US20080045324A1 - Slot machine - Google Patents

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Publication number
US20080045324A1
US20080045324A1 US11/882,458 US88245807A US2008045324A1 US 20080045324 A1 US20080045324 A1 US 20080045324A1 US 88245807 A US88245807 A US 88245807A US 2008045324 A1 US2008045324 A1 US 2008045324A1
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Prior art keywords
display
cell
pay lines
award
player
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Abandoned
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US11/882,458
Inventor
Yoichi Kato
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Universal Entertainment Corp
Slot Machine
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Slot Machine
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Assigned to ARUZE CORP. reassignment ARUZE CORP. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: KATO, YOICHI
Publication of US20080045324A1 publication Critical patent/US20080045324A1/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
    • G07F17/34Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines

Definitions

  • the present invention relates to a slot machine and a method for controlling a game on the slot machine.
  • slot machines that provide awards according to a displayed symbol combination employ linear pay lines that determine an award.
  • various other types of slot machines are being discovered in addition to such slot machines. Examples of the various types of slot machines include: a slot machine that employs pay lines having various shapes; and a slot machine having no defined pay line.
  • slot machines which employ pay lines having various shapes in addition to the linear ones are disclosed in Patent Document 1 and Patent Document 2.
  • the improvement of varieties in the shapes of the pay lines gives new dimension to the game. However, such improvement leads to the player having difficulty recognizing the pay lines.
  • Patent Document 1 U.S. Pat. No. 6,093,102
  • Patent Document 2 U.S. Pat. No. 6,960,133
  • the present invention provides a new and novel slot machine which allows a player to better recognize pay lines, while increasing the variation of the pay lines.
  • a slot machine includes a display and a controller.
  • the display displays a plurality of hexagonal cells arranged such that each side of each cell is in contact with a corresponding side of another adjacent cell.
  • the controller randomly selects a symbol to be displayed in each cell from a plurality of kinds of symbols, and controls the display to display the selected symbol in each cell.
  • symbols displayed along a pay line including a plurality of linearly aligned cells matches a predetermined combination entitled to an award, the controller provides the award for a player.
  • both types of the pay lines can be formed by linearly aligned cells.
  • Such an arrangement not only provides better recognition of the pay lines to the player, as compared with conventional arrangements employing curved pay lines, but also increases the possible number of pay lines. Accordingly, such an arrangement allows the player to feel more excited in the game.
  • controller may determine number and position of pay lines according to a bet amount input by the player before starting the game.
  • the controller determines the number and position of pay lines according to the bet amount bet by the player. For example, the controller can increase an award-winning probability according to the bet amount. Such an arrangement gives the player a new opportunity to consider strategy in response to variations in the number and position of pay lines.
  • the display according to the present invention may display an image indicating the pay lines.
  • the controller superimposes an image of a straight line, indicating an pay line, on the symbols.
  • Such an arrangement allows the player to more intuitively identify the pay lines.
  • the display according to the present invention may display an image in which the pay lines intersecting each other are displayed in different colors.
  • FIG. 1 is a diagram illustrating a layout of cells arranged on a liquid crystal display according to an embodiment of the present invention
  • FIG. 2 is a schematic diagram illustrating a slot machine according to an embodiment of the present invention
  • FIG. 3 is a diagram illustrating a display region of the slot machine according to an embodiment of the present invention.
  • FIG. 4 is a block diagram showing an electrical configuration of the slot machine according to an embodiment of the present invention.
  • FIG. 5 is a block diagram showing an electrical configuration of a display control device according to an embodiment of the present invention.
  • FIG. 6 is a diagram showing a flow for controlling the slot machine according to an embodiment of the present invention.
  • FIG. 7 is a diagram showing a symbol determination processing flow for controlling the slot machine according to an embodiment of the present invention.
  • FIG. 8 is a table showing an award-winning probability according to an embodiment of the present invention.
  • FIG. 9 is a diagram illustrating visual effects for displaying symbols according to an embodiment of the present invention.
  • FIG. 10 is a diagram illustrating an example of display of symbols according to an embodiment of the present invention.
  • a slot machine 10 is a so-called video slot machine, which includes an image display device such as a liquid crystal display 30 or the like.
  • the slot machine 10 carries out a game, while displaying various kinds of symbol images on the image display device.
  • the slot machine 10 includes a liquid crystal display 30 having 25 hexagonal cells 31 arranged in the shape of a honeycomb, such that there are no gaps between adjoining cells.
  • a controller displays one symbol in each cell, which is randomly selected from multiple symbols prepared beforehand.
  • symbols displayed along a pay line which is composed of linearly aligned multiple cells, matches a combination entitled to an award, the player wins a predetermined award.
  • the slot machine 10 includes a cabinet 12 and a main door 42 .
  • the cabinet 12 having a surface open to a player is installed at a predetermined location in a casino, for example.
  • the cabinet 12 includes various kinds of components. Such components include a controller 100 (see FIG. 4 ) for electrically controlling the slot machine 10 , a hopper 44 (see FIG. 4 ) for controlling the insertion of coins and for controlling retaining and payout of the coins, etc.
  • the main door 42 is a member which covers the cabinet 12 so as to protect the inside of the cabinet 12 from being exposed to the outside.
  • the main door 42 is placed left about an axis of the cabinet 12 as viewed from the front.
  • the main door 42 can be rotated about the axis and be settled in one of open and close positions.
  • the main door 42 includes a liquid crystal display 30 .
  • the liquid crystal display 30 displays various kinds of images of a game. Examples of such images include, various kinds of symbol images, images providing visual effects, and notification images, etc. With such an arrangement, the player advances the game while visually confirming such various kinds of images displayed on the liquid crystal display 30 .
  • the slot machine 10 includes an substantially horizontal operation unit 21 below the liquid crystal display 30 . Furthermore, a coin insertion opening 22 , which allows the player to insert coins into the slot machine 10 , is provided on the right side of the operation unit 21 .
  • the components provided on the left side of the operation unit 21 include a bet switch 23 and a spin repeat bet switch 24 .
  • the bet switch 23 allows the player to determine which of 17 pay lines L 1 to L 17 described later are to be activated, and to select the number of coins to be bet on the activated pay lines (which will simply be referred to as “pay lines” hereafter).
  • the spin repeat bet switch 24 allows the player to play another game without changing the number of coins bet on the abovementioned pay lines in the previous game. In this way, the player can set the number of coins bet on the abovementioned pay lines by manipulation of pushing one of the bet switch 23 and the spin repeat bet switch 24 .
  • a start switch 25 is provided on the left side of the bet switch 23 .
  • the start switch 25 allows the player to input an instruction for starting a game.
  • Manipulation of pushing one of the start switch 25 and the spin repeat bet switch 24 serves as a trigger to start the game.
  • a payout switch 26 is provided near the coin insertion opening 22 on the operation unit 21 .
  • the inserted coins are paid out from a coin payout opening 27 provided at a lower portion of the front face of the main door 42 .
  • the paid-out coins are retained in a coin tray 28 .
