine 1 .
  • the main CPU 41 carries out a control for outputting a command signal enabling the graphic board 67 to start a variable display in the display windows 151 to 153 when the start button 23 is pushed after a credit is bet, or when the bonus game start button 29 is pushed after a bonus game start flag is bet.
  • the main CPU 41 also carries out a control for determining symbols to be stopped after the variable display is started, and a control for stopping the determined symbols in the display windows 151 to 153 .
  • the main CPU 41 functions as an arrangement controller for selecting and determining symbols to be arranged in a symbol matrix from the plural types of symbols, and executing an arrangement control for stopping the determined symbols for a rearrangement so as to rearrange them as a new symbol matrix after scrolling the plural symbols to be displayed on the middle liquid crystal panel 5 B.
  • the main CPU 41 functions as the controller 100 that executes the processes of: executing the base game; determining whether one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 as a result of the base game; when the one or more bonus symbols 190 form a predetermined arrangement, accumulatively storing, in the bonus game flag memory, the number of bonus game start flags for the bonus game according to the arrangement; receiving an input inputted through the bonus game bet button 28 and the bonus game start button 29 at any timing; when the input is a bet on the bonus game, determining whether there are a predetermined number or more of bonus game start flags for the bonus game; when there are a predetermined number or more of bonus game start flags for the bonus game (for example, 1 or more), consuming one or more of the bonus game start flags for the bonus game and executing the bonus game, based on the timing at which the input contents are received; updating the number of bonus game start flags for the bonus game to be displayed on the notifying information display area 160 ,
  • the ROM 42 stores a program such as BIOS (Basis Input/Output System) to be executed by the main CPU 41 , and data that is permanently used.
  • BIOS Basic Input/Output System
  • each of peripheral devices is initialized and the game program and the game system program stored in the memory card 53 are read out through the gaming board 50 .
  • the RAM 43 stores the program or data that is used when the CPU 41 carries out a process.
  • the RAM 43 accumulatively stores one or more bonus game start flags.
  • the RAM 43 functions as the bonus game flag memory.
  • the communication interface 44 is for communicating with a host computer or the like provided in a game arcade through a communication line.
  • the motherboard 40 is connected to the main body PCB (Printed Circuit Board) 60 and the door PCB 80 through a USB (Universal Serial Bus). Further, the motherboard 40 is connected to a power unit 45 . When power is supplied to the motherboard 40 from the power unit 45 , the main CPU 41 of the motherboard 40 is booted, and the power is supplied to the gaming board 50 through the PCI bus to boot the CPU 51 .
  • the main body PCB 60 and the door PCB 80 are connected to a device or apparatus for generating an input signal that is inputted to the main CPU 41 .
  • the main body PCB 60 and the door PCB 80 are also connected to a device or apparatus that is controlled by the control signal outputted from the main CPU 41 .
  • the main CPU 41 executes the game program and the game system program stored in the RAM 43 , based on the input signal inputted to the main CPU 41 . Thereby, the main CPU 41 executes the processes of: carrying out an arithmetic process and storing a result thereof in the RAM 43 ; transmitting a control signal to each device or apparatus as a process of controlling each device or apparatus, or the like.
  • the main body PCB 60 is connected to a light emitting portion 56 , a hopper 64 , a coin detection unit 66 , a graphic board 67 , a speaker 57 , a bill validator 58 , a ticket printer 14 and a card reader 15 .
  • the light emitting portion 56 includes the lamps including the side lamps 46 , the speaker lamps 47 , the under lamps 48 and the top lamps 49 , or LEDs.
  • the turning on and off of the light emitting portion 56 is controlled based on a control signal outputted from the main CPU 41 .
  • the hopper 64 is disposed in the cabinet 3 , and pays out a predetermined number of coins from the coin payout slot 16 to the coin receiving portion 19 , based on a control signal outputted from the main CPU 41 .
  • the coin detection unit 66 is disposed in the coin payout slot 16 , and outputs an input signal to the main CPU 41 when it detects that a predetermined number of coins are paid out from the coin payout slot 16 .
  • the coin detection unit 66 counts the number of coins paid out by the hopper 64 , and inputs data including the counted number to the main body PCB 60 .
  • the main body PCB 60 outputs, based on the data including the counted number inputted, to the main CPU 41 a signal to notify completion of the payout of coins when the number of coins paid out reaches a set payout value.
  • the graphic board 67 controls image displaying on the upper liquid crystal panel 5 A, the middle liquid crystal panel 5 B, and the lower liquid crystal panel 5 C, based on a control signal outputted from the main CPU 41 .
  • the graphic board 67 has an interface circuit 81 , an image control CPU 82 , an image control work RAM 83 , an image control program ROM 84 , a VDP (Video Display Processor) 85 , an image ROM 86 , a video RAM 87 , and a drive circuit 88 .
  • the image control CPU 82 receives a control signal outputted from the main CPU 41 through the interface circuit 81 . In addition, based on the control signal from the main CPU 41 , it determines an image that is displayed on the upper liquid crystal panel 5 A, the middle liquid crystal panel 5 B and the lower liquid crystal panel 5 C, in accordance with the image control program stored in the image control program ROM 84 .
  • the image control program ROM 84 stores an image control program that is related to a display on the upper liquid crystal panel 5 A, the middle liquid crystal panel 5 B and the lower liquid crystal panel 5 C, or various selection tables.
  • the image control work RAM 83 is structured to serve as a temporary memory means when the image control program is executed in the image control CPU 82 .
  • the VDP 85 forms image data according to the contents determined in the image control CPU 82 .
  • the image ROM 86 stores dot data for forming an image such as a symbol 180 or the like.
  • the video RAM 87 serves as a temporary memory means when an image is formed in the VDP 85 .
  • the drive circuit 88 outputs the image data formed by the VDP 85 to the upper liquid crystal panel 5 A, the middle liquid crystal panel 5 B, and the lower liquid crystal panel 5 C. Meantime, the image data that is used when the VDP generates the image data is stored in the memory card 53 , and is included in the game program that is read out from the memory card 53 and temporarily stored in the RAM 43 .
  • the ticket printer 14 prints a barcode on a ticket, in which data such as a credit value stored in the RAM 33 , the date and time, or an identification number of the slot machine 1 is coded, based on the control signal outputted from the main CPU 41 .
  • the ticket printer 14 then outputs a ticket having the barcode attached thereto.
  • the card reader 15 reads the data from a smart card and transmits the data to the main CPU 41 .
  • the card reader 15 writes the data to the smart card based on a control signal from the main CPU 41 .
  • the door PCB 80 is provided with a control panel 20 , a reverter 12 S, a coin counter 12 C, and a cold cathode tube 89 .
  • the control panel 20 is provided with a start switch 23 S corresponding to the start button 23 , a change switch 24 S corresponding to the change button 24 , a cashout switch 25 S corresponding to the cashout button 25 , a 1-BET switch 26 S corresponding to the 1-BET button 26 and a MAX-BET switch 27 S corresponding to the MAX-BET button 27 .
  • Each of the switches 23 S to 27 S outputs an input signal to the main CPU 41 when each of the corresponding buttons 23 to 27 is operated by a player.
  • the coin counter 12 C is disposed in the coin insertion slot 12 , and validates whether a coin inserted in the coin insertion slot 21 by the player is genuine or not. Anything other than a genuine coin is discharged from the coin payout slot 16 . In addition, the coin counter 12 C outputs an input signal to the main CPU 41 when detecting a genuine coin.
  • the reverter 12 S operates on the basis of the control signal outputted from the main CPU 41 , and distributes a coin which is recognized as genuine by the coin counter 12 C, to a cash box (not shown) or hopper 64 disposed in the slot machine 10 .
  • a genuine coin is distributed into the cash box by the reverter 12 S.
  • the genuine coin is distributed into the hopper 64 .
  • the cold cathode tube 89 functions as a backlight provided to rear sides of the upper liquid crystal panel 5 A, the middle liquid crystal panel 5 B and the lower liquid crystal panel 5 C. The cold cathode tube 89 is turned on based on the control signal outputted from the main CPU 41 .
  • the payout management table is stored in the memory card 53 and is read out into the RAM 43 by the main CPU 41 .
  • the payout management table is referred to when a winning combination is made and a payout is thus awarded to a player in the base game and the bonus game.
  • the payout management table has a column of winning combinations, a column of base game payouts and a column of bonus game payouts.
  • the column of winning combinations stores symbols that enable a payout to be awarded to a player when a winning combination is made.
  • the column of base game payouts stores payouts per 1 BET in a base game, which correspond to the symbols that enable a payout to be awarded.
  • the column of bonus game payouts stores payouts per 1 BET in a bonus game, which correspond to the symbols that enable a payout to be awarded.
  • a “bonus game start flag for a bonus game” is awarded in a base game and one hundred coins are paid out in a bonus game.
  • the detail of the payout such as the number of coins to be paid out are not limited to the above.
  • the main CPU 41 After the main CPU 41 carries out a booting process, the main CPU 41 reads out the game program stored in the memory card 53 , so that a game is progressed.
  • the booting process is a process that is executed by the main board 40 and the gaming board 50 .
  • the memory card 53 is inserted in the card slot 53 S and the GAL 54 is attached to the IC socket 54 S in the gaming board 50 .
  • the main board 40 and the gaming board 50 are started.
  • the main control board 40 and the gaming board 50 are started, separate processes are carried out in parallel, respectively.
  • the CPU 51 reads out the preliminary authentication program stored in the boot ROM 52 and performs a preliminary authentication of confirming and verifying in advance that the authentication program is not falsified before it is loaded to the main control board 71 (S 1 ).
  • the main CPU 41 executes the BIOS stored in the ROM 42 and develops the compressed data, which is incorporated in the BIOS, into the RAM 43 (S 2 ).
  • the main CPU 41 executes the BIOS developed into the RAM 33 to check and initialize the operations of the various peripheral devices (S 3 ).
  • the main CPU 41 is associated with the ROM 55 of the gaming board 50 via the PCI bus.
  • the main CPU 41 reads out the authentication program stored in the ROM 55 and stores the authentication program read in the RAM 43 (S 4 ).
  • the main CPU 41 takes a check sum by an ADDSUM manner (standard check function) in accordance with a standard BIOS function of the BIOS, confirms whether the storing is carried out without an error and stores the authentication program in the RAM 43 .
  • ADDSUM manner standard check function
  • the main CPU 41 confirms what is associated with the IDE bus, accesses the memory card 53 inserted in the card slot 53 S through the IDE bus and reads out the game program and the game system program from the memory card 53 .
  • the main CPU 41 reads out the data constituting the game program and the game system program, by four bytes.
  • the main CPU 41 performs an authentication of confirming and verifying that the game program and the game system program read are not falsified in accordance with the authentication program stored in the RAM 43 (S 5 ).
  • the main CPU 41 When the authentication process is properly ended, the main CPU 41 writes and stores the game program and the game system program, which are authentication targets (i.e., which are authenticated), in the RAM 43 (S 6 ).
  • the main CPU 41 accesses the GAL 54 attached to the IC socket 54 S through the PCI bus, reads out the data for setting a payout rate and writes and stores it in the RAM 43 (S 7 ).
  • the main CPU 41 reads out country identification information stored in the ROM 55 of the gaming board 50 through the PCI bus and stores the country identification information read in the RAM 43 (S 8 ).
  • the main CPU 41 sequentially reads out and executes the game program and the game system program, thereby performing an initial process shown in FIG. 12 .
  • the main CPU 41 reads out an initial process routine shown in FIG. 12 from the RAM 43 and executes the initial process routine.
  • the main CPU 41 controls an execution of a base game.
  • the main CPU 41 determines whether a coin is bet or not (B 1 ). In this process, it is determined whether a signal input by a push of the 1-BET button 26 or MAX-BET button 27 is received or not. When it is determined that a coin is not bet (B 1 , NO), the step of B 1 is repeated until a coin is bet.
  • a symbol determining process is executed (B 4 ). In other words, nine symbols 190 to stop on the display windows 151 to 153 are determined. Note that, the information of the symbols determined is temporarily stored in the RAM 43 .
  • the symbols 180 of the display windows 151 to 153 are scrolled (B 5 ).
  • a predetermined time base time
  • the scroll display is stopped and the symbol matrix determined in the step of B 4 is rearranged in the display windows 151 to 153 (B 6 ).
  • the column of base game payouts of the payout management table shown in FIG. 10 is referred.
  • the number of pieces paid out for one BET is fifteen, according to the column of base games, which corresponds to the symbol of “MOON” in the column of winning combinations of the payout management table.
  • This number of pieces paid out for one BET is multiplied by the bet-value of a player to calculate the number of pieces to be actually paid out.
  • a predetermined number (three, in this embodiment) or more symbols of “BONUS” 190 are arranged in the symbol display area 150 (display windows 151 to 153 ) (B 9 ).
  • the number of the symbols of “BONUS” 190 is determined by referring to the nine symbols 180 to be stopped in the display windows 151 to 153 , which are temporarily stored in the RAM 43 .
  • this routine is ended.
  • a bonus game executing process routine that is executed by the main CPU 41 will be described.
  • the main CPU 41 controls an execution of a bonus game.
  • the bonus game executing process routine it is determined whether a bonus game start flag is bet or not (C 1 ). In this process, it is determined whether an operation signal resulting from a push of the bonus game bet button 28 is received or not.
  • C 1 a bonus game start flag is not bet (C 1 , NO)
  • the process of C 1 is repeated until a bet is made.
  • the bonus game start flags stored in the RAM 43 is subtracted (C 2 ).
  • the number of bonus game start flags subtracted is stored as a bet flag-number in the RAM 43 . Note that, when the number of the bonus game start flags bet is larger than the credit-value stored in the RAM 43 , the step of C 2 is re-executed without subtracting the credit-value.
  • the number of the bonus game start flags of the notifying information display area 160 is updated (C 25 ).
  • the bonus game start button 29 is in the ON state (operated) or not (C 3 ).
  • the process is returned to C 1 .
  • the bonus game start button 29 is not in the ON state (for example, the bonus game start button 29 is not in the ON state and an instruction to end the game is inputted)
  • the subtraction result in the step of C 2 is canceled and the bet flag-number in the RAM 43 is initialized.
  • a symbol determining process is executed (C 4 ). In other words, nine symbols 180 to stop in the display windows 151 to 153 are determined. Meanwhile, the information of the symbols determined is temporarily stored in the RAM 43 .
  • the symbols 180 of the display windows 151 to 153 are scrolled (C 5 ).
  • the scroll display is stopped and the symbols determined in the process of C 4 are arranged in the display windows 151 to 153 (C 6 ).
  • a payout process is executed (C 8 ). In other words, the number of coins to be paid out is calculated based on the winning combination made.
  • the column of bonus game payouts of the payout management table shown in FIG. 10 is referred.
  • the column of bonus games which corresponds to “MOON” of the column of winning combinations of the payout management table, is referred to, so that 30 pieces are calculated as a payout-value.
  • the bonus game start flag is set as the special game start flag of the invention.
  • the invention is not limited thereto.
  • a credit for starting a special game (special game credit) may be adopted in place of the special game start flag.
