US20090117981A1 - Game System Including Slot Machines And Game Control Method Thereof - Google Patents
Game System Including Slot Machines And Game Control Method Thereof Download PDFInfo
- Publication number
- US20090117981A1 US20090117981A1 US12/188,848 US18884808A US2009117981A1 US 20090117981 A1 US20090117981 A1 US 20090117981A1 US 18884808 A US18884808 A US 18884808A US 2009117981 A1 US2009117981 A1 US 2009117981A1
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- Prior art keywords
- symbol
- moving
- game
- symbols
- stationary
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3262—Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3267—Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
Definitions
- the present invention relates to a gaming machine that is configured to perform a second game, in which an award changes according to a selection made by a player.
- a gaming machine includes: a display device for displaying an image; an input device for accepting a selection of a single moving symbol, in a second game, among a plurality of specified symbols, displayed on the display device, including a stationary symbol, which is in the stationary state, and a plurality of moving symbols which move within a screen of the display device; and a controller configured to perform the following operations of: (a) determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game; (b) in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform the second game; (c) moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device in the second game; (d) determining an order in which the plurality of moving symbols reach the stationary symbol; (e) in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol,
- the gaming machine determines whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game, and in a case where the plurality of the specified symbols are displayed in the specified mode, starts to perform a second game. Then, the gaming machine moves the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device in the second game, and determines an order in which the plurality of moving symbols reach the stationary symbol. As a result, in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol selected by a player, the gaming machine provides a relatively large award.
- a gaming machine includes: memory for storing a determination table for determining which one of the plurality of the moving symbols that reaches the stationary symbol first, and the controller determines a moving symbol to reach the stationary symbol first based on the determination table.
- the controller determines a moving symbol to reach the stationary symbol first based on the determination table.
- a gaming machine includes: a display device for displaying an image; an input device for accepting a selection of a single moving symbol, in a second game, among a plurality of specified symbols, displayed on the display device, including a stationary symbol which is in the stationary state, and a plurality of moving symbols which move within a screen of the display device; memory for storing a determination table for determining which one of the plurality of the moving symbols reaches the stationary symbol first; and a controller configured to perform the following operations of: (a) determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game; (b) in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform the second game; (c) moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device in the second game; (d) determining a moving symbol to reach the stationary symbol first based on the determination
- the gaming machine determines whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game, and in a case where the plurality of the specified symbols are displayed in the specified mode, starts to perform a second game. Then, the gaming machine moves the plurality of the specified symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of specified symbols by way of the input device in the second game. At this point, the gaming machine determines a moving symbol to reach the stationary symbol first based on the determination table stored in the memory. Then, in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol selected by a player, the gaming machine provides a relatively large award. In a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, the gaming machine provides a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
- the gaming machine determines whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game, and in a case where the plurality of the specified symbols are displayed in the specified mode, starts to perform a second game. Then, the gaming machine selects a single determination table among the plurality of the determination tables based on a result from a comparison between each value of the counter for counting a number of times which each of the plurality of moving symbols is displayed on the display device before starting to perform the second game, and determines a moving symbol to reach the stationary symbol first based on the single determination table.
- the gaming machine moves the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device.
- the gaming machine determines that a moving symbol to reach the stationary symbol first is the single moving symbol
- the gaming machine provides a relatively large award.
- the gaming machine provides a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
- a method for controlling a gaming machine having a display device for displaying an image; and an input device for accepting a selection of a single moving symbol, in a second symbol, among a plurality of specified symbols, displayed on the display device, including a stationary symbol, which is in the stationary state, and a plurality of moving symbols which move within a screen of the display device, the method including: determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game; in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform the second game; moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by the input device in the second game; determining an order of the plurality of moving symbols to reach the stationary symbol; in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol, providing a relatively large award; in a case of determining that a moving symbol other
- FIG. 1 is a flow chart showing the flow of a game executed in a gaming machine according to an embodiment of the present invention
- FIG. 2 is a perspective view showing the appearance of the gaming machine according to the embodiment
- FIG. 3 is an enlarged front view showing an enlargement of a display area of the gaming machine according to the embodiment
- FIG. 4 is a block diagram of a controller of the gaming machine according to the embodiment.
- FIG. 5 is a block diagram of a display/input controller of the gaming machine according to the embodiment.
- FIG. 6 is a diagram showing lines of symbols displayed on the video reels of the gaming machine according to the embodiment.
- FIG. 7 is a diagram showing a symbol layout table according to the embodiment.
- FIGS. 8A and 8B are flow charts showing basic game processing executed in the gaming machine according to the embodiment.
- FIG. 9 is a flow chart showing second game processing executed in the gaming machine according to the embodiment of the present invention.
- FIG. 10 is a flow chart showing winning symbol determination processing executed in the gaming machine according to an embodiment of the present invention.
- FIG. 11 is a diagram showing a random number table for a basic game according to the embodiment of the present invention.
- FIG. 12 is a diagram showing a winning symbol determination table according to the embodiment of the present invention.
- FIG. 13 is an example of the display screen showing a mode to start a second game performed in the gaming machine according to the embodiment of the present invention.
- FIG. 14 is an example of a display screen in a second game performed in the gaming machine according to the embodiment of the present invention.
- FIG. 15 is an example of a display screen in a second game performed in the gaming machine according to the embodiment of the present invention.
- FIG. 16 is a flow chart showing winning symbol determination processing executed in the gaming machine according to a variation example of the present invention.
- FIGS. 17A and 17B are examples of a winning symbol determination table according to a variation example of the present invention.
- FIG. 18 is an example of a display screen in a second game performed in the gaming machine according to a variation example of the present invention.
- a gaming machine 13 includes a liquid crystal display 30 for displaying an image and a start switch 25 for outputting a signal which starts a basic game.
- the CPU 106 starts the basic game in response to reception of the signal from the start switch 25 .