  • sound transmission openings 29 are provided on both left and right sides of the coin payout opening 27 above the coin tray 28 .
  • the sound transmission openings 29 convey the sound effects generated by a speaker 41 (see FIG. 4 ) installed within the cabinet 12 to the outside of the cabinet 12 .
  • various kinds of display units are provided on the left side of the liquid crystal display 30 , including a payout amount display unit 18 , a credit amount display unit 19 , and a bet amount display unit 20 .
  • the slot machine 10 has 17 pay lines L 1 to L 17 , each of which extends to pass through multiple cells aligned in a straight line. Specifically, the pay lines L 1 to L 5 each extend to pass through five consecutive cells in a line arranged obliquely from the upper right to the lower left. The pay lines L 6 to L 10 each extend to pass through five consecutive cells in a line arranged obliquely from the upper left to the lower right. The pay lines L 11 to L 17 each extend to pass through a minimum of two to a maximum of five consecutive cells in a line arranged vertically.
  • each of the pay lines L 1 to L 17 is aligned in a straight line without a curved portion. Such an arrangement allows the player to easily visually recognize the symbol combinations displayed along the pay lines L 1 to L 17 .
  • the pay lines L 1 to L 17 a maximum of three of the pay lines intersect one another. Accordingly, in the present embodiment, these pay lines are displayed with respective types of lines or in respective colors differing from one another, thereby helping the player to visually recognize the symbol combinations displayed along the pay lines L 1 to L 17 .
  • the activated pay lines may be distinguished from the other pay lines by a display in a special color or with a special type of line. Moreover, it may be possible to display only the activated pay lines.
  • the player activates at least one pay line out of the pay lines L 1 to L 17 . Then, the player makes a bet on activated pay lines, and receives a payout according to symbols displayed along a pay line.
  • the player determines a bet amount by manipulation of pushing the bet switch 23 . Specifically, the bet amount is counted up every time the player manipulates the bet switch 23 .
  • the pay lines may be determined by the player pushing a selection button (not shown) and the like. It may be alternatively possible to adopt an automatic selection according to the bet amount.
  • the pay lines L 1 to L 5 are activated, and one coin is spent as a credit medal, for example.
  • the pay lines L 6 to L 10 are activated in addition to the aforementioned five pay lines, and two coins are spent as credit medals.
  • the pay lines L 11 to L 17 are activated in addition to the aforementioned ten pay lines, and three coins are consumed as credit medals.
  • the payout amount display unit 18 displays an amount of coins paid out when the player wins a game.
  • the credit amount display unit 19 displays the amount of coins retained in the slot machine 10 in the form of credits.
  • the bet amount display unit 20 displays the bet amount, which is the number of coins bet on the abovementioned pay lines.
  • Each of the display units 18 to 20 includes a 7-segment indicator.
  • the liquid crystal display 30 may display the indicators 18 to 20 in the form of images.
  • the controller 100 is a microcomputer, and includes an interface circuit group 102 , an input/output bus 104 , a CPU 106 , ROM 108 , RAM 110 , a communication interface circuit 111 , a random number generator 112 , a speaker driving circuit 122 , a hopper driving circuit 124 , a display unit driving circuit 128 , and a display control device 200 .
  • the interface circuit group 102 is connected to the input/output bus 104 .
  • the input/output bus 104 performs input/output of data signals or address signals to/from CPU 106 .
  • the start switch 25 is connected to the interface circuit group 102 .
  • the start signal output from the start switch 25 is converted into a predetermined signal by the interface circuit group 102 , and the converted start signal is supplied to the input/output bus 104 .
  • the bet switch 23 the spin repeat bet switch 24 , and the payout switch 26 are connected to the interface circuit group 102 .
  • Each of the switching signals output from these switches 23 , 24 , and 26 is also supplied to the interface circuit group 102 , and is converted into a predetermined signal by the interface circuit group 102 .
  • the converted switching signals are supplied to the input/output bus 104 .
  • a coin sensor 43 is also connected to the interface circuit group 102 .
  • the coin sensor 43 is a sensor for detecting the coins inserted into the coin insertion opening 22 .
  • the coin sensor 43 is provided in combination with the coin insertion opening 22 .
  • the sensing signal output from the coin sensor 43 is also supplied to the interface circuit group 102 , and is converted into a predetermined signal by the interface circuit group 102 .
  • the converted sensing signal is supplied to the input/output bus 104 .
  • ROM 108 and RAM 110 are also connected to the input/output bus 104 .
  • CPU 106 Upon reception of a game start operation instruction input through the start switch 25 , CPU 106 reads out a game program for advancing the game, and executes a game.
  • the ROM 108 stores a control program for central control of the slot machine 10 , a program for executing routines shown in FIGS. 6 and 7 , initial data for executing the control program, and various data tables.
  • RAM 110 temporarily stores flags, variables, etc., used for the abovementioned control program.
  • a communication interface circuit 111 is connected to the input/output bus 104 .
  • the communication interface circuit 111 is a circuit for communicating with a server, etc., via various kinds of communication networks, including a public telephone line network, LAN, etc.
  • the random number generator 112 for generating a random number is connected to the input/output bus 104 .
  • the random number generator 112 generates a random number in a predetermined range, e.g., a range between 0 and 255 (2 8 -1).
  • CPU 106 may generate a random number by computation.
  • the speaker driving circuit 122 for driving the speaker 41 is connected to the input/output bus 104 .
  • CPU 106 reads out the sound data stored in ROM 108 , and transmits the read-out sound data to the speaker driving circuit 122 via the input/output bus 104 , thereby providing predetermined sound effects generated by the speaker 41 .
  • the hopper driving circuit 124 for driving the hopper 44 is connected to the input/output bus 104 .
  • CPU 106 Upon reception of a payout signal input from the payout switch 26 , CPU 106 transmits a driving signal to the hopper driving circuit 124 via the input/output bus 104 .
  • the hopper 44 then pays out an amount of coins corresponding to the credit remaining at the current point in time, as stored in a predetermined memory area of RAM 110 .
  • the display control device 200 is connected to the input/output bus 104 .
  • CPU 106 creates a command for displaying an image corresponding to the proceedings and results of the game, and outputs the command to the display control device 200 via the input/output bus 104 .
  • the display control device 200 Upon reception of the command input from CPU 106 , the display control device 200 creates a driving signal for driving the liquid crystal display 30 according to the command, and outputs the driving signal to the liquid crystal display 30 .
  • the liquid crystal display 30 displays a predetermined image.
  • the display control device 200 is a sub-microcomputer for performing image display processing.
  • the display control device 200 includes an interface circuit 202 , an input/output bus 204 , a CPU 206 , ROM 208 , RAM 210 , a VDP 212 , video RAM 214 , image data ROM 216 , and a driving circuit 218 .
  • the interface circuit 202 is connected to the input/output bus 204 .
  • a command for displaying an image output from CPU 106 of the abovementioned game controller 100 is supplied to the input/output bus 204 via the interface circuit 202 .