  • a player can play a bonus game only by using one or more bonus game start flags that are acquired in the base game when one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 . Furthermore, the player can use the bonus game start flags to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves stress. Hence, a game can be continuously played.
  • one or more bonus game start flags are awarded when one or more bonus symbols 190 form a predetermined arrangement.
  • the player is able to fix the eyes on the one or more bonus symbols 190 while focusing on the base game. An entertainment characteristic is thus improved.
  • the number of bonus game start flags to be displayed on the notifying information display is updated based on the timings at which one or more of bonus game start flags are accumulatively stored and consumed.
  • the player can easily recognize the number of bonus game start flags.
  • player's desire to continue collecting more bonus game start flags is further increased.
  • FIG. 15 illustrates an example of a display state of the display windows 151 , 152 , 153 on the middle liquid crystal panel 5 B in a operation process of a slot machine 201 and the playing method thereof.
  • the slot machine 201 of this embodiment uses a bonus game credit when executing a bonus game.
  • a bonus game credit is awarded to a player when a predetermined number of symbols of “BONUS” 190 of the symbols 180 are arranged in the display windows 151 , 152 , 153 in a base game.
  • “award” means that one or more credits are accumulatively stored in the RAM 43 .
  • the one or more bonus game credits awarded are accumulatively stored and displayed in the notifying information display area 260 on the middle liquid crystal panel 5 B, as a bonus chance.
  • the notifying information display area 260 is displayed in the upper left part of the middle liquid crystal panel 5 B, and displays the number of bonus credits to be accumulatively stored as one or more bonus credits.
  • the notifying information display area 260 is an area that is a rectangular-shaped frame having a horizontally longitudinal direction and rounded corners, which frame being divided into upper and lower parts.
  • a text image showing letters of “Bonus Credit” is displayed in the upper part of the notifying information display area 260 .
  • the number of bonus game credits to be accumulatively stored is displayed in the lower part of the notifying information display area 160 .
  • the number of the bonus game start flags displayed on the notifying information display area 260 is updated on the basis of the timings at which one or more bonus game credits are awarded, and one or more of the bonus game credits are used.
  • the shape of the notifying information display area 260 is not limited to the above shape.
  • the mechanical structure of the slot machine 201 has the same structure as the first embodiment. However, the slot machine 201 is different in that the bonus game bet button 28 and the bonus game start button 29 bet a bonus game credit, thereby starting a bonus game.
  • the bonus game bet button 28 is a button that determines the number of bonus game credits to be used in a bonus game. For each time the bonus game bet button 28 is operated, the number of bonus game credits to be bet is changed between “10” and “20.”
  • the bonus game start button 29 is a button that starts a bonus game by using one or more of the bonus game credits determined by an operation of the bonus game bet button 28 . The number of bonus games corresponding to the number of bonus game credits is executed by an operation of the bonus start button 29 .
  • the slot machine 201 has a first bonus game and a second bonus game.
  • a first bonus game is executed.
  • a second bonus game is executed.
  • the electrical structure of the slot machine 201 has the same structure as the first embodiment except that the slot machine 201 applies different payouts for the first and second bonus games.
  • FIG. 16 shows a payout management table that is used in this embodiment.
  • the payout management table is stored in the memory card 53 , and read out in the RAM 43 by the main CPU 41 .
  • the payout management table is referred to when a winning combination is formed and a payout is thus awarded to a player in the base game and the bonus game.
  • the payout management table has a column of winning combinations, a column of base game payouts, a column of first bonus game payouts, and a column of second bonus game payouts.
  • the column of winning combinations stores symbols that enable a payout to be awarded to a player when those symbols form a winning combination.
  • the column of base game payouts stores payouts per one bet in a base game, which correspond to the symbols that enable a payout to be awarded.
  • the column of first bonus game payouts stores payouts per one bet in a first bonus game, which correspond to the symbols that enable a payout to be awarded.
  • the column of second bonus game payouts stores payouts per one bet in a second bonus game, which correspond to the symbols that enable a payout to be awarded.
  • a “bonus game credit” is awarded in a base game, a hundred coins are paid out in a first bonus game, and two hundred fifty coins are paid out in a second bonus game.
  • the payout contents such as the number of coins to be paid out are not limited to the above.
  • a game executing process routine executed by the main CPU 41 will be described with reference to FIG. 17 .
  • an execution of a base game is controlled by the main CPU 41 .
  • it is determined whether a coin is bet or not (D 1 ).
  • the step of B 1 is repeated until a coin is bet.
  • a symbol determining process is executed (D 4 ). In other words, nine symbols 190 to stop on the display windows 151 to 153 are determined. Note that, the information of the symbols determined is temporarily stored in the RAM 43 .
  • the symbols 180 of the display windows 151 to 153 are scrolled (D 5 ).
  • a predetermined time base time
  • the scroll display is stopped and the symbol matrix determined in the step of D 4 is rearranged in the display windows 151 to 153 (D 6 ).
  • the column of base game payouts of the payout management table shown in FIG. 16 is referred.
  • the number of pieces paid out for one BET is fifteen, according to the column of base games, which corresponds to the symbol of “MOON” in the column of winning combinations of the payout management table.
  • This number of pieces paid out for one BET is multiplied by the bet-value of a player to calculate the number of pieces to be actually paid out.
  • a predetermined number (three, in this embodiment) or more symbols of “BONUS” 190 are arranged in the symbol display area 150 (display windows 151 to 153 ) (D 9 ).
  • the number of the symbols of “BONUS” 190 is determined by referring to the nine symbols 180 to be stopped in the display windows 151 to 153 , which are temporarily stored in the RAM 43 .
  • this routine is ended.
  • a bonus game executing process routine that is executed by the main CPU 41 will be described.
  • the main CPU 41 controls an execution of a bonus game.
  • the bonus game executing process routine it is determined whether a bonus game credit is bet or not (E 1 ). In this process, it is determined whether an operation signal resulting from a push of the bonus game bet button 28 is received or not.
  • E 1 the process of C 1 is repeated until a bet is made.
  • a bet type determining process is executed (E 15 ).
  • E 15 based on an operation signal resulting from a push of the bonus game bet button 28 , it is determined whether it is a bet on a first bonus game or a bet on a second bonus game, and a result of the determination is stored in the RAM 43 , as a bet type.
  • the bonus game credits stored in the RAM 43 is subtracted in accordance with the bet type stored in the RAM 43 (E 2 ).
  • the bet type is a bet on the first bonus game
  • “10” is subtracted from the bonus game credits stored in the RAM 43
  • “20” is subtracted from the bonus game credits stored in the RAM 43 . Note that, when the number of the bonus game credits, which is necessary for the bet type to be bet, is larger than the number of bonus game credits stored in the RAM 43 , a bet on each bonus game cannot be made.
  • the bonus game credits stored in the RAM 43 are “15,” a bet on the second bonus game cannot be made.
  • the bonus game credits stored in the RAM 43 are “5,” a bet on the first bonus game and the second bonus game cannot be made.
  • the number of the bonus game credits of the notifying information display area 160 is updated (E 25 ).
  • the bonus game start button 29 is in the ON state (operated) or not (E 3 ).
  • the process is returned to E 1 .
  • the bonus game start button 29 is not in the ON state (for example, the bonus game start button 29 is not in the ON state and an instruction to end the game is inputted)
  • the subtraction result in the step of E 2 is canceled and the bet type in the RAM 43 is initialized.
  • a payout process is executed (E 8 ). In other words, the number of coins to be paid out is calculated based on the winning combination made.
  • the column of first bonus game payouts or the column of first bonus game payouts of the payout management table shown in FIG. 16 is referred. Which one of the column of first bonus game payouts and the column of first bonus game payouts is referred to is determined, according to the bet types stored in the RAM 43 .
  • a player can play a bonus game only by using one or more bonus game credits that are acquired in the base game when one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 . Furthermore, the player can use the bonus game credits to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves stress. Hence, a game can be continuously played.
  • one or more bonus game credits are awarded when one or more bonus symbols 190 form a predetermined arrangement.
  • the player is able to fix the eyes on the one or more bonus symbols 190 while focusing on the base game. An entertainment characteristic is thus improved.
  • the number of bonus game credits to be displayed on the notifying information display is updated based on the timings at which one or more of bonus game credits are accumulatively stored and consumed.
  • the player can easily recognize the number of bonus game credits.
  • player's desire to continue collecting more bonus game credits is further increased.
  • a player is able to suitably play a bonus game, according to the bonus game credits possessed by a player.
  • the continuous desire of the player to collect more bonus game credits is further improved.
  • the bonus games in the first and second embodiment are not limited to the above mentioned games.
  • a free game a second game having a different game type may be possible.
  • the base game and the bonus game are a so-called slot game in which the symbols are variably displayed and a payout is awarded in accordance with a stop result of the variable display.
  • the invention is not limited thereto.
  • a roulette game is possible and a game that virtually executes a horse race, a motorboat race, a bicycle race or the like is also possible.
  • the update timing of the notifying information display area 160 and the notifying information display area 260 is not limited to the examples of the first and second embodiment.

Abstract

A slot machine 1 of the invention includes: a base game executed in response to a player's bet; a bonus game different from the base game; a RAM 43 that accumulatively stores the number of bonus game start flags which are awarded when the base game yields a predetermined result; and a bonus game bet button 28 and a bonus game start button 29 that receive an input by the player. The slot machine 1 executes the base game; when the base game yields a predetermined result, accumulatively stores the number of bonus game start flags according to the result in the RAM 43; receives an input inputted through the bonus game bet button 28 and the bonus game start button 29 at any timing; when the input is a bet on the bonus game, determines whether there are a predetermined number or more of bonus game start flags; and when there are a predetermined number or more of bonus game start flags, consumes one or more of the bonus game start flags and executes the bonus game, based on the timing at which the input is received.

Description

    CROSS REFERENCE TO RELATED APPLICATION
  • The present application claims priority from provisional application No. 61/041,345, which was filed on Apr. 1, 2008, the entire disclosure of which is herein incorporated by reference.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming machine and a control method thereof.
  • 2. Description of Related Art
  • The gaming machine includes a slot machine, for example. In a known slot machine, when a player inserts a game medium such as a coin or bill into an insertion slot of the gaming machine and presses a start button, symbols are scroll-displayed in a display mounted on a front of a cabinet and the symbols are then stopped automatically.
  • In such gaming machine, as disclosed in U.S. Pat. No. 6,604,999 B2 or U.S. Patent No. 2002065124A1, for example, when the symbols stopped on a winning line forms a predetermined combination, a predetermined number of game media are paid out as a win. In addition, when a certain symbol referred to as scatter symbol is displayed on the display, a predetermined number of game media are paid out in accordance with the number of scatter symbols displayed, irrespective of the winning line.
  • In the known slot machines, a bonus game may be executed when a predetermined condition is met, separately from a base game in which a predetermined number of game media are paid out in accordance with a combination of symbols or the number of scatter symbols. Since this bonus game is not executed at a timing that a player desires, the player may feel stressed.
  • Accordingly, an object of the invention is to provide a gaming machine providing an entertainment characteristic which is not brought about by the above mentioned prior art, and a playing method thereof.
  • To be more specific, an object of the invention is to provide a gaming machine having an entertainment characteristic that maintains player's desire to continue playing a game by relieving stress to be imposed on the player, and a playing method thereof.
  • SUMMARY OF THE INVENTION
  • The present invention deals with a gaming machine including: a special game flag memory that accumulatively stores the number of special game start flags which are awarded when a base game executed in response to a player's bet yields a predetermined result; an input device that receives an input by the player; and a controller that carries out the steps of: (a1) executing the base game; (a2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, the number of special game start flags according to the result; (a3) receiving an input inputted through the input device at any timing; (a4) when the input is a bet on a special game different from the base game, determining whether there are a predetermined number or more of special game start flags; and (a5) when there are a predetermined number or more of special game start flags, consuming one or more of the special game start flags and executing the special game, based on the timing at which the input is received.
  • In other words, the present invention deals with a gaming machine including: a base game executed in response to a player's bet; a special game different from the base game; a special game flag memory that accumulatively stores the number of special game start flags which are awarded when the base game yields a predetermined result; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of: (a1) executing the base game; (a2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, the number of special game start flags according to the result; (a3) receiving an input inputted through the input device at any timing; (a4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game start flags; and (a5) when there are a predetermined number or more of special game start flags, consuming one or more of the special game start flags and executing the special game, based on the timing at which the input is received.
  • According to the above structure, a base game executed in response to a player's bet is executed. When the base game yields a predetermined result, the number of special game start flags according to the result is accumulatively stored in a special game flag memory. An input inputted through the input device is received at any timing. When the input is a bet on the special game, it is determined whether there are a predetermined number or more of special game start flags. When there are a predetermined number or more of special game start flags, one or more of the special game start flags are consumed and a special game different from the base game is executed, based on the timing at which the input is received.
  • Thereby, a player can play a special game only by using one or more of the special game start flags that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the special game start flags to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires and relieve stress. Hence, the game can be continuously played.
  • The present invention deals with a gaming machine including: a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game executed in response to a player's bet, which are awarded when the base game yields a predetermined result; an input device that receives an input by the player; and a controller that carries out the steps of: (b1) executing the base game; (b2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result; (b3) receiving an input inputted through the input device at any timing; (b4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (b5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received. In other words, the present invention deals with a gaming machine including: a base game executed in response to a player's bet; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits which are awarded when the base game yields a predetermined result; an input device that receives an input by the player; and a controller.
  • The controller is programmed to carry out the steps of: (b1) executing the base game; (b2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result; (b3) receiving an input inputted through the input device at any timing; (b4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (b5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received.
  • According to the above structure, a base game executed in response to a player's bet is executed. When the base game yields a predetermined result, one or more special game credits according to the result are accumulatively stored in a special game flag memory. An input inputted through the input device is received at any timing. When the input is a bet on the special game, it is determined whether there are a predetermined number or more of special game credits. When there are a predetermined number or more of special game credits, one or more of the special game credits are consumed and the special game different from the base game is executed, based on the timing at which the input is received.
  • Thereby, a player can play a special game only by using one or more of the special game credits that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the special game credits to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires and can relieve stress. Hence, a game can be continuously played.
  • The present invention deals with gaming machine including: a symbol display area in which a plurality of symbols including one or more special symbols are arranged; a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet and which awards a payout in accordance with a relation among the symbols arranged, the special game credits being awarded when the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; an input device that receives an input by the player; and a controller that carries out the steps of: (c1) executing the base game; (c2) determining whether the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; (c3) when the one or more special symbols form a predetermined arrangement, accumulatively storing, in the special game flag memory, one or more special game credits according to the arrangement; (c4) receiving an input inputted through the input device at any timing; (c5) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (c6) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received. In other words, the present invention deals with a gaming machine including: a symbol display area in which a plurality of symbols including one or more special symbols are arranged; a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among the symbols arranged; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits which are awarded when the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; an input device that receives an input by the player; and a controller.
  • The controller is programmed to carry out the steps of: (c1) executing the base game; (c2) determining whether the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; (c3) when the one ore more special symbols form a predetermined arrangement, accumulatively storing, in the special game flag memory, one or more special game credits according to the arrangement; (c4) receiving an input inputted through the input device at any timing; (c5) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (c6) when there are a predetermined number or more of credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received.