- a combination for starting a second game which is a specified mode, is formed in the basic game
- a second game is started.
- a so-called race in which a plurality of moving symbols moves toward a stationary symbol is performed.
- a player predicts which moving symbol reaches the stationary symbol first before the race is started, and inputs the data by an input device.
- the CPU 106 starts the race in response to reception of the input.
- the CPU 106 starts a basic game in response to reception of a signal from the start switch 25 (Step S 100 ).
- the CPU 106 performs the second game when a stationary symbol, for moving to the second game, which is described later, is stopped in a specified mode in a basic game (Step S 200 ).
- the CPU 106 displays an image of the second game on the liquid crystal display 30 in response to reception of an input of selection of a moving symbol from the input device (Step S 300 ).
- the CPU 106 determines whether or not the moving symbol thus selected is a winning symbol (Step S 400 ).
- Step S 500 the amount of coins corresponding to a winning symbol are paid out.
- Step S 600 the amount of coins corresponding to a losing symbol are paid out.
- FIG. 2 is a perspective view showing the gaming machine 13 according to an embodiment of the present invention.
- the gaming machine 13 includes a cabinet 20 .
- the cabinet 20 has a surface opening towards a player.
- the cabinet 20 contains various components including a game controller 100 (refer to FIG. 4 ) for electronically controlling the gaming machine 13 , and a hopper 44 (refer to FIG. 4 ) for controlling the insertion, storage, and payout of coins (as a game medium), and the like.
- the game medium is not limited to coins.
- examples of such game medium include medals, tokens, electronic money, or electronic value information (credit) having the same value.
- the liquid crystal display 30 realizes a display device for displaying a variety of images related to the game including rendered images and the like. Such a configuration allows a player to advance the game while visually confirming various kinds of images displayed on the liquid crystal display 30 . In such a game, the liquid crystal display 30 displays a slot game and a second game described below.
- the other liquid crystal display 40 disposed above the liquid crystal display 30 is a display serving as a sub display for displaying game rules, demonstration images, and the like.
- sound transmission openings 29 a and 29 b are provided at both upper left and right sides of the liquid crystal display 40 .
- the sound transmission openings 29 a and 29 b are provided for transmitting sound effects generated by a speaker 41 (refer to FIG. 4 ) stored within the cabinet 20 .
- the sound transmission openings 29 a and 29 b generate sound effects and the like in accordance with the progress of the game.
- Decorative lamps 42 a and 42 b are provided on both right and left sides of substantially the center of the gaming machine 13 .
- the decorative lamps 42 a and 42 b emit light in accordance with the progress of the game.
- a substantially horizontal operation unit 21 is provided to be below the liquid crystal display 30 .
- the coin insertion opening 22 is provided on the right side of the operation unit 21 , which allows the player to insert coins into the gaming machine 13 .
- the components provided on the left side of the operation unit 21 include: a bet switch 23 that allows a player to determine which lines are to be set to winning lines among the nine lines L 1 , L 2 , L 3 , L 4 , L 5 , L 6 , L 7 , L 8 and L 9 , for providing an award described later (which is simply referred to as “winning lines” hereafter), and which allows the player to select the amount of coins as game medium to be bet on the winning lines; and a spin repeat bet switch 24 that allows the player to play the game again without changing the amount of coins bet on the winning lines from that of the prior game.
- the bet switch 23 or the spin repeat bet switch 24 the amount of coins to be bet on the winning lines can be determined.
- a start switch 25 for accepting an operation by a player to start the game for each game is provided on the left side of the bet switch 23 .
- the start switch 25 or the spin repeat bet switch 24 which serves as a trigger to start the game, an image in which five video reels 3 A to 3 E starting to rotate is displayed.
- a cash out switch 26 is provided adjacent to the coin insertion slot 22 on the operation unit 21 . Upon the pushing operation of the cash out switch 26 by a player, the inserted coins are paid out from a coin payout opening 27 provided at a lower portion of the front face of the cabinet 20 . The coins thus paid out are stored in a coin tray 28 .
- the line L 3 for providing a third award, the line L 5 for providing the fifth award, and the line L 7 for providing the seventh award are activated and one coin is inserted as a credit medal, for example.
- the line L 1 for providing a first award, the line L 4 for providing a fourth award, and the line L 8 for providing an eighth award are activated, in addition to the three lines, and two coins are input as credit medals, for example.
- the line L 2 for providing a second award, the line L 6 for providing a sixth award, and the line L 9 for providing a ninth award are activated, in addition to the six lines, and three coins are input as credit medals, for example.
- a basic game available in the present embodiment is a game to form a predetermined symbol combination along the winning lines.
- a payout number display area 48 , a bet number display area 50 , and a credit number display area 49 are arranged to be displayed in this order from the left side on the upper part of the liquid crystal display 30 .
- the payout display area 48 displays the amount of the coins paid out when a winning combination of the symbols is formed along the winning lines.
- the credit number display area 49 displays the amount of the coins stored in the gaming machine 13 in the form of a credit.
- the bet amount display area 50 displays the bet amount, which is the amount of coins bet on the winning lines.
- FIG. 4 is a block diagram showing an electrical configuration of the game controller 100 of the gaming machine 13 .
- the game controller 100 of the gaming machine 13 is a microcomputer and is provided with an interface circuit group 102 , an input-output bus 104 , a CPU 106 , a ROM 108 , a RAM 110 , a communication interface circuit 111 , a random number generator 112 , a speaker drive circuit 122 , a hopper drive circuit 124 , a lamp drive circuit 126 , and a display/input controller 140 .
- the interface circuit group 102 is electrically connected with the input/output bus 104 , which carries out the input and output of data signals or address signals for the CPU 106 .
- the start switch 25 is electrically connected with the interface circuit group 102 .
- a start signal generated by the start switch 25 is converted into a predetermined signal to be supplied to the input/output bus 104 .