  • the input/output bus 204 performs input/output of data signals or address signals to/from CPU 206 .
  • ROM 208 and RAM 210 are connected to the input/output bus 204 .
  • ROM 208 stores a display control program for generating a driving signal, which is to be supplied to the liquid crystal display 30 , according to the command for displaying an image received from CPU 106 of the game controller 100 .
  • RAM 210 stores flags and variables used in the abovementioned display control program.
  • VDP 212 is connected to the input/output bus 204 .
  • VDP 212 includes a so-called sprite circuit, a screen circuit, a palette circuit, etc., and can perform various kinds of processing for displaying images on the liquid crystal display 30 .
  • the components connected to VDP 212 include: the video RAM 214 for storing image data according to the command for displaying an image received from CPU 106 of the game controller 100 ; and the image data ROM 216 for storing various kinds of image data for visual effects, etc.
  • the driving circuit 218 for outputting a driving signal for driving the liquid crystal display 30 is connected to VDP 212 .
  • CPU 206 reads out a display control program stored in ROM 208 , and executes the display control program, which instructs the video RAM 214 to store an image data which is to be displayed on the liquid crystal display 30 according to the command for displaying an image received from CPU 106 of the game controller 100 .
  • the processing according to the present embodiment of the present invention is executed by the controller 100 including: ROM 108 , which stores a program; CPU 106 , which performs various kinds of control operations according to the program stored in ROM 108 ; RAM 110 , which serves as a work area for CPU 106 ; and a display control device 200 , which controls the driving of the liquid crystal display 30 .
  • FIGS. 6 and 7 show a processing flow for controlling the slot machine 10 according to a preferred embodiment of the present invention.
  • a main program for the slot machine 10 is executed beforehand, and calls a series of processes at a predetermined timing so as to execute them.
  • the slot machine 10 has been in operation in advance, and variables used by CPU 106 of the controller 100 have been initialized to predetermined values. Accordingly, the slot machine 10 is in normal operation.
  • step S 105 CPU 106 determines whether or not any credits remain, which correspond to the remaining amount of coins inserted by the player. Specifically, CPU 106 reads out the credit amount C stored in RAM 110 , and performs the processing based upon the credit amount C. When the credit amount C is “0” (“NO” in step S 105 ), CPU 106 is not permitted to start a game. Accordingly, CPU 106 ends this routine without any processing. On the other hand, when the credit amount C is “1” or more (“YES” in step S 105 ), CPU 106 determines that there is remaining credit, and advances the flow to step S 110 .
  • step S 110 CPU 106 determines whether or not a pushing operation has been performed on the spin repeat bet switch 24 .
  • CPU 106 switches the processing to step S 125 .
  • CPU 106 determines that the spin repeat bet switch ⁇ 4 has not been pushed, and advances the flow to step S 115 .
  • step S 115 CPU 106 sets the game condition. Specifically, CPU 106 determines the number of coins to be bet on the pay lines set in the current game according to the operation by a user via the bet switch 23 . In this stage, CPU 106 receives an operation signal resulting from the operation performed via the bet switch 23 . CPU 106 determines the bet amount bet on each pay line based upon the number of instances of reception of the bet switch operation signal, and stores the bet amounts in a predetermined memory area of RAM 110 . CPU 106 reads out the credit amount C, which has been written to the predetermined memory area of RAM 110 . Then, CPU 106 subtracts the bet amount from the credit amount C, and stores the resulting value in a predetermined memory area of RAM 110 . Subsequently, CPU 106 advances the flow to step S 120 .
  • the player selects the pay lines.
  • the player selects the pay lines by performing a pushing operation or the like on a selection button (not shown), and determines the bet amount for each pay line.
  • the pay lines may be automatically determined based upon the abovementioned bet amount.
  • step S 120 CPU 106 determines whether or not the start switch 25 is in the ON state, i.e., CPU 106 stands by until the player operates the start switch 25 . Upon the player operating the start switch 25 and the resulting reception of an operation signal via the start switch 25 (“YES” in step S 120 ), CPU 106 determines that the start switch 25 has been operated, and switches the processing to step S 130 .
  • step S 125 CPU 106 determines whether or not the credit amount C is equal to or greater than the total bet amount bet on the previous game. In other words, CPU 106 determines whether or not the player can start the game by pushing the spin repeat bet switch 24 . Specifically, when the spin repeat bet switch 24 has been pushed and an operation signal has entered CPU 106 , accordingly, CPU 106 reads out the credit amount C and the bet amount bet on each of the pay lines L 1 to L 17 in the previous game, which is stored in the predetermined memory areas of RAM 110 .
  • CPU 106 determines whether or not the aforementioned credit amount C is equal to or greater than the total bet amount bet in the previous game based upon the relation between the credit amount C and the bet amounts. CPU 106 performs processing based upon the determination results. When the aforementioned credit amount C is less than the total bet amount bet on the previous game (“NO” in step S 125 ), CPU 106 cannot start the game, terminating the routine without any processing, accordingly.
  • CPU 106 subtracts the total bet amount bet in the previous game from the abovementioned credit amount C, and controls RAM 110 to store the resulting value in a predetermined area. Subsequently, CPU 106 advances the flow to step S 130 .
  • step S 130 CPU 106 determines a symbol for displaying in each of the 25 pieces of cells 31 .
  • FIG. 7 shows a symbol determination flow.
  • step S 205 CPU 106 determines combinations of symbols to be displayed along the aforementioned pay lines. Specifically, CPU 106 sends an instruction for generating a random number to the random number generator 112 thereby extracting a random number in a predetermined range (in a range of “0” to “255”, for example) generated by the random number generator 112 .
  • CPU 106 stores the extracted random number in a predetermined memory area of RAM 110 .
  • a description is given of an arrangement in which the random number is generated by the random number generator 112 , which is placed outside CPU 106 .
  • the random number may be generated by computation processing by CPU 106 .
  • CPU 106 reads an award-winning probability table (see FIG. 8 ) stored in ROM 108 . Then, CPU 106 stores the award-winning probability table in a predetermined memory area of RAM 110 . Afterwards, CPU 106 determines the combinations of symbols to be displayed along the pay lines, using a random number written in the predetermined memory area of RAM 110 as a parameter with reference to the abovementioned award-winning probability table. Upon determination of the award-winning combinations, CPU 106 stores the award-winning combination data in a predetermined memory area of RAM 110 . Alternatively, a symbol to be displayed is determined for each cell 31 using the abovementioned award-winning probability table.
  • the award-winning probability table shown in FIG. 8 stores a symbol combination correlated with a range of random numbers.
  • the award-winning probability is different for the different symbol combinations. It is preferable, but not necessary that the payout rate becomes higher as the award-winning probability of the symbol combination becomes lower.
  • the number of coins to be paid out as an award is calculated by multiplying the payout rate by the bet amount bet by the player.
  • the award-winning probability of the “face” combination is “5/256”. This is lower than the award-winning probability of the “ribbon” combination, “20/256”.
  • the player wins the “ribbon” combination the player receives an award of only one coin per coin bet.