  • According to the above structure, a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among symbols arranged in a symbol display area, is executed. It is determined whether one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game. When the one or more specials symbols form a predetermined arrangement, one or more special game credits according to the result of the base game are accumulatively stored in a special game flag memory. An input inputted through the input device is received at any timing. When the input is a bet on the special game, it is determined whether there are a predetermined number or more of special game credits. When there are a predetermined number or more of special game credits, one or more of the special game credits stored in the special game flag memory are consumed and the base game is executed, based on the timing at which the input is received.
  • Thereby, a player can play a special game only by using one or more of the special game credits that are acquired in the base game when the one or more special symbols form a predetermined arrangement in the symbol display area. Furthermore, the player can use one or more of the special game credits to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires, and can relieve stress. Hence, the player can continuously play the game.
  • In addition, one or more special game credits are awarded when the one or more special symbols form a predetermined arrangement. Thus, the player is able to fix the eyes on the one or more special symbols while focusing on the base game. An improved entertainment characteristic is thus provided.
  • The present invention deals with a gaming machine including: a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet, which are awarded when the base game yields a predetermined result; a notifying information display area that displays the number of special game credits to be stored in the special game flag memory; an input device that receives an input by the player; and a controller that carries out the steps of: (d1) executing the base game; (d2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result; (d3) receiving an input inputted through the input device at any timing; (d4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; (d5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received; and (d6) updating the number of special game credits to be displayed in the notifying information display area, based on the timings at which the one or more of the special game credits are accumulatively stored and consumed. In other words, the present invention deals with a gaming machine including: a base game executed in response to a player's bet; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits which are awarded when the base game yields a predetermined result; a notifying information display area that displays the number of special game credits to be stored in the special game flag memory; an input device that receives an input by the player; and a controller.
  • The controller is programmed to carry out the steps of: (d1) executing the base game; (d2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits, according to the result; (d3) receiving an input inputted through the input device at any timing; (d4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; (d5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received; and (d6) updating the number of special game credits to be displayed on the notifying information display area, based on the timings at which the one or more special game credits are accumulatively stored and consumed.
  • According to the above structure, a base game executed in response to a player's bet is executed. When the base game yields a predetermined result, one or more special game credits according to the result are accumulatively stored in a special game flag memory. An input inputted through the input device is received at any timing. When the input is a bet on the special game, it is determined whether there are a predetermined number or more of special game credits. When there are a predetermined number or more of special game credits, one or more of the special game credits are consumed, and the special game different from the base game is executed, based on the timing at which the input is received. Based on the timings at which the one or more special game credits to be stored in the special game flag memory are accumulatively stored and consumed, the number of special game credits to be displayed on the notifying information display area is updated.
  • Thereby, a player can play a special game only by using one or more of the special game credits that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the special game credits to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires, and can relieve stress. Hence, the player can continuously play the game.
  • In addition, the number of special game credits to be displayed on the notifying information display is updated based on the timings at which one or more of special game credits are accumulatively stored and consumed. Thus, the player can easily recognize the number of special game credits. In addition, player's desire to continue collecting more special game credits, is further increased.
  • The invention deals with a gaming machine including: a symbol display area in which a plurality of symbols including one or more special symbols are arranged; a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among the symbols arranged; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet and which awards a payout in accordance with a relation among the symbols arranged, the special game credits being awarded when the special symbols form a predetermined arrangement in the symbol display area as a result of the base game; a notifying information display area that displays the number of special game credits to be stored in the special game flag memory; an input device that receives an input by the player; and a controller that carries out the steps of: (e1) executing the base game; (e2) determining whether the one or more special symbols form a predetermined arrangement in the symbol display area, as a result of the base game; (e3) when the special symbols form a predetermined arrangement, accumulatively storing, in the special game flag memory, one or more special game credits according to the arrangement; (e4) receiving an input inputted through the input device at any timing; (e5) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; (e6) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received; and (e7) updating the number of special game credits to be displayed in the notifying information display area, based on the timings at which the one or more of the special game credits are accumulatively stored and consumed. In other words, the invention deals with a gaming machine including: a symbol display area in which a plurality of symbols including one or more special symbols are arranged; a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among the symbols arranged; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits which are awarded when the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; a notifying information display area that displays the number of special game credits to be stored in the special game flag memory; an input device that receives an input by the player; and a controller.
  • The controller is programmed to carry out the steps of (e1) executing the base game; (e2) determining whether the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game; (e3) when the one or more special symbols form a predetermined arrangement, accumulatively storing, in the special game flag memory, one or more special game credits according to the arrangement; (e4) receiving an input inputted through the input device at any timing; (e5) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; (e6) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received; and (e7) updating the number of special game credits to be displayed on the notifying information display area, based on the timings at which the one or more special game credits are accumulatively stored and consumed.
  • According to the above structure, a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among symbols arranged in a symbol display area, is executed. It is determined whether one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game. When the one or more specials symbols form a predetermined arrangement, one or more special game credits according to the result are accumulatively stored in a special game flag memory. An input inputted through the input device is received at any timing. When the input is a bet on the special game, it is determined whether there are a predetermined number or more of special game credits to be stored in the special game flag memory. When there are a predetermined number or more of special game credits, one or more of the special game credits stored in the special game flag memory is consumed, and the special game different from the base game is executed, based on the timing at which the input is received. Based on the timings at which one or more of the special game credits to be stored in the special game flag memory are accumulatively stored and consumed, the number of special game credits to be displayed on the notifying information display area is updated.
  • Thereby, a player can play a special game only by using one or more of the special game credits that are acquired in the base game when the special symbols form a predetermined arrangement in the symbol display area. Furthermore, the player can use the special game credits to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires, and relieve stress. Hence, the game can be continuously played.
  • In addition, one or more special game credits are awarded when the one or more special symbols form a predetermined arrangement. Thus, the player is able to fix the eyes on the one or more special symbols while focusing on the base game. An entertainment characteristic is thus improved.
  • In addition, the number of special game credits to be displayed on the notifying information display area is updated based on the timings at which the one or more special game credits are accumulatively stored and consumed. Thus, the player can easily recognize the number of special game credits. In addition, player's desire to continue collecting more special game credits is further increased.
  • The present invention relates to a playing method of a gaming machine having a base game executed in response to a player's bet; a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet, the special game credits being awarded when the base game yields a predetermined result; and an input device that receives an input by the player, the playing method including the steps of: (f1) executing the base game; (f2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result; (f3) receiving an input inputted through the input device at any timing; (f4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (f5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received.
  • In other words, the present invention relates to a playing method of a gaming machine including: a base game requiring a player's bet; a special game different from the base game; a special game flag memory that accumulatively stores one or more special game credits which are awarded when the base game yields a predetermined result; and an input device that receives an input by the player, wherein the playing method of the gaming machine includes the steps of: (f1) executing the base game; (f2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result; (f3) receiving an input inputted through the input device at any timing; (f4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and (f5) when there are a predetermined number or more special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input contents are received.
  • According to the above structure, a base game executed in response to a player's bet is executed. When the base game yields a predetermined result, one or more of special game credits according to the result are accumulatively stored in a special game flag memory. An input inputted through the input device is received at any timing. When the input is a bet on the special game, it is determined whether there are a predetermined number or more of special game credits. When there are a predetermined number or more of special game credits, one or more of the special game credits are consumed and a special game different from the base game is executed, based on the timing at which the input is received.
  • Thereby, a player can play a special game only by using one or more of the special game credits that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the special game credits to play a special game at any timing. As a result, the player can play the special game at a timing that the player desires and relieve stress. Hence, the player can continuously play the game.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • Other and further objects, features and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings, in which:
  • FIG. 1 illustrates a playing method of a gaming machine;
  • FIG. 2 is a block diagram of a gaming machine;
  • FIG. 3 illustrates a display state of a middle liquid crystal panel according to a first embodiment;
  • FIG. 4 illustrates a display state of a middle liquid crystal panel according to a first embodiment;
  • FIG. 5 shows symbols and code numbers thereof;
  • FIG. 6 illustrates paylines on a middle liquid crystal panel;
  • FIG. 7 is a perspective view showing an external appearance of a slot machine according to a first embodiment;
  • FIG. 8 is a block diagram showing an electrical structure of a slot machine;
  • FIG. 9 is a block diagram showing an electrical structure of a graphic board of a slot machine;
  • FIG. 10 shows a payout management table of a first embodiment;
  • FIG. 11 is a flow chart of a booting process that is executed in a slot machine;
  • FIG. 12 is a flow chart of an initial process that is executed in a slot machine;
  • FIG. 13 is a flow chart of a game executing process that is executed in a slot machine of a first embodiment;
  • FIG. 14 is a flow chart of a game executing process that is executed in a slot machine of a first embodiment;
  • FIG. 15 illustrates a display state of a middle liquid crystal panel according to a second embodiment;
  • FIG. 16 shows a payout management table of a second embodiment;
  • FIG. 17 is a flow chart of a game executing process that is executed in a slot machine of a second embodiment; and
  • FIG. 18 is a flow chart of a game executing process that is executed in a slot machine of a second embodiment.
  • DESCRIPTION OF THE PREFERRED EMBODIMENTS
  • The following describes an embodiment of a gaming machine and playing method thereof according to the present invention.
  • (Outline of the Gaming Machine)
  • As shown in FIG. 1, a gaming machine (slot machine 1) has a structure in which a player can play a bonus game, which is a special game, by using a bonus game start flag that is acquired when a base game yields a predetermined result. Furthermore, the gaming machine has a structure in which a player can play a bonus game at any timing by using the bonus game start flag.
  • To be more specific, the gaming machine includes: a base game executed in response to a player's bet; a bonus game different from the base game; a bonus game flag memory that accumulatively stores the number of bonus game start flags which are awarded when the base game yields a predetermined result; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of (a1) to (a5).
  • In the step of (a1), the controller executes the base game. In the step of (a2), when the base game yields a predetermined result, the controller accumulatively stores, in the bonus game flag memory, the number of bonus game start flags according to the result. In the step of (a3), the controller receives an input inputted through the input device, at any timing. In the step of (a4), when the input is a bet on the bonus game, the controller determines whether there are a predetermined number or more of bonus game start flags. In the step of (a5), when there are a predetermined number or more of bonus game start flags, the controller consumes one or more of the bonus game start flags and executes the bonus game, based on the timing at which the input is received.
  • Thus, a player can play a bonus game only by using one or more of the bonus game start flags that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the bonus game start flags to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves player's stress. Hence, a game can be continuously played.
  • Here, the “gaming machine” may be a one player-type machine such as a slot machine 1. Alternatively, the “gaming machine” may be a multiplayer-type machine. For example, more than one slot machines 1 may be data-communicably connected to one another, thereby constituting a multiplayer-type gaming machine.
  • The “input device” is not particularly limited as long as an input is possible in response to a player's operation. In other words, the input device may be an operation button realizing an input by contact and release of a mechanical contact point, a touch panel provided to a liquid crystal screen or the like. Furthermore, the input device may be a device realizing an input by a data communication of a wireless signal such as sound, light, electric waves or the like.
  • The “base game” is an essential main game of a gaming machine, which a player mainly plays. A player bets a predetermined amount of game value to play a base game, and a payout is awarded when the base game yields a predetermined result.
  • The “bonus game” is a game different from the “base game”, and can be played when a player has a bonus game flag. In this embodiment, the bonus game is a game executed under a state that is more advantageous to a player than that of the base game. In addition, the number of bonus games of the gaming machine is not limited.
  • In addition, the “game that is executed under a state that is more advantageous to a player” is not particularly limited as long as it is more advantageous than the base game. For example, it may include a state in which it is possible to obtain more game media than in the base game, a state in which it is possible to obtain a game medium in a higher probability than in the base game, a state in which a game medium is less consumed than in the base game, or the like.
  • The “bonus game flag memory” accumulatively stores therein a bonus flag. When a base game yields a predetermined result, a bonus game flag is stored in the bonus game flag memory.
  • The “bonus game flag” is necessary for a player to play a “bonus game.” Meantime, the bonus game flag may be the number of bonus games or a credit amount for a bonus game.
  • As shown in FIG. 1, the gaming machine has a structure in which a player can play a bonus game by using one or more bonus game credits which are awarded when the base game yields a predetermined result. Further, the gaming machine has a structure in which a player can play a bonus game at any timing by using bonus game credits.
  • To be more specific, the gaming machine includes: a base game executed in response to a player's bet; a bonus game different from the base game; a bonus game flag memory that accumulatively stores one or more bonus game credits which are awarded when the base game yields a predetermined result; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of (b1) to (b5).
  • Specifically, in the step of (b1), the controller executes the base game. In the step of (b2), when the base game yields a predetermined result, the controller accumulatively stores, in the bonus game flag memory, one or more bonus game credits according to the result. In the step of (b3), the controller receives an input inputted through the input device at any timing. In the step of (b4), when the input is a bet on the bonus game, the controller determines whether there are a predetermined number or more of bonus game credits. In the step of (b5), when there are a predetermined number or more of bonus game credits, the controller consumes one or more of the bonus game credits and executes the bonus game, based on the timing at which the input is received.
  • In other words, executed is a playing method including the steps of: executing the base game; when the base game yields a predetermined result, accumulatively storing, in the bonus game flag memory, one or more bonus game credits according to the result; receiving an input inputted through the input device at any timing; when the input is a bet on the bonus game, determining whether there are a predetermined number or more of bonus game credits; and when there are a predetermined number or more of bonus game credits, consuming one or more of the bonus game credits and executing the bonus game, based on the timing at which the input is received.
  • Thus, a player can play a bonus game only by using one or more of the bonus game credits that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the bonus game credits to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves stress. Hence, a game can be continuously played.
  • Here, the “bonus game credit” is necessary for a player to play a “bonus game” and means a bonus game flag. In this embodiment, when a base game yields a predetermined result, a “bonus game credit” is awarded to a player. In addition, a bonus game is executed by consuming a predetermined number of bonus game credits.
  • In the meantime, “awarding one or more bonus game credits to a player” means that “the gaming machine accumulatively stores one or more bonus game credits in the bonus game flag memory.” In addition, “consuming one or more of the bonus game credits” means that “the gaming machine subtracts the number of credits that is required to execute a bonus game from the number of bonus game credits stored in the bonus game flag memory.”
  • Further, as shown in FIG. 1, the gaming machine may have such a structure that when one or more bonus symbols 190 form a predetermined arrangement, one or more bonus game credits are awarded to a player.
  • To be more specific, the gaming machine includes: a symbol display area 150 in which symbols 180 including one or more bonus symbols 190 are arranged; a base game that is executed in response to a player's bet and awards a payout in accordance with a relation among the symbols 180 arranged; a bonus game different from the base game; a bonus game flag memory that accumulatively stores one or more bonus game credits which are awarded when the one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 as a result of the base game; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of (c1) to (c6).