- the bet switch 23 , the spin repeat bet switch 24 , and the cash out switch 26 are also 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 switching signals thus converted are supplied to the input/output bus 104 .
- a coin sensor 43 is also electrically connected with the interface circuit group 102 .
- the coin sensor 43 detects coins inserted into the coin insertion opening 22 , and is disposed at an appropriate position relative to 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 sensing signal thus converted is supplied to the input/output bus 104 .
- ROM 108 and RAM 110 are connected to the input/output bus 104 .
- the CPU 106 Upon acceptance of the start operation of a game through the start switch 25 , the CPU 106 reads a game program to perform a game.
- the gaming program is programmed so that the CPU 106 performs following operations of: displaying an image, in which the symbols on the five video reels start rotating, on the liquid crystal display 30 via display/output controller 140 , and then displaying an image, in which the five video reels are stopped. The symbols on the five video reels thus are rearranged. If a combination of stationary symbols is displayed on the winning lines, and if the combination matches any one of the specified combinations for providing an award, the amount of coins according to the specified combination are paid out.
- the ROM 108 stores: a control program for central control of the slot machine 13 ; a program for executing a routine shown in FIGS. 8 to 10 (which is referred to as the “routine execution program” hereafter); initial data for executing the control program; and various data tables used for determination processing.
- the routine execution program includes the abovementioned game program. Examples of data tables include the data tables such as those shown in FIG. 7 , FIG. 11 , and FIG. 12 .
- the RAM 110 temporarily stores flags, variables, and the like used for the control program.
- a communication interface circuit 111 is also connected to the input/output bus 104 .
- the communication interface circuit 111 is a circuit for communicating with the central controller 11 and the like, via the various kinds of networks.
- a random number generator 112 for generating a random number is also connected to the input/output bus 104 .
- the random number generator 112 generates a random number within a predetermined range of 0 to 65535 (the sixteenth power of two minus one), for example. Alternatively, a random number may be generated by computation performed by the CPU 106 .
- the hopper drive circuit 124 for driving the hopper 44 is also electrically connected to the input/output bus 104 .
- the CPU 106 Upon receiving a cash out signal input from the cash out switch 26 , the CPU 106 transmits a driving signal to the hopper driving circuit 124 via the input/output bus 104 . Accordingly, the hopper 44 pays out coins corresponding to the amount of the remaining credits, which is stored in the predetermined memory area of the RAM 110 .
- the payout of the coins may be performed in a mode of storing credit data in a data card or the like, instead of using material coins. That is, the player may carry a card functioning as a recording medium, and store the data related to the credits by inserting the card into the gaming machine 13 .
- the lamp drive circuit 126 for driving the decorative lamps 42 a and 42 b is also connected to the input/output bus 104 .
- the CPU 106 transmits the signal for driving the lamps to the lamp driving circuit 126 according to the predetermined conditions based on the program stored in the ROM 108 .
- decorative lamps 42 a and 42 b blink and the like.
- the display/input controller 140 is also connected to the input/output bus 104 .
- the CPU 106 creates an image display command corresponding to the state and results of the game, and outputs the image display command thus created to the display/input controller 140 via the input/output bus 104 .
- the display/input controller 140 Upon receiving the image display command input from the CPU 106 , the display/input controller 140 creates a driving signal for driving the liquid crystal display 30 according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display 30 . A predetermined image is thereby displayed on the liquid crystal display 30 .
- the display/input controller 140 is provided with a touch panel 32 on the surface of the liquid crystal display 30 .
- the display/input controller 140 then transmits the signal input via the touch panel 32 to the CPU 106 via the input/output bus 104 as an input signal.
- the image display command includes commands corresponding to a payout display area 48 , a credit amount display area 49 , and a bet amount display area 50 .
- FIG. 5 is a block diagram showing the electrical configuration of the display/input controller 140 of the gaming machine 13 .
- the display/input controller 140 of the gaming machine 13 is a sub-micro computer which performs image display processing and input control for the touch panel 32 .
- the display/input controller 140 includes an interface circuit 142 , an input-output bus 144 , a CPU 146 , ROM 148 , RAM 150 , a VDP 152 , video RAM 154 , ROM 156 for image data, a drive circuit 158 , and a touch panel control circuit 160 .
- the interface circuit 142 is connected to the input/output bus 144 .
- the image display command output from the CPU 106 of the game controller 100 is supplied to the input/output bus 144 via the interface circuit 142 .
- the input/output bus 144 performs input/output of data signals or address signals to and from the CPU 146 .
- the ROM 148 and the RAM 150 are connected to the input/output bus 144 .
- the ROM 148 stores a display control program for generating the drive signal to be supplied to the liquid crystal display 30 , based on the image display command from the CPU 106 on the game controller 100 .
- the RAM 150 stores flags and variables used in the display control program.
- the VDP 152 is also connected to the input/output bus 144 .
- the VDP 152 is a processing device for performing various kinds of processing for displaying images on the liquid crystal display 30 , including a so-called sprite circuit, a screen circuit, a palette circuit, and the like.
- the video RAM 154 and the ROM 156 are connected to the VDP 152 .
- the video RAM 154 stores image data corresponding to the image display commands from the CPU 106 on the game controller 100 .
- the ROM 156 stores various kinds of image data including the abovementioned rendered image data.
- the driving circuit 158 for outputting a driving signal for driving the liquid crystal display 30 is also connected to the VDP 152 .
- the CPU 146 reads and executes the display control program stored in the ROM 148 , whereby the video RAM 154 stores image data to be displayed on the liquid crystal display 30 in response to the image display command from the CPU 106 on the game controller 100 .
- the image display commands include various commands for displaying the abovementioned rendered image and the like.
- the image data ROM 156 stores various kinds of image data including the data for the rendered image and the like.
- the touch panel control circuit 160 transmits the signal input via the touch panel 32 , which is provided on a surface of the liquid crystal panel 30 , to the CPU 106 via the input/output bus 144 in a form of an input signal.