  • the player wins the “face” combination the player receives an award of 100 coins per coin bet.
  • step S 210 CPU 106 determines a pay line along which the symbol combination determined in step S 205 is to be arranged. CPU 106 randomly selects one out of the pay lines determined in step S 120 ( FIG. 6 ).
  • CPU 106 may determine multiple symbol combinations in step S 205 . In this case, CPU 106 selects multiple pay lines, and controls the multiple pay lines to be displayed. Such an arrangement provides the player with an opportunity to acquire substantial awards.
  • step S 215 CPU 106 randomly determines symbols to be displayed in cells 31 other than those forming the pay lines determined in step S 210 .
  • CPU 106 checks whether or not the symbols to be displayed have been determined for all of the cells 31 (Step S 220 ). When there is an unsettled cell 31 having no assigned symbol (“NO” in step S 220 ), CPU 106 repeatedly performs the processing in step S 215 . Thus, CPU 106 determines the symbols to be displayed for all of the cells 31 .
  • step S 225 CPU 106 identifies the symbol combination in the game, and sets an award-winning flag indicating a type of award.
  • CPU 106 stores the activated award-winning flag in a predetermined memory area of RAM 110 .
  • the symbol combination displayed along the pay line is a blank, CPU 106 does not activate the award-winning flag. It should be noted that when multiple symbol combinations match the award-winning combinations, multiple award-winning flags are activated.
  • CPU 106 After CPU 106 determines the symbols to be displayed in the cells 31 , and identifies the type of award in the game as described above, CPU 106 advances the processing to step S 135 ( FIG. 6 ).
  • step S 135 CPU 106 begins providing visual effects for displaying the symbols.
  • CPU 106 displays a display of simulated rotating reels, as shown in FIG. 9 .
  • the data corresponding to a sequence of symbols on a simulated reel is stored in ROM 108 beforehand.
  • CPU 106 sequentially reads out the stored data, and displays the corresponding symbol image in each cell 31 in a scrolling manner.
  • CPU 106 After starting the visual effects in step S 135 , CPU 106 waits for a predetermined period of time to elapse (step S 140 ). When the predetermined period of time has elapsed (“YES” in step S 140 ), CPU 106 stops the visual effects from being displayed in each cell 31 (step S 145 ). Specifically, CPU 106 stops providing the visual effects such that the symbols determined in step S 130 are displayed in the respective cells 31 .
  • Such visual effects are preferably, but not necessarily, stopped at a timing when predetermined symbols have come to be displayed in the cells 31 while visual effects are being provided.
  • CPU 106 advances the processing to step S 150 .
  • step 150 CPU 106 determines whether or not the displayed symbol combination matches a winning symbol combination. Specifically, CPU 106 makes such a determination based upon the state of an award-winning flag with respect to each pay line, which is stored in the predetermined memory area of RAM 110 . When no award-winning flag is activated (“NO” in step S 150 ), CPU 106 determines that the player has not won an award, terminating the processing flow. On the other hand, when the award-winning flag is activated (“YES” in step S 150 ), CPU 106 determines that the player has won an award, and advances the processing to step S 155 .
  • step S 155 CPU 106 pays out, in a predetermined manner, an amount of coins according to the type of award won by the player. Specifically, CPU 106 calculates the amount of coins to be paid out by multiplying the player's bet amount by the payout rate corresponding to the type of award (symbol combination) with reference to the award-winning probability table ( FIG. 8 ).
  • the payout rates are “100” and “5”, respectively, as shown in the award-winning probability table in FIG. 8 . Accordingly, when the bet amount is “1”, the resulting payout amount is “105”. On the other hand, when the bet amount is “2”, the payout amount is “210”.
  • CPU 106 reads out the credit amount stored in the predetermined memory area in RAM 110 .
  • CPU 106 then adds the number of coins to be paid out to the credit amount, and stores the sum in the predetermined memory area in RAM 110 .
  • CPU 106 displays the stored credit amount on the credit amount display unit 19 .
  • CPU 106 terminates the processing flow.

Abstract

A slot machine includes a display and a controller. The display displays a plurality of hexagonal cells arranged such that each side of each cell is in contact with a corresponding side of another adjacent cell. The controller randomly selects a symbol to be displayed in each cell from a plurality of kinds of symbols, and controls the display to display the selected symbol in each cell. When symbols displayed along a pay line including a plurality of linearly aligned cells matches a predetermined combination entitled to an award, the controller provides the award for a player.

Description

  • This application is based on and claims the benefit of priority from Japanese Patent Application No. 2006-221639, filed on 15 Aug. 2006, the content of which is incorporated herein by reference.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a slot machine and a method for controlling a game on the slot machine.
  • 2. Related Art
  • In general, conventional slot machines that provide awards according to a displayed symbol combination employ linear pay lines that determine an award. However, various other types of slot machines are being discovered in addition to such slot machines. Examples of the various types of slot machines include: a slot machine that employs pay lines having various shapes; and a slot machine having no defined pay line. For example, slot machines which employ pay lines having various shapes in addition to the linear ones are disclosed in Patent Document 1 and Patent Document 2. The improvement of varieties in the shapes of the pay lines gives new dimension to the game. However, such improvement leads to the player having difficulty recognizing the pay lines.
  • Patent Document 1: U.S. Pat. No. 6,093,102
  • Patent Document 2: U.S. Pat. No. 6,960,133
  • SUMMARY OF THE INVENTION
  • The present invention provides a new and novel slot machine which allows a player to better recognize pay lines, while increasing the variation of the pay lines.
  • According to the present invention, a slot machine includes a display and a controller. The display displays a plurality of hexagonal cells arranged such that each side of each cell is in contact with a corresponding side of another adjacent cell. The controller randomly selects a symbol to be displayed in each cell from a plurality of kinds of symbols, and controls the display to display the selected symbol in each cell. When symbols displayed along a pay line including a plurality of linearly aligned cells matches a predetermined combination entitled to an award, the controller provides the award for a player.
  • Although multiple pay lines indicating awards are arranged in vertical and oblique directions, both types of the pay lines can be formed by linearly aligned cells. Such an arrangement not only provides better recognition of the pay lines to the player, as compared with conventional arrangements employing curved pay lines, but also increases the possible number of pay lines. Accordingly, such an arrangement allows the player to feel more excited in the game.
  • In addition, the controller according to the present invention may determine number and position of pay lines according to a bet amount input by the player before starting the game.
  • With such an arrangement, the controller determines the number and position of pay lines according to the bet amount bet by the player. For example, the controller can increase an award-winning probability according to the bet amount. Such an arrangement gives the player a new opportunity to consider strategy in response to variations in the number and position of pay lines.
  • Furthermore, the display according to the present invention may display an image indicating the pay lines.
  • With such an arrangement, the controller superimposes an image of a straight line, indicating an pay line, on the symbols. Such an arrangement allows the player to more intuitively identify the pay lines.
  • Moreover, the display according to the present invention may display an image in which the pay lines intersecting each other are displayed in different colors.