  • Specifically, in the step of (c1), the controller executes the base game. In the step of (c2), the controller determines whether one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 as a result of the base game. In the step of (c3), when one or more bonus symbols 190 form a predetermined arrangement, the controller accumulatively stores, in the bonus game flag memory, one or more bonus game credits according to the arrangement. In the step of (c4), the controller receives an input inputted through the input device at any timing. In the step of (c5), when the input is a bet on the bonus game, the controller determines whether there are a predetermined number or more of bonus game credits. In the step of (c6), when there are a predetermined number or more of bonus game credits, the controller consumes one or more of the bonus game credits and executes the bonus game, based on the timing at which the input is received.
  • Thus, a player can play a bonus game only by using one or more of the bonus game credits that are acquired in the base game when one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150. Furthermore, the player can use the one or more of the bonus game credits to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires, and this relieves stress. Hence, a game can be continuously played.
  • In addition, one or more bonus game credits are awarded when the one or more bonus symbols 190 form a predetermined arrangement. Thus, the player is able to fix the eyes on the one or more bonus symbols 190 while focusing on the base game. An improved entertainment characteristic is thus provided.
  • Here, the “arrangement” means a state in which the symbols 180 are visually identifiable by a player. That is, in FIG. 1, it means a state that the symbols 180 are displayed in symbol display area 150 (display windows 151 to 153). In the meantime, the “rearrangement” means arranging the symbols 180 again after releasing the arrangement of the symbols 180. Meanwhile, “rearrangement” used in this embodiment is not limited to the above and includes the meaning of “arrangement.”
  • In addition, as shown in FIG. 1, the gaming machine may have a structure of updating the number of bonus game credits to be displayed on a notifying information display area 160, based on the timings at which one or more bonus game credits are accumulatively stored and consumed.
  • To be more specific, the gaming machine may include: a base game executed in response to a player's bet; a bonus game different from the base game; a bonus game flag memory that accumulatively stores one or more bonus game credits which are awarded when the base game yields a predetermined result; a notifying information display area 160 that displays the number of bonus game credits to be stored in the bonus game flag memory; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of (d1) to (d6).
  • Specifically, in the step of (d1), the controller executes the base game. In the step of (d2), when the base game yields a predetermined result, the controller accumulatively stores, in the bonus game flag memory, one or more bonus game credits according to the result. In the step of (d3), the controller receives an input inputted through the input device at any timing. In the step of (d4), when the input is a bet on the bonus game, the controller determines whether there are a predetermined number or more of bonus game credits. In the step of (d5), when there are a predetermined number or more of bonus game credits, the controller consumes one or more of the bonus game credits and executes the bonus game, based on the timing at which the input is received. In the step of (d6), the controller updates the number of bonus game credits to be displayed on the notifying information display area 160, based on the timings at which the one or more bonus game credits are accumulatively stored and consumed.
  • Thus, a player can play a bonus game only by using one or more of the bonus game credits that are acquired when the base game yields a predetermined result. Furthermore, the player can use one or more of the bonus game credits to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves stress. Hence, a game can be continuously played.
  • In addition, the number of bonus game credits to be displayed on the notifying information display area 160 is updated based on the timings at which the one or more of bonus game credits are accumulatively stored and consumed. Therefore, the player can easily recognize the number of bonus game credits. In addition, player's desire to continue collecting more bonus game credits is further increased.
  • In addition, as shown in FIG. 1, the gaming machine may have a structure of, when one or more bonus symbols 190 form a predetermined arrangement, awarding one or more bonus game credit to a player and updating the number of bonus game credits to be displayed on the notifying information display area 160 based on the timings at which the one or more bonus game credits are accumulatively stored and consumed.
  • To be more specific, the gaming machine includes: a symbol display area 150 in which symbols 180 including one or more bonus symbols 190 are arranged; a base game that is executed in response to a player's bet and awards a payout in accordance with a relation among the symbols 180 arranged; a bonus game different from the base game; a bonus game flag memory that accumulatively stores one or more bonus game credits which are awarded when one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150, as a result of the base game; a notifying information display area 160 that displays the number of bonus game credits to be stored in the bonus game flag memory; an input device that receives an input by the player; and a controller that is programmed to carry out the steps of (e1) to (e7).
  • Specifically, in the step of (e1), the controller executes the base game. In the step of (e2), the controller determines whether one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 as a result of the base game. In the step of (e3), when the one or more bonus symbols 190 form a predetermined arrangement, the controller accumulatively stores, in the bonus game flag memory, one or more bonus game credits according to the arrangement. In the step of (e4), the controller receives an input inputted through the input device at any timing. In the step of (e5), when the input is a bet on the bonus game, the controller determines whether there are a predetermined number or more of bonus game credits. In the step of (e6), when there are a predetermined number or more of bonus game credits, the controller consumes one or more of the bonus game credits and executes the bonus game, based on the timing at which the input is received. In the step of (e7), the controller updates the number of bonus game credits to be displayed on the notifying information display area 160, based on the timings at which the one or more bonus game credits are accumulatively stored and consumed.
  • Thus, a player can play a bonus game only by using one or more bonus game credits that are acquired in the base game when one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150. Furthermore, the player can use the bonus game credits to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves stress. Hence, a game can be continuously played.
  • In addition, one or more bonus game credits are awarded when one or more bonus symbols 190 form a predetermined arrangement. Thus, the player is able to fix the eyes on the one or more bonus symbols 190 while focusing on the base game. An entertainment characteristic is thus improved.
  • In addition, the number of bonus game credits to be displayed on the notifying information display area 160 is updated based on the timings at which the one or more bonus game credits are accumulatively stored and consumed. Thus, the player can easily recognize the number of bonus game credits. In addition, player's desire to continue collecting more bonus game credits is further increased.
  • As shown in FIG. 2, the thus structured gaming machine includes an input device 102, the symbol display area 150 ( display windows 151, 152, and 153), the notifying information display area 160, and a controller 100.
  • (Input Device 102)
  • The input device 102 has a function of receiving an input by a player. To be more specific, the input device 102 outputs an operation by a player, as an operation signal, to a bet receiving unit 107 that will be described later. Specifically, the an operation by a player includes a bet on a base game, a bet on a bonus game or the like.
  • (Symbol Display Area 150)
  • In the symbol display area 150, the symbols 180 including the bonus symbols 190 are arranged in a base game. When the bonus symbols 190 result in a predetermined arrangement in the symbol display area 150, a credit for a bonus game, which is a bonus game start flag to start a bonus game, is awarded to a player.
  • The display area 150 may have a mechanical structure with a reel device for arranging the symbols 180 by rotation of a reel or an electrical structure in which symbols 180 are arranged by a video reel displayed as an image. Further, the display area 150 may have a structure in which a mechanical structure (reel) and an electrical structure (video reel) are combined with one another.
  • (Notifying Information Display Area 160)
  • The notifying information display area 160 is structured to be able to display the number of bonus game credits awarded to a player. In other words, the notifying information display area 160 is adapted to display the number of bonus game credits to be stored in the bonus game flag memory 115 that will be described later. The number of bonus game credits to be displayed on the notifying information display area 160 are updated whenever the bonus game credits in the bonus game flag memory 115 are increased or decreased.
  • To be more specific, the number of bonus game credits to be displayed in the notifying information display area 160 are updated at a timing at which one or more bonus game credits are accumulatively stored in the bonus game flag memory 115. In addition, the number of bonus game credits to be displayed in the notifying information display area 160 is updated at a timing at which one or more of the bonus game credits are consumed in order to start a bonus game.
  • In the meantime, examples of the electrical structure of the symbol display area 150 and the notifying information display area 160 include a liquid crystal display device, a CRT (cathode-ray tube) device, a plasma display device, organic EL (Organic Electro-Luminescence) display device or the like. In addition, the display area 150 is a matrix type having grids in which the symbols are respectively arranged. However, the invention is not limited thereto.
  • (Controller 100)
  • As shown in FIG. 2, the controller 100 has a bet receiving unit 107, a base game executing unit 110, an arrangement symbol determining unit 105, a symbol memory 109, a display symbol memory 106, a display control unit 111, a combination payout determining unit 112 and a payout award unit 113.
  • The bet receiving unit 107 receives a bet from the input device 102. Specifically, the bet receiving unit receives an operation signal outputted from the input device 102 and determines the operation with reference to the operation signal. Depending on the operation, the bet receiving unit 107 outputs an operation signal to the base game executing unit 110 and a bonus game executing unit 108 that will be described later.
  • To be more specific, the bet receiving unit 107 determines whether the operation is a bet on a base game or a bet on a bonus game. When the operation is a bet on a base game, the bet receiving unit 107 outputs an operation signal to the base game executing unit 110. When the operation is a bet on a bonus game, the bet receiving unit 107 outputs an operation signal to the bonus game executing unit 108.
  • The base game executing unit 110 controls an execution of a base game, using as a trigger an operation signal outputted from the bet receiving unit 107.
  • The symbol memory 109 is structured to store all the symbols 180 including the bonus symbols 190. This symbol memory 109 is referred to when the symbols 180 to be rearranged in the symbol display area 150 is determined in a base game. The arrangement symbol determining unit 105 is structured to determine the symbols 180 to be rearranged in the symbol display area 150. The display symbol memory 106 is structured to store therein the symbols 180 determined by the first rearrangement symbol determining unit 105.
  • The display control unit 111 is structured to rearrange (display), in the symbol display area 150, the symbols 180 which are determined by the arrangement symbol determining unit 105 and are stored in the display symbol memory 106. In addition, the display control unit 111 is structured to refer to the bonus game flag memory 115, based on the control signal outputted from the bonus game executing unit 108 and the bonus symbol determining unit 108, thereby updating the display of the bonus game credits in the notifying information display area 160.
  • The combination payout determining unit 112 is structured to determine a payout in accordance with a relation of the symbols 180 rearranged in the symbol display area 150, as a result of the base game. The payout award unit 113 is structured to award the payout determined by the combination payout determining unit 112.
  • An example of the payout is a state that is advantageous to a player. Examples of the state that is advantageous to a player include a state that a game medium is paid out in accordance with a winning combination made on a payline L and a state that the number of game medium to be paid out is added to the credits. The payline L and the winning combination will be described later. Meanwhile, examples of the “game medium” include a medal, a coin, a gaming ball, money, bill, and a magnetic card.
  • The gaming machine has the above structures, so that it can execute a base game.
  • In addition, the controller 100 has a bonus symbol determining unit 103, a bonus game executing unit 108, a bonus credit determining unit 114 and a bonus game flag memory 115.
  • The bonus symbol determining unit 103 determines whether the bonus symbols 190 result in a predetermined arrangement in the symbol display area 150, as a result of a base game. When the bonus symbols 190 form a predetermined arrangement, the bonus symbol determining unit 103 accumulatively stores the bonus game credits in the bonus game flag memory 115 and updates the display of the bonus game credits in the notifying information display area 160.
  • To be more specific, the bonus symbol determining unit 103 refers to the symbols 180 displayed in the symbol display area 150, which are stored in the display symbol memory 106. In addition, the bonus symbol determining unit 103 determines whether the symbols 190 form a predetermined arrangement, based on the symbols 180 stored in the display symbol memory 106. In addition, when the symbols 190 form the predetermined arrangement, the bonus symbol determining unit 103 accumulatively stores, in the bonus game flag memory 115, the bonus game credits in accordance with the arrangement. Further, the bonus symbol determining unit 103 transmits a control signal to the display control unit 111, based on the timing at which the bonus game credits are accumulatively stored in the bonus game flag memory 115.
  • The bonus game flag memory 115 accumulatively stores the bonus game credits. The bonus game executing unit 108 controls an execution of a bonus game different from the base game, using as a trigger an operation signal outputted from the bet receiving unit 107. For example, when starting an execution of a bonus game, the bonus game executing unit 108 subtracts a predetermined number of credits from the bonus game credits which are accumulatively stored in the bonus game flag memory 115, and starts an execution of a bonus game. In addition, the bonus game executing unit 108 transmits a control signal to the display control unit 111, thereby updating the bonus game credits in the notifying information display area 160.
  • The bonus credit determining unit 114 determines whether a predetermined number or more of the bonus game credits are stored in the bonus game flag memory 115. In addition, for example, when there are more than one bonus games and bonus game credits to be consumed are different for each bonus games, the bonus credit determining unit 114 may determine whether the number of the bonus game credits is not lower than the number required in each bonus game.
  • Each block of the controller 105 may be embodied in hardware or software, as required.
  • (Operation of the Controller 100)
  • First, a base game operation of the above-described controller 100 will be described. When the input device 102 is operated so that a bet on a base game is made, an operation signal is transmitted to the base game executing unit 110. The game executing unit 110 performs a control to start an execution of the base game, based on the received operation signal.
  • Then, the arrangement symbol determining unit 105 determines the symbols 180 to be rearranged on the display area 150. To be more specific, the symbols 180 to be rearranged in the display area 150 are selected from the symbols 180 stored in the symbol memory 150. The determined symbols 180 are transmitted as a signal to the arrangement display symbol memory 106 by the arrangement symbol determining unit 105. The arrangement display symbol memory 106 stores therein the received symbols 180.
  • Then, based on a control signal from the base game executing unit 110, the display control unit 111 refers to the symbols 180 to be rearranged, in the arrangement display symbol memory 106. The display control unit 111 rearranges the symbols 180 on the display area 150, based on the information thus referred to.
  • Then, based on the control signal from the base game executing unit 110, the combination payout determining unit 112 determines a payout to be awarded to a player. To be more specific, the combination payout determining unit 112 refers to the symbols 180 stored in the display symbol memory 106, thereby determining whether the symbols 180 rearranged in the symbol display area 150 form an arrangement with which a payout is to be awarded. When awarding a payout, the combination payout determining unit 112 determines a payout amount or the like in accordance with the arrangement of the symbols 180 and outputs a control signal to the payout award unit 113.
  • Then, the payout award unit 113 awards a payout to a player, based on the control signal from the combination payout determining unit 112.
  • In the followings, a bonus game operation of the controller 100 will be described. When the symbols 180 to be displayed in the symbol display area 150 are determined in a base game, the bonus symbol determining unit 103 determines whether the bonus symbols 190 form a predetermined arrangement in the symbol display area 150.
  • To be more specific, the bonus symbol determining unit 103 refers to the symbols 180 displayed in the symbol display area 150, which are stored in the display symbol memory 106, thereby determining whether the symbols 180 form a predetermined arrangement. Then, when the bonus symbols 190 form the predetermined arrangement, the bonus symbol determining unit 103 accumulatively stores in the bonus game flag memory 115 the bonus game credits in accordance with the arrangement. Furthermore, based on the timing at which the bonus game credits are accumulatively stored in the bonus game flag memory 115, the bonus symbol determining unit 103 transmits a control signal to the display control unit 111. Based on the control signal from the bonus symbol determining unit 103, the display control unit 111 refers to the bonus game flag memory 115, thereby updating the display of the bonus game credits in the notifying information display area 160.
  • In the followings, a bonus game operation of the controller 100 will be described. When the input device 102 is operated so that a bet on a bonus game is made, an operation signal is transmitted to the bonus game executing unit 110. The bonus game executing unit 110 outputs a control signal to the bonus credit determining unit 114, based on the received operation signal.