- FIG. 6 shows lines of 21 symbols arranged on the each of the video reels 3 A to 3 E.
- the symbol line for the first video reel corresponds to the video reel 3 A.
- the symbol line for the second video reel corresponds to the video reel 3 B.
- the symbol line for the third video reel corresponds to the video reel 3 C.
- the symbol line for the fourth video reel corresponds to the video reel 3 D.
- the symbol line for the fifth video reel corresponds to the video reel 3 E.
- code numbers of “00” to “20” are referred to for each symbol on the video reels 3 A to 3 E. These code numbers are stored in the ROM 108 (refer to FIG. 4 ) in the form of a data table.
- a symbol line on each of video reels 3 A to 3 E includes symbols as follows: “BONUS” symbol (symbol 61 ) (referred to as “BONUS” hereafter), “FLAG” symbol (symbol 62 ) (referred to as “FLAG” hereafter), “TREASURE BOX” symbol (symbol 63 ) (referred to as “TREASURE BOX” hereafter), “GOLDEN MASK” symbol (symbol 64 ) (referred to as “GOLDEN MASK” hereafter), “HOLY CUP” symbol (symbol 65 ) (referred to as “HOLY CUP” hereafter), “COMPASS & MAP” symbol (symbol 66 ) (referred to as “COMPASS & MAP” hereafter), “SNAKE” symbol (symbol 67 ) (referred to as “SNAKE” hereafter), “A” symbol (symbol 68 ) (referred to as “A” hereafter), “K” symbol (symbol 69 )
- each combination of “BONUS”, “SECOND”, “SNAKE”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS & MAP”, “A”, “K”, “Q”, “J”, and “10” is set as a winning combination.
- a combination (combination data) is control information, in which an award provided to a player (the amount of coins to be paid out) and a winning symbol combination are associated therewith, and the control information is used for controlling reels 3 A to 3 E to stop, changing (shifting) a game state, providing coins, and the like.
- FIG. 7 shows a symbol arrangement table.
- the symbol arrangement table relates the code number, which indicates the position of each symbol arranged on the symbol lines, to each symbol of the respective video reels 3 A to 3 E, and registers thereof.
- the first video reel to the fifth video reel corresponds to the video reels 3 A to 3 E, respectively.
- the symbol arrangement table includes symbol information corresponding to the symbol position (the code number) of video reels 3 A to 3 E.
- FIGS. 8A and 8B are flow charts showing a processing operation in a basic game of the gaming machine 13 , which is performed by the game controller 100 of the gaming machine 13 .
- One routine shown in FIGS. 8A and 8B corresponds to one unit of the game.
- the gaming machine 13 is activated in advance and the variables used in the CPU 106 on the game controller 100 are initialized to predetermined values, whereby the gaming machine 13 is operated in a normal state.
- the CPU 106 on the game controller 100 determines whether or not any credits remain, that is the remaining amount of coins inserted by a player (Step S 1 ). Specifically, the CPU 106 reads the credit amount C stored in the RAM 110 , and executes processing based on the credit amount C. In a case where the credit amount C is “0” (NO in Step S 1 ), the CPU 106 terminates the routine without executing any processing, since a game cannot be started. In a case where the credit amount C is not less than “1” (YES in Step S 1 ), the CPU 106 determines that a credit remains, and the CPU 106 moves the processing to Step S 2 .
- Step S 2 the CPU 106 determines whether or not a pushing operation has been executed on the spin bet repeat switch 24 .
- the spin repeat bet switch 24 has been pushed, and accordingly, an operation signal from the spin repeat bet switch 24 is input (YES in Step S 2 ), and the CPU 106 moves the processing to Step S 15 .
- the CPU 106 determines that the spin repeat bet switch 24 has not been pushed and moves the processing to Step S 3 .
- Step S 3 the CPU 106 sets a game condition. Specifically, the CPU 106 determines the amount of coins bet on the winning lines in this game based on the operation of the bet switch 23 . At this point, the CPU 106 receives the signal output in accordance with the pushing operation of the bet switch 23 , and based on the number of times the CPU 106 has received the operation signals, the CPU 106 stores the amount of credits bet on the winning lines in the predetermined memory area of RAM 110 . The CPU 106 reads the credit amount C stored in a predetermined memory area of the RAM 110 , and subtracts the total bet amount, which is the sum of the bet amounts, from the credit amount C thus read. Then, the CPU 106 stores the subtracted value in a predetermined memory area of the RAM 110 . Subsequently, the CPU 106 moves the processing to Step S 4 .
- Step S 4 the CPU 106 determines whether or not the start switch 25 is activated, and then waits for the start switch 25 to be operated (NO in Step 4 ). Upon the start switch 25 being operated, and accordingly, upon the operation signal being input from the start switch 25 (YES in Step S 4 ), the CPU 106 determines that the start switch 25 has been operated, and the CPU 106 moves the processing to Step S 5 .
- the CPU 106 determines whether or not the credit amount C is not less than the total bet amount in the previous game. In other words, the CPU 106 determines whether or not to start a game in response to a pushing operation of the spin repeat bet switch 24 . Specifically, in a case where the spin repeat bet switch 24 has been pushed, and accordingly, the operation signal has been input from the spin repeat bet switch 24 , the CPU 106 reads the credit amount C and the credit amount bet on the winning lines L 1 to L 9 in the previous game, stored in the predetermined memory areas of the RAM 110 .
- the CPU 106 determines whether or not the credit amount C is not less than the total bet amount in the previous game, based on the relation between the credit amount C and the bet amount thus read. In a case where the CPU 106 determines that the credit amount C is less than the total bet amount in the previous game (NO in Step S 15 ), the CPU 106 terminates the present routine without performing any processing since the game cannot be started. On the other hand, when the credit amount C is not less than the total bet amount in the previous game (YES in Step S 15 ), the CPU 106 subtracts the total bet amount in the previous game from the credit amount C. Then, the CPU 106 stores the subtracted value in the predetermined memory area of the RAM 110 . Subsequently, the CPU 106 moves the processing to Step S 5 .