  • Such an arrangement allows the player to easily recognize the pay lines even if they intersect one another.
  • According to the present invention as described above, it is possible to provide a new and novel slot machine which allows a player to better recognize pay lines, while increasing the variation of the pay lines.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a diagram illustrating a layout of cells arranged on a liquid crystal display according to an embodiment of the present invention;
  • FIG. 2 is a schematic diagram illustrating a slot machine according to an embodiment of the present invention;
  • FIG. 3 is a diagram illustrating a display region of the slot machine according to an embodiment of the present invention;
  • FIG. 4 is a block diagram showing an electrical configuration of the slot machine according to an embodiment of the present invention;
  • FIG. 5 is a block diagram showing an electrical configuration of a display control device according to an embodiment of the present invention;
  • FIG. 6 is a diagram showing a flow for controlling the slot machine according to an embodiment of the present invention;
  • FIG. 7 is a diagram showing a symbol determination processing flow for controlling the slot machine according to an embodiment of the present invention;
  • FIG. 8 is a table showing an award-winning probability according to an embodiment of the present invention;
  • FIG. 9 is a diagram illustrating visual effects for displaying symbols according to an embodiment of the present invention; and
  • FIG. 10 is a diagram illustrating an example of display of symbols according to an embodiment of the present invention.
  • DETAILED DESCRIPTION OF THE INVENTION
  • A detailed description is provided below regarding an example of a slot machine according to an embodiment of the present invention with reference to the drawings. Here, a slot machine 10 according to the present embodiment is a so-called video slot machine, which includes an image display device such as a liquid crystal display 30 or the like. The slot machine 10 carries out a game, while displaying various kinds of symbol images on the image display device.
  • As shown in FIG. 1, the slot machine 10 according to the present embodiment includes a liquid crystal display 30 having 25 hexagonal cells 31 arranged in the shape of a honeycomb, such that there are no gaps between adjoining cells. Upon a game being started, a controller displays one symbol in each cell, which is randomly selected from multiple symbols prepared beforehand. When symbols displayed along a pay line, which is composed of linearly aligned multiple cells, matches a combination entitled to an award, the player wins a predetermined award.
  • a. Overview of a Gaming Machine
  • The slot machine 10 includes a cabinet 12 and a main door 42. The cabinet 12 having a surface open to a player is installed at a predetermined location in a casino, for example. The cabinet 12 includes various kinds of components. Such components include a controller 100 (see FIG. 4) for electrically controlling the slot machine 10, a hopper 44 (see FIG. 4) for controlling the insertion of coins and for controlling retaining and payout of the coins, etc.
  • The main door 42 is a member which covers the cabinet 12 so as to protect the inside of the cabinet 12 from being exposed to the outside. The main door 42 is placed left about an axis of the cabinet 12 as viewed from the front. The main door 42 can be rotated about the axis and be settled in one of open and close positions.
  • The main door 42 includes a liquid crystal display 30. The liquid crystal display 30 displays various kinds of images of a game. Examples of such images include, various kinds of symbol images, images providing visual effects, and notification images, etc. With such an arrangement, the player advances the game while visually confirming such various kinds of images displayed on the liquid crystal display 30.
  • The slot machine 10 includes an substantially horizontal operation unit 21 below the liquid crystal display 30. Furthermore, a coin insertion opening 22, which allows the player to insert coins into the slot machine 10, is provided on the right side of the operation unit 21. On the other hand, the components provided on the left side of the operation unit 21 include a bet switch 23 and a spin repeat bet switch 24. The bet switch 23 allows the player to determine which of 17 pay lines L1 to L17 described later are to be activated, and to select the number of coins to be bet on the activated pay lines (which will simply be referred to as “pay lines” hereafter). The spin repeat bet switch 24 allows the player to play another game without changing the number of coins bet on the abovementioned pay lines in the previous game. In this way, the player can set the number of coins bet on the abovementioned pay lines by manipulation of pushing one of the bet switch 23 and the spin repeat bet switch 24.
  • On the operation unit 21, a start switch 25 is provided on the left side of the bet switch 23. The start switch 25 allows the player to input an instruction for starting a game. Manipulation of pushing one of the start switch 25 and the spin repeat bet switch 24 serves as a trigger to start the game.
  • On the other hand, a payout switch 26 is provided near the coin insertion opening 22 on the operation unit 21. Upon the player pushing the payout switch 26, the inserted coins are paid out from a coin payout opening 27 provided at a lower portion of the front face of the main door 42. The paid-out coins are retained in a coin tray 28. Furthermore, sound transmission openings 29 are provided on both left and right sides of the coin payout opening 27 above the coin tray 28. The sound transmission openings 29 convey the sound effects generated by a speaker 41 (see FIG. 4) installed within the cabinet 12 to the outside of the cabinet 12.
  • b. Display Region
  • As shown in FIG. 3, various kinds of display units are provided on the left side of the liquid crystal display 30, including a payout amount display unit 18, a credit amount display unit 19, and a bet amount display unit 20.
  • The slot machine 10 has 17 pay lines L1 to L17, each of which extends to pass through multiple cells aligned in a straight line. Specifically, the pay lines L1 to L5 each extend to pass through five consecutive cells in a line arranged obliquely from the upper right to the lower left. The pay lines L6 to L10 each extend to pass through five consecutive cells in a line arranged obliquely from the upper left to the lower right. The pay lines L11 to L17 each extend to pass through a minimum of two to a maximum of five consecutive cells in a line arranged vertically.
  • As described above, each of the pay lines L1 to L17 is aligned in a straight line without a curved portion. Such an arrangement allows the player to easily visually recognize the symbol combinations displayed along the pay lines L1 to L17.
  • With regard to the pay lines L1 to L17, a maximum of three of the pay lines intersect one another. Accordingly, in the present embodiment, these pay lines are displayed with respective types of lines or in respective colors differing from one another, thereby helping the player to visually recognize the symbol combinations displayed along the pay lines L1 to L17. In addition, the activated pay lines may be distinguished from the other pay lines by a display in a special color or with a special type of line. Moreover, it may be possible to display only the activated pay lines.
  • The player activates at least one pay line out of the pay lines L1 to L17. Then, the player makes a bet on activated pay lines, and receives a payout according to symbols displayed along a pay line. The player determines a bet amount by manipulation of pushing the bet switch 23. Specifically, the bet amount is counted up every time the player manipulates the bet switch 23.
  • The pay lines may be determined by the player pushing a selection button (not shown) and the like. It may be alternatively possible to adopt an automatic selection according to the bet amount. In this case, upon the player pushing the bet switch 23 once, the pay lines L1 to L5 are activated, and one coin is spent as a credit medal, for example. Furthermore, upon the player pushing the bet switch 23 twice, the pay lines L6 to L10 are activated in addition to the aforementioned five pay lines, and two coins are spent as credit medals. Moreover, upon the player pushing the bet switch 23 three times, the pay lines L11 to L17 are activated in addition to the aforementioned ten pay lines, and three coins are consumed as credit medals.