  • Then, the bonus credit determining unit 114 determines whether a predetermined number or more of the bonus game credits are stored in the bonus game flag memory 115. When there are more than one bonus games, the bonus credit determining unit 114 determines whether the number of the bonus game credits is not lower than the number required in each bonus game, and transmits a result of the determination to the game executing unit 110.
  • When a result of the determination of the bonus credit determining unit 114 is not less than the predetermined number, the bonus game executing unit 108 subtracts (consumes) a predetermined number of the bonus game credits stored in the bonus game flag memory, thereby performing a control of executing a bonus game.
  • In addition, based on the timing at which the predetermined number of bonus game credits are subtracted, the bonus game executing unit 108 transmits a control signal to the display control unit 111. Based on the control signal from the bonus game executing unit 108, the display control unit 111 refers to the bonus game flag memory 115, thereby updating the display of the bonus game credits in the notifying information display area 160.
  • First Embodiment
  • An example will be described in which the gaming machine is applied to a slot machine 1.
  • (Display State)
  • FIGS. 3 and 4 illustrate an example of a display state on the display windows 151, 152, 153 on the middle liquid crystal panel 5B in the slot machine 1 and the playing method thereof. Meantime, in this embodiment, the middle liquid crystal panel 5B arranges the symbols 180 in a video reel manner.
  • As shown in FIG. 3, the middle liquid crystal panel 5B has display windows 151 to 153 that arrange symbols 180. The display windows 151 to 153 are arranged in a center of the middle liquid crystal panel 5B. A game of the slot machine 1 according to this embodiment executes a slot game in the display windows 151 to 153. In the slot game, a symbol column having the symbols 180 is scrolled in the display windows 151 to 153 (see the top of FIG. 3). In addition, the respective display windows 151 to 153 are divided into upper stages 151 a, 152 a, 153 a, middle stages 151 b, 152 b, 153 b and lower stages 151 c, 152 c, 153 c, as shown in the bottom of FIG. 3. The symbols 180 are respectively stopped (arranged) in the respective stages 151 a to 153 a, 151 b to 153 b, 151 c to 153 c.
  • For example, in FIG. 3, a symbol of “Q” 185 is stopped in the upper stage 151 a of the display window 151, a symbol of “SUN” 181 is stopped in the central stage 152 b of the display window 152 and a symbol of “K” 186 is stopped in the lower stage 153c of the display window 153. Thereby, the display windows 151 to 153 display a symbol matrix having 3 columns/3 rows. In other words, the display windows 151 to 153 form a matrix having nine cells. In the meantime, the symbol matrix is not limited to 3 columns/3 rows.
  • It is determined whether a winning combination is formed in accordance with a relation among the symbols 180 arranged as a result of the rearrangement taken place in the base game, and a payout is awarded to a player. Meantime, the winning combination will be described later.
  • In addition, since the same rearrangement is also executed in the bonus game, the description of the display state of the bonus game is omitted. Meanwhile, in a bonus game, a bonus game start flag that will be described later is not awarded.
  • In addition, it is determined whether, as a result of the rearrangement in the base game, the rearranged symbols 180 include one or more bonus symbols of “BONUS” 190, and the symbols of “BONUS” 190 form a predetermined arrangement. In this embodiment, it is determined whether three or more symbols of “BONUS” 190 are arranged in the display windows 151 to 153. When three or more symbols of “BONUS” 190 are arranged, a bonus game start flag for starting a bonus game is awarded. Meanwhile, as described above, in a bonus game, even when three or more symbols of “BONUS” 190 are arranged in the display windows 151 to 153, a bonus game start flag is not awarded.
  • As shown in FIG. 3, the bonus game start flags awarded are accumulatively stored and displayed as a bonus chance in the notifying information display area 160 on the middle liquid crystal display panel 5B. The notifying information display area 160 is displayed in the upper left of the middle liquid crystal display panel 5B and displays, as a bonus chance, the number of the bonus game start flags to be accumulatively stored.
  • To be more specific, the notifying information display area 160 is an area that is a frame of a rectangular shape having a horizontally longitudinal direction and rounded corners, which frame being divided into upper and lower parts. A text image showing letters of “Bonus Chance” is displayed in the upper part of the notifying information display area 160. The number of the bonus game start flags to be accumulatively stored is displayed in the lower part of the notifying information display area 160. The number of the bonus game start flags displayed in the notifying information display area 160 is updated on the basis of the timings at which a bonus game start flag is awarded and a bonus game start flag is used. Meanwhile, the shape of the notifying information display area 160 is not limited to the above shape.
  • For example, a bonus game start flag is not awarded for the arrangement illustrated in the lower part of FIG. 3 since two symbols of “BONUS” 190 are arranged. In other words, the number of the bonus game start flags displayed in the notifying information display area 160 is not updated.
  • In addition, a bonus game start flag is awarded for the arrangement formed in the display windows 151 to 153 on the middle liquid crystal panel 5B, as illustrated in the upper part of FIG. 4, since two symbols of “BONUS” 190 are arranged. As a result, as shown in the lower part of FIG. 4, the number of the bonus game start flags displayed in the notifying information display area 160 is updated.
  • (Symbol, Winning Combination, or the Like)
  • As shown in FIG. 5, the symbols 180 to be displayed on the display windows 151 to 153 of the middle liquid crystal panel 5B constitute symbol columns in the base game and the bonus game, each symbol column having 22 symbols. The symbols constituting the respective symbol columns are given with one code number of 0 to 21, respectively. Each of the symbol columns is constituted with a combination of picture symbols of “SUN” 181, “HEART” 182, “MOON” 183 and “BONUS” 190 and letter symbols of “J” 184, “Q” 184 and “K” 186.
  • In addition, for each symbol 180, various winning combinations are determined in advance. A winning combination is such a combination that a combination of symbols 180 stopped on the payline L allows a player to be in an advantageous state. Examples of the advantageous state includes a state in which a coin is paid out as a payout in accordance with the winning combination, a state in which the number of coins to be paid out is added to the credit value, or the like.
  • In the meantime, the bonus game is a gaming state that is more advantageous than a base game. In this embodiment, the bonus game is a game where more game media can be acquired than the base game. The bonus game is not particularly limited as long as it is an advantageous gaming state to the player, i.e., it is more advantageous than the base game. For example, the bonus game may include a state in which a game can be executed for a predetermined number of times without betting a coin, a state in which it is possible to obtain a game medium in a higher probability than in the base game, a state in which fewer game media is consumed than in the base game, or the like. Specifically, examples of bonus game include a free game, a second game, a feature game, or the like.
  • A winning combination is determined with the symbols 180 that stop on the payline L which is set on the display windows 151 to 153. As shown in FIG. 6, the paylines L include: a top line 160 b, a center line 160 c, and a bottom line 160 d, each of which horizontally traverses three successive symbols 180 horizontally aligned, and a cross down line 160 a and a cross up line 160 e, each of which diagonally traverses three successive symbols 180 diagonally aligned. A winning combination is formed when the same symbols 180 are rearranged on any one of the paylines 160 a to 160 e.
  • For example, the arrangement shown in FIG. 6 is formed with three symbols of “MOON” 183 successively arranged on the center line 160 c. In other words, a winning combination of “MOON” 183 is formed on the center line 160 c.
  • In the meantime, in this embodiment, a payout for a bonus game is set to be higher than that of a base game even for the same winning combination. This distinguishes the base game from the bonus game.
  • In the meantime, a winning combination is not limited to be formed based on the symbols 180 on the payline L. For example, all the symbols 180 or any one of the symbols 180 may be set as a scatter symbol. To be more specific, a winning combination may be formed when a predetermined number or more of the same scatter symbols are displayed in the display windows 151 to 153, and thus allowing a player to be in an advantageous gaming state.
  • (Mechanical Structure: Schematic Structure)
  • FIG. 7 is an external perspective view showing an outlined structure of the slot machine 1 according to this embodiment. The slot machine 1 is an upright slot machine provided in a game arcade such as a casino. The slot machine 1 has a cabinet 3 for housing an electrical or a mechanical part so as to execute a predetermined game aspect. The cabinet 3 has a longer length in the vertical direction. As a display unit 4 for displaying game information based on a game operation by a player, there are provided an upper variable display unit 4A, a middle variable display unit 4B and a lower variable display unit 4C, for example. Each of the display units 4A, 4B, and 4C is attached to a front of the longitudinally long cabinet 3.
  • The upper variable display unit 4A is a display unit on which a player fixes the eyes during a unit game, and has a transparent upper liquid crystal panel 5A that is fixed on to a front door of the cabinet 3. A variety of effect images are displayed on the upper liquid crystal panel 5A during the unit game. For example, an effect of a moving image is performed on the upper liquid crystal panel 5A when a winning is resulted.
  • The middle variable display unit 4B is a rotating symbol display panel on which a player always fixes the eyes, and has a transparent middle liquid crystal panel 5B that is fixed on to the front door of the cabinet 3. To the middle liquid crystal panel 5B are provided three display windows 151 to 153 as a display area in which the symbols 180 are arranged. Moreover, in an upper part of the middle liquid crystal panel 5B, a payout-value display unit 8 and a credit-value display unit 9 are displayed. A detailed display state of the display windows 151 to 153 that are displayed on the middle liquid crystal panel 5B will be described later.
  • The lower variable display unit 4C has a lower liquid crystal panel 5C that displays the number of points recorded in a card, or the number of points of a game. A numerical value displayed on the lower liquid crystal panel 5C is based on a display result of the middle variable display unit 4B. When a winning combination is formed in the middle variable display unit 4B, the number of points of a game displayed on the lower liquid crystal panel 5C is added on the basis of the winning combination formed. A ticket printer 14 is provided to a left side of the lower liquid crystal panel 5C, and a card reader 15 is provided to a right side of the lower liquid crystal panel 5C.
  • An operation table 10 that protrudes forward from the front face of the cabinet 3 is disposed below the lower variable display unit 4C. On the operation table 10 are operating buttons 11 arranged as an operating unit enabling a player to operate a game. To be more specific, the operating buttons 11 include a start button 23, a change button 24, a cashout button 25, a 1-BET button 26, and a MAX-BET button 27. In addition, a coin insertion slot 12 and a bill insertion slot 13 are provided to the operating table 10.
  • The operating buttons 11 further include a bonus game bet button 28 and a bonus game start button 29.
  • The start button 23 is a button for inputting an instruction to start a variable display (scroll) of symbols. The change button 24 is a button to be used when a player asks a staff in the game arcade for changing money. The cashout button 25 is a button for inputting an instruction to pay out the number of coins equivalent to the total number of credits into a coin receiving portion 19.
  • The 1-BET button 26 is a button for inputting an instruction to bet one coin, among the number of coins equivalent to the number of the total credits. The MAX-BET button 27 is a button for inputting an instruction to bet the maximum number of coins (for example, 50 coins) allowed for one bet, among the number of coins equivalent to the number of the total credits.
  • The bonus bet button 28 is a button that determines the number of bonus game start flags to be used for a bonus game. For each time the bonus game bet button 28 is operated, the number of bonus game start flags to be bet is incremented. The bonus game start button 29 is a button that starts a bonus game by using the number of bonus game start flags determined by an operation of the bonus bet button 28. As the bonus game start button 29 is operated, the number of bonus games equivalent to the number of the bet bonus game start flags are executed.
  • Below the operation table 10 is a waist panel 17 disposed. The waist panel 17 is a plastic panel on which a game-related image is printed. The waist panel 17 is fixed to a lower front door 18 and illuminated by a cold cathode-ray tube. In addition, below the waist panel 17, a coin receiving portion 19 is disposed. The coin receiving portion 19 collects coins which are paid out by the coin payout opening 16 on the basis of a game result.
  • Furthermore, light emitting portions 56 are disposed to the cabinet 3 of the slot machine 1 so as to surround a game area including the upper variable display unit 4A, the middle variable display unit 4B, the lower variable display unit 4C, and the operation table 10. The light emitting portions 56 are provided to: the side lamps 46 provided to inclined parts 21, which are protruded in a bow shape at front right and left ends of the cabinet 3 and at side parts over the upper variable display unit 4A, the middle variable display unit 4B, and the lower variable display unit 4C; speaker lamps 47 that are aligned along arc-shaped speakers 57, which are sideways protruded at the right and left ends of the cabinet 3 adjacent to the operating table 10; under lamps 48 that are provided to a lower front door 18 and arranged along lower edges of the waist panel 17; and top lamps 49 provided above the variable display unit 4A that include power lamps 49 a which are provided on the left and right sides, and band-shaped lamps 49 b horizontally aligned in the middle.
  • (Electrical Structure of the Slot Machine 1)
  • FIG. 8 is a block diagram showing an electrical structure of the entire slot machine 1. A control unit having the game controller 100 illustrated in FIG. 2 is provided to the cabinet 3. As illustrated in FIG. 8, the control unit includes a motherboard 40, a main body PCB (Printed Circuit Board) 60, a gaming board 50, a door PCB 80, and various switches and sensors or the like.
  • The gaming board 50 includes a CPU (Central Processing Unit) 51, a ROM 55 and a boot ROM 52 which are connected to each other by an internal bus, a card slot 53S corresponding to a memory card 53, and an IC socket 54S corresponding to a GAL (Generic Array Logic) 54.
  • The memory card 53 stores a game program and a game system program therein. The game program includes a stop symbol determination program. The stop symbol determination program is for determining a symbol (code number corresponding to the symbol) to be stopped on the payline. The stop symbol determining program includes symbol weight data corresponding to each of plural payout rate (for example, 80%, 84%, 88%). The symbol weight data is data representing a correspondence relation between the code number of each symbol and one or more random numbers belonging to a predetermined numerical range (0 to 256) for each of the display windows 151 to 153.
  • In addition, the memory card 53 stores a program that samples a random number (random number sampling program). The random number sampling program is read out to the RAM 43 and is executed by the main CPU 41, when a game running process or a bonus game process is executed. In this embodiment, a random number sampling is executed by a program. However, the invention is not limited thereto. For example, may be provided a random number generator that generates a random number within a predetermined range, and a sampling circuit that samples any number from the random numbers generated by the random number generator 35, may be provided.
  • The payout rate is determined on the basis of data for setting a payout rate, which data is outputted from the GAL 54. A symbol to be stopped is determined on the basis of the symbol weight data corresponding to the payout rate.
  • Further, the memory card 53 stores various kinds of data used for the game program and the game system program. For example, the data, which represents a relationship between the random number range and the symbols 180 displayed on the display windows 151 to 153 of FIG. 1, is stored in a data table form. Further, this data is transmitted to a RAM 43 of the motherboard 40 when the game program is executed.
  • In addition, the memory card 53 is attachable/detachable to/from the card slot 53S. The card slot 53S is connected to the motherboard 40 through an IDE bus. Thus, the gaming board 50 enables types and contents of games executed in the slot machine 1 to be changed through a change process having the steps of: removing the memory card 53 from the card slot 53S; writing another game program and game system program into the memory card 53; and inserting the memory card 53 back into the card slot 53S.
  • The game program includes a program according to a game progress, and a program for shifting a gaming state to a bonus game. Further, the gaming program includes image data and sound data which are output during a game.