- Step S 5 the CPU 106 executes combination determination processing. Details of the combination determination processing are described below.
- the CPU 106 determines the combinations of the stationary symbols arranged along the winning lines. Specifically, the CPU 106 commands the random number generator 112 to generate a random number, and extracts a random number within a predetermined range (range of “0” to “65535” in the present embodiment) generated by the random number generator 112 . The CPU 106 stores the random number thus extracted in a predetermined memory area of the RAM 110 . Although a random number is generated by the random number generator 112 placed outside of the CPU 106 in the present embodiment, the random number may be, alternatively, generated by computation processing by the CPU 106 .
- Step S 5 the CPU 106 reads a random number table for a basic game (refer to FIG. 11 ) stored in the ROM 108 , and stores the random number table in a predetermined memory area in the RAM 110 .
- the random number table for the basic game includes a name of a specified combination for providing an award and a random number table, in which each combination name (winning combination) is associated with a range of a random number in the random number table. The details are described later.
- the CPU 106 reads a random number and a random number table for the basic game, and then determines a stationary symbol combination related to the winning line, which is the specified combination for providing an award.
- the CPU 106 Upon determining the specified combination for providing an award, the CPU 106 stores the specified combination data for providing an award thus determined in a predetermined memory area of the RAM 110 . Then, the CPU 106 reads the random number and the specified combination data stored in the predetermined memory area of the RAM 110 and determines the symbol combination to be displayed as a stationary symbol combination, based on the random number and the specified combination data thus read. In this stage, a symbol arrangement table stored in the ROM 108 is read by the CPU 106 . The symbol arrangement table thus read is stored in the predetermined memory of the RAM 110 and is referred to by the CPU 106 . The CPU 106 stores the stationary symbol combination data indicating the stationary symbol combination thus determined in the predetermined memory area of the RAM 110 . Alternatively, stationary symbols may be determined for each reel using a random number table.
- the CPU 106 determines whether or not the stationary symbol combination matches any one of the specified combinations for providing an award. In a case where the combination of the stationary symbols with respect to the winning line matches any one of the specified combinations, the CPU 106 activates a flag which indicates to provide an award. The flag indicates a plurality of kinds of specified combinations, and in a case where the stationary symbol combination matches one of the specified combinations, the flag is activated to provide an award. The CPU 106 stores the activated flag which indicates to provide an award in a predetermined memory area of the RAM 110 .
- the CPU 106 does not activate the flag which indicates to provide an award. Subsequently, the CPU 106 moves the processing to Step S 6 .
- Step S 6 the CPU 106 displays an image in which video reels 3 A to 3 E start to rotate. Specifically, the CPU 106 displays an image in which each of video reels 3 A to 3 E is rotating, in sequence or simultaneously, based on the symbol arrangement table stored in the RAM 110 .
- Step S 7 Upon displaying the image in which the video reels 3 A to 3 E start to rotate, the CPU 106 waits for a predetermined period of time to elapse (Step S 7 ). After the predetermined period of time has elapsed (YES in Step S 7 ), the CPU 106 automatically stops the rotation of each of video reels 3 A to 3 E (Step S 8 ). Specifically, the CPU 106 displays an image in which the video reels 3 A to 3 E stop rotating in sequence or simultaneously, so as to display the stationary symbols corresponding to the specified combination for providing an award, which is determined in Step S 5 based on the specified combination for providing an award stored in the predetermined memory area of the RAM 110 , within a display area that has a visually interactive relationship with the player. Subsequently, the CPU 106 moves the processing to Step S 9 (refer to FIG. 8B ).
- Step S 9 the CPU 106 determines whether or not the predetermined symbol combination is formed. Specifically, the CPU 106 makes a determination based on a state of the flag stored in the predetermined memory area of the RAM 110 .
- the flag indicates to provide an award corresponding to the specified combination in a case where the stationary symbol combination matches any one of the specified combination, as described above.
- the CPU 106 determines that the specified combination for providing an award is not formed and terminates the routine.
- the CPU 106 moves the processing to Step S 10 .
- Step S 10 the CPU 106 determines whether or not the symbol combination formed by the combination determination processing in Step S 5 is a combination for starting a second game (a winning symbol combination is “SECOND”). Specifically, in a case where the specified combination for providing an award is a combination for starting a second game (YES in Step S 10 ), the CPU 106 moves the processing to Step S 11 . On the other hand, in a case where the specified combination for providing an award is not a combination for starting a second game (No in Step S 10 ), the CPU 106 moves the processing to Step S 16 .
- the combination for starting the second game is formed when the specified symbol “FLAG” becomes a stationary symbol on the first video reel and the specified symbols “RACE CHARACTER1” and “RACE CHARACTER2” become stationary symbols together on the fifth video reel.
- the second game is started when the video reels 3 A, 3 B, 3 C, 3 D, 3 E stopped in this mode form a combination for starting the second game.
- stationary symbols on the second video reel 3 B to the forth video reel 3 D may be any symbols.
- Step S 11 the CPU 106 performs second game processing. Subsequently, the CPU 106 terminates the routine.
- Step S 16 the CPU 106 pays out an amount of coins corresponding to the specified combination for providing the award.
- the CPU 106 refers to a payout table and calculates a payout amount of coins corresponding to the specified combination for providing the award.
- the CPU 106 reads the credit amount stored in the predetermined memory area of the RAM 110 , adds the payout credit amount thus calculated to the credit amount read, and stores the sum amount to the predetermined memory area of the RAM 110 .
- the CPU 106 displays the sum thus stored on the credit amount display area 49 . Subsequently, the CPU 106 terminates the routine.
- a second game is started in a case where the combination for starting the second game is formed, as described above.