  • The payout amount display unit 18 displays an amount of coins paid out when the player wins a game. The credit amount display unit 19 displays the amount of coins retained in the slot machine 10 in the form of credits. The bet amount display unit 20 displays the bet amount, which is the number of coins bet on the abovementioned pay lines. Each of the display units 18 to 20 includes a 7-segment indicator. Alternatively, the liquid crystal display 30 may display the indicators 18 to 20 in the form of images.
  • In the present embodiment, a description is given of an arrangement which allows the player to bet on a game via the insertion of coins, and to receive an award via the payout of coins. However, the present invention is not restricted to such an arrangement. Alternatively, bills, electronic data, or the like may be substituted for the coins.
  • c. Electrical Configuration
  • As shown in FIG. 4, the controller 100 is a microcomputer, and includes an interface circuit group 102, an input/output bus 104, a CPU 106, ROM 108, RAM 110, a communication interface circuit 111, a random number generator 112, a speaker driving circuit 122, a hopper driving circuit 124, a display unit driving circuit 128, and a display control device 200.
  • The interface circuit group 102 is connected to the input/output bus 104. The input/output bus 104 performs input/output of data signals or address signals to/from CPU 106.
  • Furthermore, the start switch 25 is connected to the interface circuit group 102. The start signal output from the start switch 25 is converted into a predetermined signal by the interface circuit group 102, and the converted start signal is supplied to the input/output bus 104.
  • Moreover, the bet switch 23, the spin repeat bet switch 24, and the payout switch 26 are connected to the interface circuit group 102. Each of the switching signals output from these switches 23, 24, and 26 is also supplied to the interface circuit group 102, and is converted into a predetermined signal by the interface circuit group 102. The converted switching signals are supplied to the input/output bus 104.
  • In addition, a coin sensor 43 is also connected to the interface circuit group 102. The coin sensor 43 is a sensor for detecting the coins inserted into the coin insertion opening 22. The coin sensor 43 is provided in combination with the coin insertion opening 22. The sensing signal output from the coin sensor 43 is also supplied to the interface circuit group 102, and is converted into a predetermined signal by the interface circuit group 102. The converted sensing signal is supplied to the input/output bus 104.
  • ROM 108 and RAM 110 are also connected to the input/output bus 104.
  • Upon reception of a game start operation instruction input through the start switch 25, CPU 106 reads out a game program for advancing the game, and executes a game.
  • The ROM 108 stores a control program for central control of the slot machine 10, a program for executing routines shown in FIGS. 6 and 7, initial data for executing the control program, and various data tables.
  • RAM 110 temporarily stores flags, variables, etc., used for the abovementioned control program.
  • Furthermore, a communication interface circuit 111 is connected to the input/output bus 104. The communication interface circuit 111 is a circuit for communicating with a server, etc., via various kinds of communication networks, including a public telephone line network, LAN, etc.
  • Moreover, the random number generator 112 for generating a random number is connected to the input/output bus 104. The random number generator 112 generates a random number in a predetermined range, e.g., a range between 0 and 255 (28-1). Alternatively, CPU 106 may generate a random number by computation.
  • In addition, the speaker driving circuit 122 for driving the speaker 41 is connected to the input/output bus 104. CPU 106 reads out the sound data stored in ROM 108, and transmits the read-out sound data to the speaker driving circuit 122 via the input/output bus 104, thereby providing predetermined sound effects generated by the speaker 41.
  • Furthermore, the hopper driving circuit 124 for driving the hopper 44 is connected to the input/output bus 104. Upon reception of a payout signal input from the payout switch 26, CPU 106 transmits a driving signal to the hopper driving circuit 124 via the input/output bus 104. The hopper 44 then pays out an amount of coins corresponding to the credit remaining at the current point in time, as stored in a predetermined memory area of RAM 110.
  • Moreover, the display control device 200 is connected to the input/output bus 104. CPU 106 creates a command for displaying an image corresponding to the proceedings and results of the game, and outputs the command to the display control device 200 via the input/output bus 104. Upon reception of the command input from CPU 106, the display control device 200 creates a driving signal for driving the liquid crystal display 30 according to the command, and outputs the driving signal to the liquid crystal display 30. As a result, the liquid crystal display 30 displays a predetermined image.
  • d. Electrical Configuration of Display Control Device
  • As shown in FIG. 5, the display control device 200 is a sub-microcomputer for performing image display processing. The display control device 200 includes an interface circuit 202, an input/output bus 204, a CPU 206, ROM 208, RAM 210, a VDP 212, video RAM 214, image data ROM 216, and a driving circuit 218.
  • The interface circuit 202 is connected to the input/output bus 204. A command for displaying an image output from CPU 106 of the abovementioned game controller 100 is supplied to the input/output bus 204 via the interface circuit 202. The input/output bus 204 performs input/output of data signals or address signals to/from CPU 206.
  • Furthermore, ROM 208 and RAM 210 are connected to the input/output bus 204. ROM 208 stores a display control program for generating a driving signal, which is to be supplied to the liquid crystal display 30, according to the command for displaying an image received from CPU 106 of the game controller 100. On the other hand, RAM 210 stores flags and variables used in the abovementioned display control program.
  • Moreover, VDP 212 is connected to the input/output bus 204. VDP 212 includes a so-called sprite circuit, a screen circuit, a palette circuit, etc., and can perform various kinds of processing for displaying images on the liquid crystal display 30. The components connected to VDP 212 include: the video RAM 214 for storing image data according to the command for displaying an image received from CPU 106 of the game controller 100; and the image data ROM 216 for storing various kinds of image data for visual effects, etc. In addition, the driving circuit 218 for outputting a driving signal for driving the liquid crystal display 30 is connected to VDP 212.
  • CPU 206 reads out a display control program stored in ROM 208, and executes the display control program, which instructs the video RAM 214 to store an image data which is to be displayed on the liquid crystal display 30 according to the command for displaying an image received from CPU 106 of the game controller 100.
  • As described above, the processing according to the present embodiment of the present invention is executed by the controller 100 including: ROM 108, which stores a program; CPU 106, which performs various kinds of control operations according to the program stored in ROM 108; RAM 110, which serves as a work area for CPU 106; and a display control device 200, which controls the driving of the liquid crystal display 30.
  • e. Processing Flow
  • FIGS. 6 and 7 show a processing flow for controlling the slot machine 10 according to a preferred embodiment of the present invention. A main program for the slot machine 10 is executed beforehand, and calls a series of processes at a predetermined timing so as to execute them.
  • In the following description, the slot machine 10 has been in operation in advance, and variables used by CPU 106 of the controller 100 have been initialized to predetermined values. Accordingly, the slot machine 10 is in normal operation.
  • First, in step S105, CPU 106 determines whether or not any credits remain, which correspond to the remaining amount of coins inserted by the player. Specifically, CPU 106 reads out the credit amount C stored in RAM 110, and performs the processing based upon the credit amount C. When the credit amount C is “0” (“NO” in step S105), CPU 106 is not permitted to start a game. Accordingly, CPU 106 ends this routine without any processing. On the other hand, when the credit amount C is “1” or more (“YES” in step S105), CPU 106 determines that there is remaining credit, and advances the flow to step S110.