  • The GAL 54 is provided with input and output ports. When data is inputted into the input ports, the GAL 54 outputs data corresponding to the inputted data from the output ports. The data outputted from the output ports is the data for setting a payout rate that has been described above.
  • The GAL 54 is attachable/detachable to/from the IC socket 54S. The IC socket 54S is connected to the motherboard 40 through a PCI bus. Accordingly, it is possible to change the data for setting a payout rate that is outputted from the GAL 54 by detaching the GAL 54 from the IC socket 54S, rewriting the program stored in the GAL 54, and then attaching the GAL 54 back to the IC socket 54S.
  • The CPU 51, the ROM 55 and the boot ROM 52, which are connected to each other through an internal bus, are connected to the motherboard 40 through the PCI bus. The PCI bus carries out a signal transfer between the motherboard 40 and the gaming board 50, and supplies power to the gaming board 50 from the motherboard 40. The ROM 55 stores nation identification information and an authentication program. The boot ROM 52 stores a preliminary authentication program and a program (boot code) enabling the CPU 51 to execute the preliminary authentication program.
  • The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication program to be authenticated is not falsified, i.e., for authenticating the authentication program.
  • The motherboard 40 is provided with a main CPU 41 (controller), a ROM (Read Only Memory) 42, a RAM (Random Access Memory) 43 and a communication interface 44.
  • The main CPU 41 functions as a controller for controlling the entire slot machine 1. In particular, the main CPU 41 carries out a control for outputting a command signal enabling the graphic board 67 to start a variable display in the display windows 151 to 153 when the start button 23 is pushed after a credit is bet, or when the bonus game start button 29 is pushed after a bonus game start flag is bet. The main CPU 41 also carries out a control for determining symbols to be stopped after the variable display is started, and a control for stopping the determined symbols in the display windows 151 to 153.
  • In other words, the main CPU 41 functions as an arrangement controller for selecting and determining symbols to be arranged in a symbol matrix from the plural types of symbols, and executing an arrangement control for stopping the determined symbols for a rearrangement so as to rearrange them as a new symbol matrix after scrolling the plural symbols to be displayed on the middle liquid crystal panel 5B.
  • To be more specific, the main CPU 41 functions as the controller 100 that executes the processes of: executing the base game; determining whether one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150 as a result of the base game; when the one or more bonus symbols 190 form a predetermined arrangement, accumulatively storing, in the bonus game flag memory, the number of bonus game start flags for the bonus game according to the arrangement; receiving an input inputted through the bonus game bet button 28 and the bonus game start button 29 at any timing; when the input is a bet on the bonus game, determining whether there are a predetermined number or more of bonus game start flags for the bonus game; when there are a predetermined number or more of bonus game start flags for the bonus game (for example, 1 or more), consuming one or more of the bonus game start flags for the bonus game and executing the bonus game, based on the timing at which the input contents are received; updating the number of bonus game start flags for the bonus game to be displayed on the notifying information display area 160, based on the timings at which one or more bonus game start flags for the bonus game are accumulatively stored and consumed.
  • The ROM 42 stores a program such as BIOS (Basis Input/Output System) to be executed by the main CPU 41, and data that is permanently used. When the BIOS is executed by the main CPU 41, each of peripheral devices is initialized and the game program and the game system program stored in the memory card 53 are read out through the gaming board 50. The RAM 43 stores the program or data that is used when the CPU 41 carries out a process.
  • To be more specific, the RAM 43 accumulatively stores one or more bonus game start flags. In other words, the RAM 43 functions as the bonus game flag memory.
  • The communication interface 44 is for communicating with a host computer or the like provided in a game arcade through a communication line. In addition, the motherboard 40 is connected to the main body PCB (Printed Circuit Board) 60 and the door PCB 80 through a USB (Universal Serial Bus). Further, the motherboard 40 is connected to a power unit 45. When power is supplied to the motherboard 40 from the power unit 45, the main CPU 41 of the motherboard 40 is booted, and the power is supplied to the gaming board 50 through the PCI bus to boot the CPU 51.
  • The main body PCB 60 and the door PCB 80 are connected to a device or apparatus for generating an input signal that is inputted to the main CPU 41. The main body PCB 60 and the door PCB 80 are also connected to a device or apparatus that is controlled by the control signal outputted from the main CPU 41. The main CPU 41 executes the game program and the game system program stored in the RAM 43, based on the input signal inputted to the main CPU 41. Thereby, the main CPU 41 executes the processes of: carrying out an arithmetic process and storing a result thereof in the RAM 43; transmitting a control signal to each device or apparatus as a process of controlling each device or apparatus, or the like.
  • The main body PCB 60 is connected to a light emitting portion 56, a hopper 64, a coin detection unit 66, a graphic board 67, a speaker 57, a bill validator 58, a ticket printer 14 and a card reader 15. The light emitting portion 56 includes the lamps including the side lamps 46, the speaker lamps 47, the under lamps 48 and the top lamps 49, or LEDs.
  • The turning on and off of the light emitting portion 56 is controlled based on a control signal outputted from the main CPU 41. The hopper 64 is disposed in the cabinet 3, and pays out a predetermined number of coins from the coin payout slot 16 to the coin receiving portion 19, based on a control signal outputted from the main CPU 41. The coin detection unit 66 is disposed in the coin payout slot 16, and outputs an input signal to the main CPU 41 when it detects that a predetermined number of coins are paid out from the coin payout slot 16.
  • The coin detection unit 66 counts the number of coins paid out by the hopper 64, and inputs data including the counted number to the main body PCB 60. The main body PCB 60 outputs, based on the data including the counted number inputted, to the main CPU 41 a signal to notify completion of the payout of coins when the number of coins paid out reaches a set payout value.
  • The graphic board 67 controls image displaying on the upper liquid crystal panel 5A, the middle liquid crystal panel 5B, and the lower liquid crystal panel 5C, based on a control signal outputted from the main CPU 41. As shown in FIG. 9, the graphic board 67 has an interface circuit 81, an image control CPU 82, an image control work RAM 83, an image control program ROM 84, a VDP (Video Display Processor) 85, an image ROM 86, a video RAM 87, and a drive circuit 88.
  • The image control CPU 82 receives a control signal outputted from the main CPU 41 through the interface circuit 81. In addition, based on the control signal from the main CPU 41, it determines an image that is displayed on the upper liquid crystal panel 5A, the middle liquid crystal panel 5B and the lower liquid crystal panel 5C, in accordance with the image control program stored in the image control program ROM 84.
  • The image control program ROM 84 stores an image control program that is related to a display on the upper liquid crystal panel 5A, the middle liquid crystal panel 5B and the lower liquid crystal panel 5C, or various selection tables. The image control work RAM 83 is structured to serve as a temporary memory means when the image control program is executed in the image control CPU 82.
  • The VDP 85 forms image data according to the contents determined in the image control CPU 82. The image ROM 86 stores dot data for forming an image such as a symbol 180 or the like. The video RAM 87 serves as a temporary memory means when an image is formed in the VDP 85. The drive circuit 88 outputs the image data formed by the VDP 85 to the upper liquid crystal panel 5A, the middle liquid crystal panel 5B, and the lower liquid crystal panel 5C. Meantime, the image data that is used when the VDP generates the image data is stored in the memory card 53, and is included in the game program that is read out from the memory card 53 and temporarily stored in the RAM 43.
  • The speaker 57 is for outputting a variety of sound effects when various effects are carried out on the basis of an output signal from the main body PCB 60. The bill validator 58 reads an image of a bill inserted into the bill insertion slot 13, and receives a genuine bill in the cabinet 3. In addition, when receiving a genuine bill, the bill validator 58 outputs an input signal to the main CPU 41 based on the amount of the bill. The main CPU 41 stores, in the RAM 43, a credit value corresponding to the amount of the bill transmitted through the input signal.
  • The ticket printer 14 prints a barcode on a ticket, in which data such as a credit value stored in the RAM 33, the date and time, or an identification number of the slot machine 1 is coded, based on the control signal outputted from the main CPU 41. The ticket printer 14 then outputs a ticket having the barcode attached thereto.
  • The card reader 15 reads the data from a smart card and transmits the data to the main CPU 41. The card reader 15 writes the data to the smart card based on a control signal from the main CPU 41.
  • The door PCB 80 is provided with a control panel 20, a reverter 12S, a coin counter 12C, and a cold cathode tube 89. The control panel 20 is provided with a start switch 23S corresponding to the start button 23, a change switch 24S corresponding to the change button 24, a cashout switch 25S corresponding to the cashout button 25, a 1-BET switch 26S corresponding to the 1-BET button 26 and a MAX-BET switch 27S corresponding to the MAX-BET button 27. Each of the switches 23S to 27S outputs an input signal to the main CPU 41 when each of the corresponding buttons 23 to 27 is operated by a player.
  • The coin counter 12C is disposed in the coin insertion slot 12, and validates whether a coin inserted in the coin insertion slot 21 by the player is genuine or not. Anything other than a genuine coin is discharged from the coin payout slot 16. In addition, the coin counter 12C outputs an input signal to the main CPU 41 when detecting a genuine coin.
  • The reverter 12S operates on the basis of the control signal outputted from the main CPU 41, and distributes a coin which is recognized as genuine by the coin counter 12C, to a cash box (not shown) or hopper 64 disposed in the slot machine 10. In other words, when the hopper 64 is filled with coins, a genuine coin is distributed into the cash box by the reverter 12S. In the mean time, when the hopper 64 is not filled with coins, the genuine coin is distributed into the hopper 64. The cold cathode tube 89 functions as a backlight provided to rear sides of the upper liquid crystal panel 5A, the middle liquid crystal panel 5B and the lower liquid crystal panel 5C. The cold cathode tube 89 is turned on based on the control signal outputted from the main CPU 41.
  • (Data Table)
  • Based on FIG. 10, a payout management table will be described. The payout management table is stored in the memory card 53 and is read out into the RAM 43 by the main CPU 41. The payout management table is referred to when a winning combination is made and a payout is thus awarded to a player in the base game and the bonus game.
  • The payout management table has a column of winning combinations, a column of base game payouts and a column of bonus game payouts. The column of winning combinations stores symbols that enable a payout to be awarded to a player when a winning combination is made. The column of base game payouts stores payouts per 1 BET in a base game, which correspond to the symbols that enable a payout to be awarded. The column of bonus game payouts stores payouts per 1 BET in a bonus game, which correspond to the symbols that enable a payout to be awarded.
  • To be more specific, when a symbol of “J” 184 stops on the payline L, five coins (game media) are paid out for one BET in a base game whereas ten coins are paid out for one BET in a bonus game. In addition, when a symbol of “Q” 185 stops on the payline L, eight coins are paid out for one BET in a base game whereas sixteen coins are paid out for one BET in a bonus game. In addition, when a symbol of “K” 186 stops on the payline L, ten coins are paid out for one BET in a base game whereas twenty coins are paid out for one BET in a bonus game. In addition, when a symbol of “MOON” 183 is stops on the payline L, fifteen coins are paid out for one BET in a base game whereas thirty coins are paid out for one BET in a bonus game. In addition, when a symbol of “SUN” 181 stops on the payline L, twenty coins are paid out for one BET in a base game whereas forty coins are paid out for one BET in a bonus game. In addition, when a symbol of “HEART” 182 is stops on the payline L, thirty coins are paid out for one BET in a base game whereas sixty coins are paid out for one BET in a bonus game. In addition, when a combination of “BONUS” 190 stops on the payline L, a “bonus game start flag for a bonus game” is awarded in a base game and one hundred coins are paid out in a bonus game. Meantime, the detail of the payout such as the number of coins to be paid out are not limited to the above.
  • (Processing Operation of the Slot Machine 1)
  • In the followings, a process that is executed in the slot machine 1 will be described. After the main CPU 41 carries out a booting process, the main CPU 41 reads out the game program stored in the memory card 53, so that a game is progressed.
  • (Processing Operation of the Gaming Machine 1: Booting Process)
  • When power is supplied, the main CPU 41 of the slot machine 1 executes a booting process routine shown in FIG. 12. The booting process is a process that is executed by the main board 40 and the gaming board 50. Meantime, it is assumed that the memory card 53 is inserted in the card slot 53S and the GAL 54 is attached to the IC socket 54S in the gaming board 50.
  • First, when power is supplied in a power unit 45, the main board 40 and the gaming board 50 are started. When the main control board 40 and the gaming board 50 are started, separate processes are carried out in parallel, respectively. In other words, in the gaming board 50, the CPU 51 reads out the preliminary authentication program stored in the boot ROM 52 and performs a preliminary authentication of confirming and verifying in advance that the authentication program is not falsified before it is loaded to the main control board 71 (S1). In the meantime, in the main board 40, the main CPU 41 executes the BIOS stored in the ROM 42 and develops the compressed data, which is incorporated in the BIOS, into the RAM 43 (S2). Then, the main CPU 41 executes the BIOS developed into the RAM 33 to check and initialize the operations of the various peripheral devices (S3).
  • The main CPU 41 is associated with the ROM 55 of the gaming board 50 via the PCI bus. The main CPU 41 reads out the authentication program stored in the ROM 55 and stores the authentication program read in the RAM 43 (S4). At this time, the main CPU 41 takes a check sum by an ADDSUM manner (standard check function) in accordance with a standard BIOS function of the BIOS, confirms whether the storing is carried out without an error and stores the authentication program in the RAM 43.
  • Then, the main CPU 41 confirms what is associated with the IDE bus, accesses the memory card 53 inserted in the card slot 53S through the IDE bus and reads out the game program and the game system program from the memory card 53. In this case, the main CPU 41 reads out the data constituting the game program and the game system program, by four bytes. Continuously, the main CPU 41 performs an authentication of confirming and verifying that the game program and the game system program read are not falsified in accordance with the authentication program stored in the RAM 43 (S5).
  • When the authentication process is properly ended, the main CPU 41 writes and stores the game program and the game system program, which are authentication targets (i.e., which are authenticated), in the RAM 43 (S6).
  • Then, the main CPU 41 accesses the GAL 54 attached to the IC socket 54S through the PCI bus, reads out the data for setting a payout rate and writes and stores it in the RAM 43 (S7).
  • Then, the main CPU 41 reads out country identification information stored in the ROM 55 of the gaming board 50 through the PCI bus and stores the country identification information read in the RAM 43 (S8).
  • After executing the above processes, the main CPU 41 sequentially reads out and executes the game program and the game system program, thereby performing an initial process shown in FIG. 12.
  • (Processing Operation of the Gaming Machine 1: Initial Process)
  • In the followings, an initial process that is executed in the gaming machine 1 will be described. When the booting process shown in FIG. 11 is ended, the main CPU 41 reads out an initial process routine shown in FIG. 12 from the RAM 43 and executes the initial process routine.
  • First, operations of work memories such as RAM 43, various sensors, and various illuminations are checked (A1). Then, it is determined whether all check results are normal or not (A2). When it is determined that the check results contains an error (A2, NO), an error signal is outputted (A3) and the top lamps 49 or the like are turned on to notify an error state (A4), after which this routine is ended.
  • On the other hand, when it is determined that all check results are normal (A2, YES), a booting signal is outputted (A5). Then, the game program and the game system program are read out from the RAM 43 (A6). After that, based on the programs read, a demo screen is displayed on the middle liquid crystal panel 5B or the like (A7), and this routine is ended.