- the second game in the present embodiment is a game in which “RACE CHARACTER1” and “RACE CHARACTER2” move within a display screen of the liquid crystal display 30 as moving symbols, and perform a so-called race.
- the moving symbol to reach the stationary symbol “FLAG” first among a plurality of moving symbols “RACE CHARACTER1” and “RACE CHARACTER2” becomes a winning symbol.
- the moving symbol to reach the “FLAG” next becomes a losing symbol as a symbol which lost in a race.
- Step S 21 the CPU 106 determines whether or not the CPU 106 has accepted the input of a selection. Specifically, the CPU 106 makes a player select a symbol to reach “FLAG” first among “RACE CHARACTER1” and “RACE CHARACTER2”, in a race performed as the second game. To allow a player to make a selection, the CPU 106 transmits an image display signal to the CPU 146 , displays “RACE CHARACTER1” and “RACE CHARACTER2”, and receives an input via a touch panel 32 , which serves as an input device.
- the CPU 106 receives the input (YES in Step S 21 )
- the CPU 106 stores the selected moving symbol in the RAM 110 and moves the processing to Step S 22 .
- the CPU 106 waits until receiving the input (NO in Step S 21 ).
- the touch panel 32 is provided as an input device in the present embodiment, a select button for inputting may be provided, for example.
- Step S 22 the CPU 106 determines a winning symbol. This process is further described below.
- the CPU 106 moves the processing to Step S 23 when the processing is terminated.
- Step S 23 the CPU 106 displays an image of a race on the liquid crystal display 30 . Specifically, an image in which “RACE CHARACTER1” and “RACE CHARACTER2” move from the start line, that is a fifth video reel, toward the goal, that is the stationary symbol “FLAG” displayed on the first video reel (refer to FIG. 15 ), is displayed.
- the CPU 106 moves the processing to Step S 24 .
- Step S 25 the CPU 106 performs payout corresponding to the winning symbol.
- the CPU 106 refers to a payout table and calculates a payout amount of coins corresponding to the winning symbol.
- the CPU 106 reads the credit amount stored in the predetermined memory area of the RAM 110 , adds the payout credit amount thus calculated to the credit amount read, and stores the sum amount in the predetermined memory area of the RAM 110 .
- the CPU 106 displays the sum thus stored on the credit amount display area 49 . Upon finishing the processing, the CPU 106 terminates the routine.
- the CPU 106 pays out coins.
- the amount of coins paid out corresponding to the losing symbol is set to be less than the amount of coins paid out corresponding to the winning symbol. Therefore, in a case where a moving symbol selected by a player is a winning symbol, a relatively large award is provided.
- winning symbol determination processing is described below.
- Step S 31 the CPU 106 generates a random number. Specifically, the CPU 106 sends a command to a random number generator 112 to generate a random number, and extracts the random number generated by the random number generator 112 .
- the random number is within the predetermined range of numbers (“0” to “65535” in the present embodiment).
- the CPU 106 stores the random number thus extracted by the random number generator 112 in a predetermined memory area of the RAM 110 .
- a random number is generated by the random number generator 112 placed outside of the CPU 106 in the present embodiment, the random number may be alternatively, generated by computation processing by the CPU 106 without having a random number generator 112 .
- the CPU 106 moves the processing to Step S 32 .
- Step S 32 the CPU 106 reads a winning symbol determination table for determining the winning symbol (refer to FIG. 12 ) stored in the ROM 108 , and stores the table in a predetermined memory area in the RAM 110 .
- the CPU 106 moves the processing to Step S 33 .
- Step S 33 the CPU 106 determines a winning symbol based on the winning symbol determination table and the random number generated in Step S 31 . Then the CPU 106 stores the winning symbol thus determined in a predetermined memory area of the RAM 110 . Upon finishing this processing, the CPU 106 terminates the routine and moves the processing to Step 23 in FIG. 9 .
- a random number table for a basic game is described below.
- the random number table for a basic game a range of random numbers and the probability of winning are registered in association with each of the specified winning combinations. Therefore, in the combination determination processing (Step S 5 in FIG. 8A ), in a case where a random number within a range of numbers “0” to “199” is extracted among the random numbers “0” to “65535”, for example, the internal component of the gaming machine 13 determines to generate a specified combination for providing a “BONUS” award as a final result of the game. In other words, the probability is “200/65536” that the combination of the stationary symbol is determined as the specified combination for providing a “BONUS” award.
- the winning symbol determination table determines a symbol to be winning symbol among moving symbols of “RACE CHARACTER1” and “RACE CHARACTER2” (a symbol to reach “FLAG” first in a race of the second game) in the second game.
- the winning symbol determination table is referred to by the CPU 106 in winning symbol determination processing in Step S 32 in FIG. 10 .
- a random number generated by a random number generator 112 is “10000”
- the number belongs to a range of random numbers “0 to 32767”, whereby “RACE CHARACTER1” is determined as a winning symbol.
- a second game which is developed from a result of a basic game can be performed. Furthermore, the amount of coins paid out is different according to a symbol selected by a player in the second game. Thus, the player becomes more interested in the result as to whether or not the stationary symbol combination forms a combination for starting the second game. In addition, in the second game, a profit changes according to the selection made by the player, and also time is required for displaying an image of a race and the like until the result is determined, whereby the player becomes more interested in the result of the second game. Therefore, this configuration provides further entertainment properties.
- FIG. 13 is a diagram showing a case where a combination for starting a second game is formed in a basic game.
- “FLAG” symbol 62
- “RACE CHARACTER1” symbol 73
- “RACE CHARACTER2” symbol 74
- the select object 83 corresponds to “RACE CHARACTER1” (symbol 73 ) and the select object 84 corresponds to “RACE CHARACTER2” (symbol 74 ).
- a line 85 displayed as to surround the object 83 shows that the object 83 is selected.