  • In step S110, CPU 106 determines whether or not a pushing operation has been performed on the spin repeat bet switch 24. When the spin repeat bet switch 24 has been pushed, and an operation signal has entered CPU 106 via the spin repeat bet switch 24 (“YES” in step S110), CPU 106 switches the processing to step S125. On the other hand, when no operation signal has entered CPU 106 via the spin repeat bet switch 24 during a predetermined period of time (“NO” in step S110), CPU 106 determines that the spin repeat bet switch ˜4 has not been pushed, and advances the flow to step S115.
  • In step S115, CPU 106 sets the game condition. Specifically, CPU 106 determines the number of coins to be bet on the pay lines set in the current game according to the operation by a user via the bet switch 23. In this stage, CPU 106 receives an operation signal resulting from the operation performed via the bet switch 23. CPU 106 determines the bet amount bet on each pay line based upon the number of instances of reception of the bet switch operation signal, and stores the bet amounts in a predetermined memory area of RAM 110. CPU 106 reads out the credit amount C, which has been written to the predetermined memory area of RAM 110. Then, CPU 106 subtracts the bet amount from the credit amount C, and stores the resulting value in a predetermined memory area of RAM 110. Subsequently, CPU 106 advances the flow to step S120.
  • In addition, it may be possible that the player selects the pay lines. In this case, the player selects the pay lines by performing a pushing operation or the like on a selection button (not shown), and determines the bet amount for each pay line. Alternatively, the pay lines may be automatically determined based upon the abovementioned bet amount.
  • In step S120, CPU 106 determines whether or not the start switch 25 is in the ON state, i.e., CPU 106 stands by until the player operates the start switch 25. Upon the player operating the start switch 25 and the resulting reception of an operation signal via the start switch 25 (“YES” in step S120), CPU 106 determines that the start switch 25 has been operated, and switches the processing to step S130.
  • On the other hand, in step S125, CPU 106 determines whether or not the credit amount C is equal to or greater than the total bet amount bet on the previous game. In other words, CPU 106 determines whether or not the player can start the game by pushing the spin repeat bet switch 24. Specifically, when the spin repeat bet switch 24 has been pushed and an operation signal has entered CPU 106, accordingly, CPU 106 reads out the credit amount C and the bet amount bet on each of the pay lines L1 to L17 in the previous game, which is stored in the predetermined memory areas of RAM 110. Then, CPU 106 determines whether or not the aforementioned credit amount C is equal to or greater than the total bet amount bet in the previous game based upon the relation between the credit amount C and the bet amounts. CPU 106 performs processing based upon the determination results. When the aforementioned credit amount C is less than the total bet amount bet on the previous game (“NO” in step S125), CPU 106 cannot start the game, terminating the routine without any processing, accordingly. On the other hand, when the abovementioned credit amount C is equal to or greater than the total bet amount bet in the previous game (“YES” in step S125), CPU 106 subtracts the total bet amount bet in the previous game from the abovementioned credit amount C, and controls RAM 110 to store the resulting value in a predetermined area. Subsequently, CPU 106 advances the flow to step S130.
  • In step S130, CPU 106 determines a symbol for displaying in each of the 25 pieces of cells 31. FIG. 7 shows a symbol determination flow.
  • In step S205, CPU 106 determines combinations of symbols to be displayed along the aforementioned pay lines. Specifically, CPU 106 sends an instruction for generating a random number to the random number generator 112 thereby extracting a random number in a predetermined range (in a range of “0” to “255”, for example) generated by the random number generator 112. CPU 106 stores the extracted random number in a predetermined memory area of RAM 110. In the present embodiment, a description is given of an arrangement in which the random number is generated by the random number generator 112, which is placed outside CPU 106. Alternatively, the random number may be generated by computation processing by CPU 106.
  • CPU 106 reads an award-winning probability table (see FIG. 8) stored in ROM 108. Then, CPU 106 stores the award-winning probability table in a predetermined memory area of RAM 110. Afterwards, CPU 106 determines the combinations of symbols to be displayed along the pay lines, using a random number written in the predetermined memory area of RAM 110 as a parameter with reference to the abovementioned award-winning probability table. Upon determination of the award-winning combinations, CPU 106 stores the award-winning combination data in a predetermined memory area of RAM 110. Alternatively, a symbol to be displayed is determined for each cell 31 using the abovementioned award-winning probability table.
  • Here, the award-winning probability table shown in FIG. 8 stores a symbol combination correlated with a range of random numbers. The award-winning probability is different for the different symbol combinations. It is preferable, but not necessary that the payout rate becomes higher as the award-winning probability of the symbol combination becomes lower. In the present embodiment, the number of coins to be paid out as an award is calculated by multiplying the payout rate by the bet amount bet by the player. For example, the award-winning probability of the “face” combination is “5/256”. This is lower than the award-winning probability of the “ribbon” combination, “20/256”. However, when the player wins the “ribbon” combination, the player receives an award of only one coin per coin bet. On the other hand, when the player wins the “face” combination, the player receives an award of 100 coins per coin bet.
  • In step S210, CPU 106 determines a pay line along which the symbol combination determined in step S205 is to be arranged. CPU 106 randomly selects one out of the pay lines determined in step S120 (FIG. 6).
  • It should be noted that CPU 106 may determine multiple symbol combinations in step S205. In this case, CPU 106 selects multiple pay lines, and controls the multiple pay lines to be displayed. Such an arrangement provides the player with an opportunity to acquire substantial awards.
  • In step S215, CPU 106 randomly determines symbols to be displayed in cells 31 other than those forming the pay lines determined in step S210. CPU 106 checks whether or not the symbols to be displayed have been determined for all of the cells 31 (Step S220). When there is an unsettled cell 31 having no assigned symbol (“NO” in step S220), CPU 106 repeatedly performs the processing in step S215. Thus, CPU 106 determines the symbols to be displayed for all of the cells 31.
  • When a symbol to be assigned to each cell 31 is randomly determined as described above, it is probable that a pay line entitled to an award is created, in addition to the symbol combinations determined in step S205. The present invention may alternatively adopt another arrangement to avoid such an occurrence. For example, it may be possible that CPU 106 determines that only the pay lines determined in step S205 and step S210 are valid.
  • In step S225, CPU 106 identifies the symbol combination in the game, and sets an award-winning flag indicating a type of award. CPU 106 stores the activated award-winning flag in a predetermined memory area of RAM 110. On the other hand, where the symbol combination displayed along the pay line is a blank, CPU 106 does not activate the award-winning flag. It should be noted that when multiple symbol combinations match the award-winning combinations, multiple award-winning flags are activated.
  • After CPU 106 determines the symbols to be displayed in the cells 31, and identifies the type of award in the game as described above, CPU 106 advances the processing to step S135 (FIG. 6).