  • (Processing Operation of the Gaming Machine 1: Game Executing Process)
  • In the followings, a game executing process that is executed by the main CPU 41 will be described with reference to FIG. 13. In the game executing process routine, the main CPU 41 controls an execution of a base game. When the game executing process routine is carried out, the main CPU 41 determines whether a coin is bet or not (B1). In this process, it is determined whether a signal input by a push of the 1-BET button 26 or MAX-BET button 27 is received or not. When it is determined that a coin is not bet (B1, NO), the step of B1 is repeated until a coin is bet.
  • In the meantime, when it is determined that a coin is bet (B1, YES), the credit-value stored in the RAM 43 is subtracted in accordance with the coin-number (B2). Meanwhile, when the number of coins bet is greater than the credit-value stored in the RAM 43, the step of B2 is re-executed without subtracting the credit-value In addition, when the number of coins bet exceeds the upper limit (in this embodiment, 50 pieces) allowing a player to bet a coin in a single game, a step of B3 is executed without subtracting the credit-value.
  • Next, it is determined whether the start button is pressed (turned to the ON state) or not (B3). When it is determined that the start button is not pressed (B3, NO), the process is returned to the step of B1. Note that, when it is determined that the start button is not pressed (for example, the start button is not in the ON state and an instruction to end the game is inputted), the subtraction result in the step of B2 is cancelled.
  • On the other hand, when it is determined that the start button is pressed (B3, YES), a symbol determining process is executed (B4). In other words, nine symbols 190 to stop on the display windows 151 to 153 are determined. Note that, the information of the symbols determined is temporarily stored in the RAM 43.
  • Then, the symbols 180 of the display windows 151 to 153 are scrolled (B5). After the scroll of the symbols 180 is started and then a predetermined time (base time) has elapsed, the scroll display is stopped and the symbol matrix determined in the step of B4 is rearranged in the display windows 151 to 153 (B6).
  • After that, it is determined whether a combination is made or not, i.e., whether a combination of the symbols 180 stopped on the display windows 151 to 153 is a winning combination or not (B7).
  • In the process of B7, when it is determined that the combination is not a winning combination (B7, NO), this routine is ended. In the mean time, when it is determined that the combination is a winning combination (B7, YES), a payout process is executed (B8). In other words, the number of coins to be paid out is calculated based on the winning combination made.
  • For calculating the number of coins to be paid out in a base game, the column of base game payouts of the payout management table shown in FIG. 10 is referred. For example, as shown in FIG. 6, when a winning combination of “MOON” 183 is made, the number of pieces paid out for one BET is fifteen, according to the column of base games, which corresponds to the symbol of “MOON” in the column of winning combinations of the payout management table. This number of pieces paid out for one BET is multiplied by the bet-value of a player to calculate the number of pieces to be actually paid out.
  • When the coins to be paid out are stored, a predetermined number of credits are added to the credit-value stored in the RAM 43. On the other hand, when the coins are paid out, a control signal is transmitted to the hopper 64, so that a predetermined number of coins are paid out through the coin receiving portion 19.
  • Then, it is determined whether a predetermined number (three, in this embodiment) or more symbols of “BONUS” 190 are arranged in the symbol display area 150 (display windows 151 to 153) (B9). To be more specific, the number of the symbols of “BONUS” 190 is determined by referring to the nine symbols 180 to be stopped in the display windows 151 to 153, which are temporarily stored in the RAM 43. When it is determined that a predetermined number or more symbols of “BONUS” 190 are not arranged in the symbol display area 150 (B9, NO), this routine is ended. On the other hand, when it is determined that a predetermined number or more symbols of “BONUS” 190 are arranged in the symbol display area 150 (B9, YES), one or more bonus game start flags are accumulatively stored in the RAM 43 (B10). After that, based on the number of the bonus game start flags accumulatively stored, the number of the bonus game start flags of the notifying information display area 160 is updated (B11) and this routine is ended.
  • (Processing Operation of the Slot Machine 1: Bonus Game Executing Process)
  • In the followings, a bonus game executing process routine that is executed by the main CPU 41 will be described. In the bonus game executing process routine, the main CPU 41 controls an execution of a bonus game. When the bonus game executing process routine is executed, it is determined whether a bonus game start flag is bet or not (C1). In this process, it is determined whether an operation signal resulting from a push of the bonus game bet button 28 is received or not. When it is determined that a bonus game start flag is not bet (C1, NO), the process of C1 is repeated until a bet is made.
  • On the other hand, when it is determined that a bonus game start flag is bet (C1, YES), the bonus game start flags stored in the RAM 43 is subtracted (C2). In addition, in the process of C2, the number of bonus game start flags subtracted is stored as a bet flag-number in the RAM 43. Note that, when the number of the bonus game start flags bet is larger than the credit-value stored in the RAM 43, the step of C2 is re-executed without subtracting the credit-value.
  • Then, based on the bonus game start flags subtracted, the number of the bonus game start flags of the notifying information display area 160 is updated (C25).
  • Then, it is determined whether the bonus game start button 29 is in the ON state (operated) or not (C3). When it is determined that the bonus game start button 29 is not in the ON state (C3, NO), the process is returned to C1. Note that, when it is determined that the bonus game start button 29 is not in the ON state (for example, the bonus game start button 29 is not in the ON state and an instruction to end the game is inputted), the subtraction result in the step of C2 is canceled and the bet flag-number in the RAM 43 is initialized.
  • In the meantime, when it is determined that the bonus game start button 29 is ON (C3, YES), a symbol determining process is executed (C4). In other words, nine symbols 180 to stop in the display windows 151 to 153 are determined. Meanwhile, the information of the symbols determined is temporarily stored in the RAM 43.
  • Then, the symbols 180 of the display windows 151 to 153 are scrolled (C5). After a predetermined time (base time) has elapsed since the scroll display was started, the scroll display is stopped and the symbols determined in the process of C4 are arranged in the display windows 151 to 153 (C6).
  • After that, it is determined whether a combination is made, i.e., whether a combination of the symbols 180 stopped in the display windows 151 to 153 is a winning combination or not (C7).
  • When it is determined that the combination is a winning combination (C7, YES), a payout process is executed (C8). In other words, the number of coins to be paid out is calculated based on the winning combination made.
  • For calculating the number of coins to be paid out in the bonus game, the column of bonus game payouts of the payout management table shown in FIG. 10 is referred. For example, as shown in FIG. 6, when a winning combination of “MOON” 183 is made, the column of bonus games, which corresponds to “MOON” of the column of winning combinations of the payout management table, is referred to, so that 30 pieces are calculated as a payout-value.
  • When the coins to be paid out are stored, a predetermined number of credits are added to the credit-value stored in the RAM 43. On the other hand, when the coins are paid out, a control signal is transmitted to the hopper 64, so that a predetermined number of coins are paid out to the coin receiving portion 19.
  • When it is determined in the process of C7 that the combination is not a winning combination (C7, NO), and after the process of C8, the bet flag-number stored in the RAM 43 is subtracted by one (C9). Then, it is determined whether the bet flag-number stored in the RAM 43 is zero or not (C10). When the bet flag-number is not zero (C10, NO), the processes of C4 to C9 are repeated. When the bet flag-number is zero (C10, YES), this routine is ended. In other words, the bonus game is executed the number of times corresponding to the number of the bonus game start flags bet.
  • Note that, in this embodiment, the bonus game start flag is set as the special game start flag of the invention. However, the invention is not limited thereto. For example, a credit for starting a special game (special game credit) may be adopted in place of the special game start flag.
  • Thus, a player can play a bonus game only by using one or more bonus game start flags that are acquired in the base game when one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150. Furthermore, the player can use the bonus game start flags to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves stress. Hence, a game can be continuously played.
  • In addition, one or more bonus game start flags are awarded when one or more bonus symbols 190 form a predetermined arrangement. Thus, the player is able to fix the eyes on the one or more bonus symbols 190 while focusing on the base game. An entertainment characteristic is thus improved.
  • In addition, the number of bonus game start flags to be displayed on the notifying information display is updated based on the timings at which one or more of bonus game start flags are accumulatively stored and consumed. Thus, the player can easily recognize the number of bonus game start flags. In addition, player's desire to continue collecting more bonus game start flags, is further increased.
  • Second Embodiment
  • In the followings, an example will be specifically described in which the above gaming machine is applied to a slot machine 201.
  • A second embodiment of the invention will be described. Meantime, the same members as in the first embodiment are indicated by the same reference numerals and the description thereof will be omitted.
  • (Display State)
  • FIG. 15 illustrates an example of a display state of the display windows 151, 152, 153 on the middle liquid crystal panel 5B in a operation process of a slot machine 201 and the playing method thereof. In stead of a bonus game star flag used in the first embodiment, the slot machine 201 of this embodiment uses a bonus game credit when executing a bonus game.
  • A bonus game credit is awarded to a player when a predetermined number of symbols of “BONUS” 190 of the symbols 180 are arranged in the display windows 151, 152, 153 in a base game. Here, “award” means that one or more credits are accumulatively stored in the RAM 43.
  • As shown in FIG. 16, the one or more bonus game credits awarded are accumulatively stored and displayed in the notifying information display area 260 on the middle liquid crystal panel 5B, as a bonus chance. The notifying information display area 260 is displayed in the upper left part of the middle liquid crystal panel 5B, and displays the number of bonus credits to be accumulatively stored as one or more bonus credits.
  • To be more specific, the notifying information display area 260 is an area that is a rectangular-shaped frame having a horizontally longitudinal direction and rounded corners, which frame being divided into upper and lower parts. A text image showing letters of “Bonus Credit” is displayed in the upper part of the notifying information display area 260. The number of bonus game credits to be accumulatively stored is displayed in the lower part of the notifying information display area 160. The number of the bonus game start flags displayed on the notifying information display area 260, is updated on the basis of the timings at which one or more bonus game credits are awarded, and one or more of the bonus game credits are used. Meanwhile, the shape of the notifying information display area 260 is not limited to the above shape.
  • Meanwhile, since the other display states are same as those in the first embodiment, the description thereof is omitted.
  • (Mechanical Structure: Schematic Structure)
  • The mechanical structure of the slot machine 201 has the same structure as the first embodiment. However, the slot machine 201 is different in that the bonus game bet button 28 and the bonus game start button 29 bet a bonus game credit, thereby starting a bonus game.
  • To be more specific, the bonus game bet button 28 is a button that determines the number of bonus game credits to be used in a bonus game. For each time the bonus game bet button 28 is operated, the number of bonus game credits to be bet is changed between “10” and “20.” The bonus game start button 29 is a button that starts a bonus game by using one or more of the bonus game credits determined by an operation of the bonus game bet button 28. The number of bonus games corresponding to the number of bonus game credits is executed by an operation of the bonus start button 29.
  • In this embodiment, the slot machine 201 has a first bonus game and a second bonus game. In other words, when “10” is bet from the credit value for a bonus game, a first bonus game is executed. When “20” is bet from the credit value for a bonus game, a second bonus game is executed.
  • (Electrical Structure of the Slot Machine 201)
  • The electrical structure of the slot machine 201 has the same structure as the first embodiment except that the slot machine 201 applies different payouts for the first and second bonus games.
  • FIG. 16 shows a payout management table that is used in this embodiment. The payout management table is stored in the memory card 53, and read out in the RAM 43 by the main CPU 41. The payout management table is referred to when a winning combination is formed and a payout is thus awarded to a player in the base game and the bonus game.
  • The payout management table has a column of winning combinations, a column of base game payouts, a column of first bonus game payouts, and a column of second bonus game payouts. The column of winning combinations stores symbols that enable a payout to be awarded to a player when those symbols form a winning combination. The column of base game payouts stores payouts per one bet in a base game, which correspond to the symbols that enable a payout to be awarded. The column of first bonus game payouts stores payouts per one bet in a first bonus game, which correspond to the symbols that enable a payout to be awarded. The column of second bonus game payouts stores payouts per one bet in a second bonus game, which correspond to the symbols that enable a payout to be awarded.
  • To be more specific, when a symbol of “J” 184 stops on the payline L, five coins (game media) are paid out for one bet in a base game, ten coins are paid out for one bet in a first bonus game, and twenty-five coins are paid out for one bet in a second bonus game. In addition, when a symbol of “Q” 185 stops on the payline L, eight coins are paid out for one bet in a base game, sixteen coins are paid out for one bet in a first bonus game, and forty coins are paid out for one bet in a second bonus game. In addition, when a symbol of “K” 186 stops on the payline L, ten coins are paid out for one bet in a base game, twenty coins are paid out for one bet in a first bonus game, and fifty coins are paid out for one bet in a second bonus game.
  • In addition, when a symbol of “MOON” 183 stops on the payline L, fifteen coins are paid out for one bet in a base game, thirty coins are paid out for one bet in a first bonus game, and seventy-five coins are paid out for one bet in a second bonus game. In addition, when a symbol of “SUN” 181 stops on the payline L, twenty coins are paid out for one bet in a base game, forty coins are paid out for one bet in a first bonus game, and a hundred coins are paid out for one bet in a second bonus game. In addition, when a symbol of “HEART” 182 stops on the payline L, thirty coins are paid out for one bet in a base game, sixty coins are paid out for one bet in a first bonus game, and a hundred fifty coins are paid out for one bet in a second bonus game.
  • In addition, when a symbol of “BONUS” 190 stops on the payline L, a “bonus game credit” is awarded in a base game, a hundred coins are paid out in a first bonus game, and two hundred fifty coins are paid out in a second bonus game. Meantime, the payout contents such as the number of coins to be paid out are not limited to the above.
  • (Processing Operation of the Slot Machine 201)
  • In the followings, a processing operation of the slot machine 201 different from the first embodiment will be described.
  • (Processing Operation of the Gaming Machine 201: Game Executing Process)
  • A game executing process routine executed by the main CPU 41 will be described with reference to FIG. 17. In the game executing process routine, an execution of a base game is controlled by the main CPU 41. When the game executing process routine is carried out, it is determined whether a coin is bet or not (D1). In this process, it is determined whether a signal input by a push of the 1-BET button 26 or MAX-BET button 27 is received or not. When it is determined that a coin is not bet (D1, NO), the step of B1 is repeated until a coin is bet.
  • In the meantime, when it is determined that a coin is bet (D1, YES), the credit-value stored in the RAM 43 is subtracted in accordance with the coin-number (D2). Meanwhile, when the number of coins bet is greater than the credit-value stored in the RAM 43, the step of D2 is re-executed without subtracting the credit-value. In addition, when the number of coins bet exceeds the upper limit (in this embodiment, 50 pieces) allowing a player to bet a coin in a single game, a step of D3 is executed without subtracting the credit-value.
  • Next, it is determined whether the start button is pressed (turned to the ON state) or not (D3). When it is determined that the start button is not pressed (D3, NO), the process is returned to the step of D1. Meanwhile, when it is determined that the start button is not pressed (for example, the start button is not in the ON state and an instruction to end the game is inputted), the subtraction result in the step of D2 is canceled.