- FIG. 15 is an image showing a state in which a race in the second game is performed. Specifically, FIG. 15 shows an image that upon starting the race in the second game, moving objects “RACE CHARACTER1” (symbol 73 ) and “RACE CHARACTER2” (symbol 74 ) are moving toward the first video reel on which “FLAG” is displayed.
- the video reels 3 A to 3 E may not be displayed on the liquid crystal display 30 while the second game is performed, and video reels 3 A to 3 E may also be displayed as to rotate from one side to another side of the liquid crystal display 30 .
- “RACE CHARACTER1” and “RACE CHARACTER2” may move in the frame advancing as video reels 3 A to 3 E rotate from one side to the other side.
- An example of the variation is different in manners of the winning symbol determination processing and a rendered image for inputting a selection.
- An example of the variation below is described mainly by way of differences with the abovementioned embodiment, and where not mentioned is the same as the abovementioned embodiment.
- the same code is provided for the same part as with the abovementioned embodiment.
- Step S 41 the CPU 106 generates a random number. This processing is similar to that of the Step S 31 in FIG. 10 . When the processing is terminated, the CPU 106 moves the processing to Step S 42 .
- the CPU 106 determines whether or not “RACE CHARACTER1” and “RACE CHARACTER2” are displayed as stationary symbols based on the stationary symbol combination determined in Step S 5 in FIG. 8A . When the processing in the present step is terminated, the CPU 106 moves the processing to Step S 43 .
- Step S 43 the CPU 106 compares the display count data. Specifically, the CPU 106 reads each of the display count data for “RACE CHARACTER1” and “RACE CHARACTER2” from the RAM 110 and compares them. When the processing is terminated, the CPU 106 moves the processing to Step S 44 .
- Step S 44 the CPU 106 selects the winning symbol determination table. Specifically, the CPU 106 selects the winning symbol determination table based on a result from the comparison in Step S 43 . That is, two winning symbol determination tables are provided in the variation example ( FIGS. 17A and 17B ), and each table is set so as to the probability of displaying either one of “RACE CHARACTER1” or “RACE CHARACTER2” is higher. Then, according to the result from the comparison in Step S 43 , the CPU 106 selects the winning symbol determination table which includes higher probability that the symbol having larger number of display count data is determined as the winning symbol.
- the winning symbol determination table A in FIG. 17 is selected, for example.
- the winning symbol determination table B in FIG. 17B is selected.
- Step S 45 the CPU 106 reads the winning symbol determination table determined in Step S 44 .
- This processing is similar to that of the Step S 32 in FIG. 10 .
- the CPU 106 moves the processing to Step S 46 .
- Step S 46 the CPU 106 determines a winning symbol based on the winning symbol determination table thus read and the random number generated in Step S 41 .
- the processing is similar to that of the Step S 33 in FIG. 10 .
- the CPU 106 moves the processing to Step S 47 .
- Step S 47 the CPU 106 updates the display count data for each moving symbol to 0 .
- the CPU 106 can newly start counting a number of times “RACE CHARACTER1” and “RACE CHARACTER2” are displayed in the basic game which is performed from after the present second game is terminated and until the next second game is performed. Upon finishing the processing, the CPU 106 terminates the routine.
- FIGS. 17A and 17B are diagrams showing the winning symbol determination tables A and B in the variation example.
- the winning symbol determination tables are stored in the ROM 108 .
- the winning symbol determination tables A and B are similar to that of the abovementioned embodiment, two tables are provided in the variation example.
- one table (refer to FIG. 17A ) the probability that “RACE CHARACTER1” is determined as a winning symbol is set higher.
- the other table (refer to FIG. 17B ) the probability that “RACE CHARACTER2” is determined as a winning symbol is set higher.
- Which table is referred to by the CPU 106 among those tables is determined by the processing in Step S 44 in FIG. 16 .
- FIG. 18 is a diagram showing a rendered image in the variation example.
- the probability of that “RACE CHARACTER1” or “RACE CHARACTER2” is determined as a winning symbol in a second game changes, corresponding to a number of times that “RACECHARACTER1” and “RACE CHARACTER2” are displayed on the video reels 3 A to 3 E as a stationary symbol in a basic game. Furthermore, the count number is displayed on the liquid crystal display 30 , whereby a player can select the symbol to be the winning symbol in a second game with higher probability. Therefore, although a combination formed in a basic game does not for provide an award, a player is provided with further entertainment properties by being able to influence a result of a second game.
- the images of the basic game are displayed on the upper display area in the display area of the liquid crystal display 30
- the images for the selection in the second game are displayed on the lower display area in the present embodiment and the variation example
- the present invention is by no means restricted to those described in the embodiment and the variation example.
- the image for the selection may be displayed on the upper display area and the image of the basic game may be displayed on the lower display area, for example.
- the image of the second game may be displayed on the liquid crystal display 40 .
Abstract
In a case where a combination for starting a second game is formed in a basic game, a second game is started. In the second game, a so-called race in which a plurality of moving symbols moves toward a stationary symbol is performed. A player predicts which moving symbol reaches the stationary symbol first before the race is started, and inputs the data by an input device. Upon starting the race, in a case where a moving symbol to reach the stationary symbol first is the symbol selected by the player, a relatively large amount of coins is paid out. In a case where a winning symbol is different from the symbol selected by the player, a relatively small amount of coins is paid out.
Description
- This application claims benefit of U.S. Provisional App. No. 60/985,423, filed Nov. 5, 2007, the entire contents of which are incorporated herein by reference.
- 1. Field of the Invention
- The present invention relates to a gaming machine that is configured to perform a second game, in which an award changes according to a selection made by a player.