  • In step S135, CPU 106 begins providing visual effects for displaying the symbols. For example, CPU 106 displays a display of simulated rotating reels, as shown in FIG. 9. In this case, the data corresponding to a sequence of symbols on a simulated reel is stored in ROM 108 beforehand. CPU 106 sequentially reads out the stored data, and displays the corresponding symbol image in each cell 31 in a scrolling manner.
  • It should be noted that various methods can be conceived for providing visual effects in order to increase the enjoyment factor of the player. Examples of such methods include an arrangement in which each symbol is displayed sequentially from a cell 31 to another adjacent cell 31 (e.g., each symbol moves around the outer cells, the inner cells, or in a spiral pattern), etc.
  • After starting the visual effects in step S135, CPU 106 waits for a predetermined period of time to elapse (step S140). When the predetermined period of time has elapsed (“YES” in step S140), CPU 106 stops the visual effects from being displayed in each cell 31 (step S145). Specifically, CPU 106 stops providing the visual effects such that the symbols determined in step S130 are displayed in the respective cells 31.
  • Such visual effects are preferably, but not necessarily, stopped at a timing when predetermined symbols have come to be displayed in the cells 31 while visual effects are being provided. In addition, it may be possible to adjust the order of the symbols to be stopped so as to improve the visual effects. This can allow the player to feel more excited. Subsequently, CPU 106 advances the processing to step S150.
  • In step 150, CPU 106 determines whether or not the displayed symbol combination matches a winning symbol combination. Specifically, CPU 106 makes such a determination based upon the state of an award-winning flag with respect to each pay line, which is stored in the predetermined memory area of RAM 110. When no award-winning flag is activated (“NO” in step S150), CPU 106 determines that the player has not won an award, terminating the processing flow. On the other hand, when the award-winning flag is activated (“YES” in step S150), CPU 106 determines that the player has won an award, and advances the processing to step S155.
  • In step S155, CPU 106 pays out, in a predetermined manner, an amount of coins according to the type of award won by the player. Specifically, CPU 106 calculates the amount of coins to be paid out by multiplying the player's bet amount by the payout rate corresponding to the type of award (symbol combination) with reference to the award-winning probability table (FIG. 8).
  • For example, when the game results (displayed symbols) are as shown in FIG. 10, a “face” symbol combination and a “heart” symbol combination are displayed along the pay lines. In this case, the payout rates are “100” and “5”, respectively, as shown in the award-winning probability table in FIG. 8. Accordingly, when the bet amount is “1”, the resulting payout amount is “105”. On the other hand, when the bet amount is “2”, the payout amount is “210”.
  • Subsequently, CPU 106 reads out the credit amount stored in the predetermined memory area in RAM 110. CPU 106 then adds the number of coins to be paid out to the credit amount, and stores the sum in the predetermined memory area in RAM 110. CPU 106 displays the stored credit amount on the credit amount display unit 19. Upon completion of the processing in step S155, CPU 106 terminates the processing flow.
  • While a description has been provided above regarding the embodiments of the present invention, the present invention is not restricted to the above-described embodiments. Moreover, it should be understood that the advantages described in association with the embodiments of the present invention are merely a listing of most preferred advantages according to the present invention, and that the advantages of the present invention are by no means restricted to those described in association with the embodiments of the present invention.

Claims (12)

1. A slot machine comprising:
a display that displays a plurality of hexagonal cells arranged such that each side of each cell is in contact with a corresponding side of another adjacent cell; and
a controller that randomly selects a symbol to be displayed in each cell from a plurality of kinds of symbols, and controls the display to display the selected symbol in each cell, wherein
when symbols displayed along a pay line including a plurality of linearly aligned cells matches a predetermined combination entitled to an award, the controller provides the award for a player.
2. A slot machine according to claim 1, wherein the controller determines number and position of pay lines according to a bet amount input by the player before starting a game.
3. A slot machine according to claim 1, wherein the display displays pay lines.
4. A slot machine according to claim 3, wherein
when the pay lines intersect each other, the display displays the pay lines in different colors.
5. A slot machine comprising:
a display that displays a plurality of hexagonal cells arranged such that each side of each cell is in contact with a corresponding side of another adjacent cell; and
a controller that randomly selects a symbol to be displayed in each cell from a plurality of kinds of symbols, and controls the display to display the selected symbol in each cell, wherein
the controller determines number and position of pay lines, each including a plurality of linearly aligned cells, according to a bet amount input by a player before starting a game, and
when symbols displayed along a pay line matches a predetermined combination entitled to an award, the controller provides the award for the player.
6. A slot machine comprising:
a display that displays a plurality of hexagonal cells arranged such that each side of each cell is in contact with a corresponding side of another adjacent cell; and
a controller that randomly selects a symbol to be displayed in each cell from a plurality of kinds of symbols, and controls the display to display the selected symbol in each cell, wherein
the controller determines number and position of pay lines, each including a plurality of linearly aligned cells, according to a bet amount input by a player before starting a game,
when the pay lines intersect each other, the display displays the pay lines in different colors, and
when symbols displayed along a pay line matches a predetermined combination entitled to an award, the controller provides the award for the player.
7. A method for controlling a game in a slot machine having a display which displays a plurality of hexagonal cells arranged such that each side of each cell is in contact with a corresponding side of another adjacent cell, the method comprising the steps of:
randomly selecting a symbol to be displayed in each cell from a plurality of kinds of symbols;
controlling the display to display the selected symbol in each cell; and
providing an award for a player, when symbols displayed along a pay line including a plurality of linearly aligned cells matches a predetermined combination entitled to the award.
8. A method according to claim 7, further comprising the step of determining number and position of pay lines according to a bet amount input by the player before starting the game.
9. A method according to claim 7, further comprising the step of controlling the display to display pay lines.
10. A method according to claim 9, wherein when the pay lines intersect each other, the step includes controlling the display to display the pay lines in different colors.
11. A method for controlling a game in a slot machine including a display which displays a plurality of hexagonal cells arranged such that each side of each cell is in contact with a corresponding side of another adjacent cell, the method comprising the steps of:
determining number and position of pay lines, each including a plurality of linearly aligned cells, according to a bet amount input by a player before starting the game;
randomly selecting a symbol to be displayed in each cell from a plurality of kinds of symbols;
controlling the display to display the selected symbol in each cell; and
providing an award for the player, when symbols displayed along a pay line matches a predetermined combination entitled to the award.
12. A method for controlling a game in a slot machine including a display which displays a plurality of hexagonal cells arranged thereon such that each side of each cell is in contact with a corresponding side of another adjacent cell, the method comprising the steps of:
determining number and position of pay lines, each including a plurality of linearly aligned cells, according to a bet amount input by a player before starting the game;
controlling the display to display the pay lines in different colors, when the pay lines intersect each other;
randomly selecting a symbol to be displayed in each cell from a plurality of kinds of symbols;
controlling the display to display the selected symbol in each cell; and
providing an award for the player, when symbols displayed along a pay line matches a predetermined combination entitled to the award.
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