  • On the other hand, when it is determined that the start button is pressed (D3, YES), a symbol determining process is executed (D4). In other words, nine symbols 190 to stop on the display windows 151 to 153 are determined. Note that, the information of the symbols determined is temporarily stored in the RAM 43.
  • Then, the symbols 180 of the display windows 151 to 153 are scrolled (D5). After the scroll of the symbols 180 is started and then a predetermined time (base time) has elapsed, the scroll display is stopped and the symbol matrix determined in the step of D4 is rearranged in the display windows 151 to 153 (D6).
  • After that, it is determined whether a combination is made or not, i.e., whether a combination of the symbols 180 stopped on the display windows 151 to 153 is a winning combination or not (D7).
  • In the process of D7, when it is determined that the combination is not a winning combination (D7, NO), this routine is ended. In the mean time, when it is determined that the combination is a winning combination (D7, YES), a payout process is executed (D8). In other words, the number of coins to be paid out is calculated based on the winning combination made.
  • For calculating the number of coins to be paid out in a base game, the column of base game payouts of the payout management table shown in FIG. 16 is referred. For example, as shown in FIG. 6, when a winning combination of “MOON” 183 is made, the number of pieces paid out for one BET is fifteen, according to the column of base games, which corresponds to the symbol of “MOON” in the column of winning combinations of the payout management table. This number of pieces paid out for one BET is multiplied by the bet-value of a player to calculate the number of pieces to be actually paid out.
  • When the coins to be paid out are stored, a predetermined number of credits are added to the credit-value stored in the RAM 43. On the other hand, when the coins are paid out, a control signal is transmitted to the hopper 64, so that a predetermined number of coins are paid out through the coin receiving portion 19.
  • Then, it is determined whether a predetermined number (three, in this embodiment) or more symbols of “BONUS” 190 are arranged in the symbol display area 150 (display windows 151 to 153) (D9). To be more specific, the number of the symbols of “BONUS” 190 is determined by referring to the nine symbols 180 to be stopped in the display windows 151 to 153, which are temporarily stored in the RAM 43. When it is determined that a predetermined number or more symbols of “BONUS” 190 are not arranged in the symbol display area 150 (D9, NO), this routine is ended. On the other hand, when it is determined that a predetermined number or more symbols of “BONUS” 190 are arranged in the symbol display area 150 (D9, YES), one or more bonus game credits are accumulatively stored in the RAM 43 (D10) After that, based on the number of the bonus game credits accumulatively stored, the number of the bonus game credits of the notifying information display area 160 is updated (D11) and this routine is ended.
  • (Processing Operation of the Slot Machine 201: Bonus Game Executing Process)
  • In the followings, a bonus game executing process routine that is executed by the main CPU 41 will be described. In the bonus game executing process routine, the main CPU 41 controls an execution of a bonus game. When the bonus game executing process routine is executed, it is determined whether a bonus game credit is bet or not (E1). In this process, it is determined whether an operation signal resulting from a push of the bonus game bet button 28 is received or not. When it is determined that a bonus game credit is not bet (E1, NO), the process of C1 is repeated until a bet is made.
  • On the other hand, when it is determined that a bonus game credit is bet (E1, YES), a bet type determining process is executed (E15). To be more specific, based on an operation signal resulting from a push of the bonus game bet button 28, it is determined whether it is a bet on a first bonus game or a bet on a second bonus game, and a result of the determination is stored in the RAM 43, as a bet type.
  • Then, the bonus game credits stored in the RAM 43 is subtracted in accordance with the bet type stored in the RAM 43 (E2). To be more specific, when the bet type is a bet on the first bonus game, “10” is subtracted from the bonus game credits stored in the RAM 43. When the bet type is a bet on the second bonus game, “20” is subtracted from the bonus game credits stored in the RAM 43. Note that, when the number of the bonus game credits, which is necessary for the bet type to be bet, is larger than the number of bonus game credits stored in the RAM 43, a bet on each bonus game cannot be made.
  • For example, when the bonus game credits stored in the RAM 43 are “15,” a bet on the second bonus game cannot be made. When the bonus game credits stored in the RAM 43 are “5,” a bet on the first bonus game and the second bonus game cannot be made.
  • Then, based on the bonus game credits subtracted, the number of the bonus game credits of the notifying information display area 160 is updated (E25).
  • Then, it is determined whether the bonus game start button 29 is in the ON state (operated) or not (E3). When it is determined that the bonus game start button 29 is not in the ON state (E3, NO), the process is returned to E1. Note that, when it is determined that the bonus game start button 29 is not in the ON state (for example, the bonus game start button 29 is not in the ON state and an instruction to end the game is inputted), the subtraction result in the step of E2 is canceled and the bet type in the RAM 43 is initialized.
  • In the meantime, when it is determined that the bonus game start button 29 is ON (E3, YES), a symbol determining process is executed (E4). In other words, nine symbols 180 to stop in the display windows 151 to 153 are determined. Meanwhile, the information of the symbols determined is temporarily stored in the RAM 43.
  • Then, the symbols 180 of the display windows 151 to 153 are scrolled (E5). After a predetermined time (base time) has elapsed since the scroll display was started, the scroll display is stopped and the symbols determined in the process of E4 are arranged in the display windows 151 to 153 (E6).
  • After that, it is determined whether a combination is made, i.e., whether a combination of the symbols 180 stopped in the display windows 151 to 153 is a winning combination or not (E7).
  • When it is determined in the process of C7 that the combination is a winning combination (E7, YES), a payout process is executed (E8). In other words, the number of coins to be paid out is calculated based on the winning combination made.
  • For calculating the payout-value in the bonus game, the column of first bonus game payouts or the column of first bonus game payouts of the payout management table shown in FIG. 16 is referred. Which one of the column of first bonus game payouts and the column of first bonus game payouts is referred to is determined, according to the bet types stored in the RAM 43.
  • For example, as shown in FIG. 6, when a winning combination of “MOON” 183 is made and a bet type is a bet on the “first bonus game,” the column of first bonus games, which corresponds to “MOON” of the column of winning combinations of the payout management table, is referred to. In addition, when a winning combination of “MOON” 183 is made and a bet type is a bet on the “second bonus game,” the column of second bonus games, which corresponds to “MOON” of the column of winning combinations of the payout management table, is referred to.
  • In the above case, when the bet type is on the “first bonus game,” a payout-value is “30” pieces, and when the bet type is on the “second bonus game,” a payout-value is “75” pieces.
  • When the coins to be paid out are stored, a predetermined number of credits are added to the credit-value stored in the RAM 43. On the other hand, when the coins are paid out, a control signal is transmitted to the hopper 64, so that a predetermined number of coins are paid out to the coin receiving portion 19.
  • When it is determined in the process of E7 that the combination is not a winning combination (E7, NO), and after the process of C8, the bet type stored in the RAM 43 is initialized (E9) and this routine is ended.
  • Thus, a player can play a bonus game only by using one or more bonus game credits that are acquired in the base game when one or more bonus symbols 190 form a predetermined arrangement in the symbol display area 150. Furthermore, the player can use the bonus game credits to play a bonus game at any timing. As a result, the player can play the bonus game at a timing that the player desires and this relieves stress. Hence, a game can be continuously played.
  • In addition, one or more bonus game credits are awarded when one or more bonus symbols 190 form a predetermined arrangement. Thus, the player is able to fix the eyes on the one or more bonus symbols 190 while focusing on the base game. An entertainment characteristic is thus improved.
  • In addition, the number of bonus game credits to be displayed on the notifying information display is updated based on the timings at which one or more of bonus game credits are accumulatively stored and consumed. Thus, the player can easily recognize the number of bonus game credits. In addition, player's desire to continue collecting more bonus game credits, is further increased.
  • Furthermore, with the first and second bonus games which respectively requires different bet-values of the bonus game credits, a player is able to suitably play a bonus game, according to the bonus game credits possessed by a player.
  • In addition, with the second bonus game in which the bet of the bonus game credits is larger but a payout rate is higher than in the first bonus game, the continuous desire of the player to collect more bonus game credits is further improved.
  • Note that, the bonus games in the first and second embodiment are not limited to the above mentioned games. For example, a free game, a second game having a different game type may be possible.
  • In addition, in the first and second embodiments, the base game and the bonus game are a so-called slot game in which the symbols are variably displayed and a payout is awarded in accordance with a stop result of the variable display. However, the invention is not limited thereto. For example, a roulette game is possible and a game that virtually executes a horse race, a motorboat race, a bicycle race or the like is also possible.
  • In addition, the update timing of the notifying information display area 160 and the notifying information display area 260 is not limited to the examples of the first and second embodiment.
  • Although the above descriptions have been provided with regard to the characteristic parts so as to understand the invention more easily, the invention is not limited to the embodiment as described above and can be applied to the other embodiments and the applicable scope should be construed as broadly as possible. Furthermore, the terms and phraseology used in the specification have been used to correctly illustrate the invention, not to limit it. In addition, it will be understood by those skilled in the art that the other structures, systems, methods or the like included in the spirit of the invention can be easily derived from the spirit of the invention described in the specification. Accordingly, it should be considered that the invention covers equivalent structures thereof without departing from the spirit and scope of the invention as defined in the following claims. Further, the abstract is provided so that an intellectual property office and a general public institution or one skilled in the art who is not familiar with patent and legal or professional terminology can quickly analyze the technical features and essences of the invention through a simple investigation. Accordingly, the abstract is not intended to limit the scope of the invention that should be evaluated by the claims. In addition, it is required to sufficiently refer to the documents that have been already disclosed, so as to fully understand the objects and effects of the invention.
  • The above descriptions include a process that is executed on a computer or computer network. The above descriptions and expressions have been provided so that the one skilled in the art can understand the invention most effectively. In the specification, the respective steps used to induce one result or blocks having a predetermined processing function should be understood as a process having no self-contradiction. In addition, the electrical or magnetic signal is transmitted/received and written in the respective steps or blocks. Although the processes in the respective steps or blocks embody the signal as a bit, value, symbol character, term, number or the like, it should be noted that these have been used for the convenience of descriptions. Further, although the processes in the respective steps or blocks have been often described as an expression common to a human action, the process described in the specification is executed by a variety of devices in principle. In addition, the other structures necessary for the respective steps or blocks are apparent from the above descriptions.

Claims (6)

1. A gaming machine comprising:
a special game flag memory that accumulatively stores the number of special game start flags which are awarded when a base game executed in response to a player's bet yields a predetermined result;
an input device that receives an input by the player; and
a controller that carries out the steps of:
(a1) executing the base game;
(a2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, the number of special game start flags according to the result;
(a3) receiving an input inputted through the input device at any timing;
(a4) when the input is a bet on a special game different from the base game, determining whether there are a predetermined number or more of special game start flags; and
(a5) when there are a predetermined number or more of special game start flags, consuming one or more of the special game start flags and executing the special game, based on the timing at which the input is received.
2. A gaming machine comprising:
a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game executed in response to a player's bet, which are awarded when the base game yields a predetermined result;
an input device that receives an input by the player; and
a controller that carries out the steps of:
(b1) executing the base game;
(b2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result;
(b3) receiving an input inputted through the input device at any timing;
(b4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and
(b5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received.
3. A gaming machine comprising:
a symbol display area in which a plurality of symbols including one or more special symbols are arranged;
a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet and which awards a payout in accordance with a relation among the symbols arranged, the special game credits being awarded when the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game;
an input device that receives an input by the player; and
a controller that carries out the steps of:
(c1) executing the base game;
(c2) determining whether the one or more special symbols form a predetermined arrangement in the symbol display area as a result of the base game;
(c3) when the one or more special symbols form a predetermined arrangement, accumulatively storing, in the special game flag memory, one or more special game credits according to the arrangement;
(c4) receiving an input inputted through the input device at any timing;
(c5) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and
(c6) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received.
4. A gaming machine comprising:
a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet, which are awarded when the base game yields a predetermined result;
a notifying information display area that displays the number of special game credits to be stored in the special game flag memory;
an input device that receives an input by the player; and
a controller that carries out the steps of:
(d1) executing the base game;
(d2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result;
(d3) receiving an input inputted through the input device at any timing;
(d4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits;
(d5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received; and
(d6) updating the number of special game credits to be displayed in the notifying information display area, based on the timings at which the one or more of the special game credits are accumulatively stored and consumed.
5. A gaming machine comprising:
a symbol display area in which a plurality of symbols including one or more special symbols are arranged;
a base game that is executed in response to a player's bet, and awards a payout in accordance with a relation among the symbols arranged;
a special game different from the base game;
a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet and which awards a payout in accordance with a relation among the symbols arranged, the special game credits being awarded when the special symbols form a predetermined arrangement in the symbol display area as a result of the base game;
a notifying information display area that displays the number of special game credits to be stored in the special game flag memory;
an input device that receives an input by the player; and
a controller that carries out the steps of:
(e1) executing the base game;
(e2) determining whether the one or more special symbols form a predetermined arrangement in the symbol display area, as a result of the base game;
(e3) when the special symbols form a predetermined arrangement, accumulatively storing, in the special game flag memory, one or more special game credits according to the arrangement;
(e4) receiving an input inputted through the input device at any timing;
(e5) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits;
(e6) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received; and
(e7) updating the number of special game credits to be displayed in the notifying information display area, based on the timings at which the one or more of the special game credits are accumulatively stored and consumed.
6. A playing method of a gaming machine having a base game executed in response to a player's bet;
a special game flag memory that accumulatively stores one or more special game credits for a special game different from a base game which is executed in response to a player's bet, the special game credits being awarded when the base game yields a predetermined result;
and an input device that receives an input by the player, the playing method comprises the steps of:
(f1) executing the base game;
(f2) when the base game yields a predetermined result, accumulatively storing, in the special game flag memory, one or more special game credits according to the result;
(f3) receiving an input inputted through the input device at any timing;
(f4) when the input is a bet on the special game, determining whether there are a predetermined number or more of special game credits; and
(f5) when there are a predetermined number or more of special game credits, consuming one or more of the special game credits and executing the special game, based on the timing at which the input is received.
US12/412,999 2008-04-01 2009-03-27 Gaming Machine Having Input Device Starting Special Game And Playing Method Thereof Abandoned US20090247274A1 (en)

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US8485885B2 (en) 2010-08-13 2013-07-16 Konami Gaming, Inc. Video slot gaming machine
US8734225B2 (en) 2010-08-13 2014-05-27 Konami Gaming, Inc. Video slot gaming machine

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US7677968B2 (en) * 2005-02-24 2010-03-16 Wms Gaming Inc. Wagering game with symbol combinations providing virtual mapping to table with game outcomes

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US6604999B2 (en) * 2000-07-28 2003-08-12 Aristocrat Technologies Australia Pty Ltd. Gaming machine with uneven paylines
US7677968B2 (en) * 2005-02-24 2010-03-16 Wms Gaming Inc. Wagering game with symbol combinations providing virtual mapping to table with game outcomes

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US8485885B2 (en) 2010-08-13 2013-07-16 Konami Gaming, Inc. Video slot gaming machine
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US9142100B2 (en) 2010-08-13 2015-09-22 Konami Gaming, Inc. Video slot gaming machine

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Effective date: 20090323

STCB Information on status: application discontinuation

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