- 2. Related Art
- Previously, it has been known that some slot machines perform a second game in a case where a predetermined condition is met in a basic game that is different from repeating the same single game in which a player bet credits, pushes a spin button, and when symbols are rearranged, a player bets credits again. The second game is performed in a case where predetermined symbols are displayed in a basic game, and usually a payout amount is larger than that of the basic game. Furthermore, usually a process of a basic game is not reflected in a second game and whether or not to pay out credit in the second game is determined separately from the basic game. A slot machine which performs bonus feature game when a bonus symbol is formed in a normal mode is disclosed in U.S. Pat. No. 6,168,523, for example. The present invention provides a gaming machine which further includes new entertainment properties.
- In a first aspect of the present invention, a gaming machine includes: a display device for displaying an image; an input device for accepting a selection of a single moving symbol, in a second game, among a plurality of specified symbols, displayed on the display device, including a stationary symbol, which is in the stationary state, and a plurality of moving symbols which move within a screen of the display device; and a controller configured to perform the following operations of: (a) determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game; (b) in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform the second game; (c) moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device in the second game; (d) determining an order in which the plurality of moving symbols reach the stationary symbol; (e) in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol, providing a relatively large award; (f) in a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, providing a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
- According to the first aspect of the present invention, the gaming machine determines whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game, and in a case where the plurality of the specified symbols are displayed in the specified mode, starts to perform a second game. Then, the gaming machine moves the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device in the second game, and determines an order in which the plurality of moving symbols reach the stationary symbol. As a result, in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol selected by a player, the gaming machine provides a relatively large award. On the other hand, in a case of determining that a moving symbol other than the single moving symbol selected by a player reaches the stationary symbol first, the gaming machine provides a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
- In a second aspect of the present invention, a gaming machine according to the first aspect includes: memory for storing a determination table for determining which one of the plurality of the moving symbols that reaches the stationary symbol first, and the controller determines a moving symbol to reach the stationary symbol first based on the determination table.
- According to the second aspect of the present invention, in the gaming machine according to the first aspect, the controller determines a moving symbol to reach the stationary symbol first based on the determination table.
- In a third aspect of the present invention, a gaming machine according to the first aspect includes: a counter for counting a number of times which each of the plurality of moving symbols is displayed on the display device before starting to perform the second game; and memory for storing a plurality of determination tables for determining which one of the plurality of the moving symbols reaches the stationary symbol first, in which the controller selects a single determination table among the plurality of the determination tables based on a result from a comparison between each value of the counter, and determines a moving symbol to reach the stationary symbol first based on the single determination table.
- According to the third aspect of the present invention, in the gaming machine according to the first aspect, the controller compares each value of the counter for counting a number of times which each of the plurality of moving symbols is displayed on the display device before starting to perform the second game, and selects a single determination table among the plurality of the determination tables based on a result from a comparison between each value of the counter. Then, the controller determines a moving symbol to reaches the stationary symbol first based on the single determination table.
- In a fourth aspect of the present invention, a gaming machine includes: a display device for displaying an image; an input device for accepting a selection of a single moving symbol, in a second game, among a plurality of specified symbols, displayed on the display device, including a stationary symbol which is in the stationary state, and a plurality of moving symbols which move within a screen of the display device; memory for storing a determination table for determining which one of the plurality of the moving symbols reaches the stationary symbol first; and a controller configured to perform the following operations of: (a) determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game; (b) in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform the second game; (c) moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device in the second game; (d) determining a moving symbol to reach the stationary symbol first based on the determination table; (e) in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol, providing a relatively large award; (f) in a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, providing a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
- According to the fourth aspect of the present invention, the gaming machine determines whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game, and in a case where the plurality of the specified symbols are displayed in the specified mode, starts to perform a second game. Then, the gaming machine moves the plurality of the specified symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of specified symbols by way of the input device in the second game. At this point, the gaming machine determines a moving symbol to reach the stationary symbol first based on the determination table stored in the memory. Then, in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol selected by a player, the gaming machine provides a relatively large award. In a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, the gaming machine provides a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
- In a fifth aspect of the present invention, a gaming machine includes: a display device for displaying an image; an input device for accepting a selection of a single moving symbol, in a second game, among a plurality of specified symbols, displayed on the display device, including a stationary symbol, which is in the stationary state, and a plurality of moving symbols which move within a screen of the display device; a counter for counting a number of times which each of the plurality of moving symbols is displayed on the display device before starting to perform the second game; and memory for storing a plurality of determination tables for determining which one of the plurality of the moving symbols reaches the stationary symbol first; and a controller configured to perform the following operations of: (a) determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game; (b) in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform the second game; (c) selecting a single determination table among the plurality of the determination tables based on a result from a comparison between each value of the counter; (d) determining a moving symbol to reach the stationary symbol first based on the single determination table; (e) moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device; (f) in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol, providing a relatively large award; (g) in a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, providing a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
- According to the fifth aspect of the present invention, the gaming machine determines whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game, and in a case where the plurality of the specified symbols are displayed in the specified mode, starts to perform a second game. Then, the gaming machine selects a single determination table among the plurality of the determination tables based on a result from a comparison between each value of the counter for counting a number of times which each of the plurality of moving symbols is displayed on the display device before starting to perform the second game, and determines a moving symbol to reach the stationary symbol first based on the single determination table. Furthermore, the gaming machine moves the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device. In a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol, the gaming machine provides a relatively large award. In a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, the gaming machine provides a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
- In a sixth aspect of the present invention, a method for controlling a gaming machine having a display device for displaying an image; and an input device for accepting a selection of a single moving symbol, in a second symbol, among a plurality of specified symbols, displayed on the display device, including a stationary symbol, which is in the stationary state, and a plurality of moving symbols which move within a screen of the display device, the method including: determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game; in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform the second game; moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by the input device in the second game; determining an order of the plurality of moving symbols to reach the stationary symbol; in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol, providing a relatively large award; in a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, providing a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
- According to the sixth aspect of the present invention, the controller is configured to perform the following operations of: determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game; in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform a second game; moving the plurality of the specified symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of specified symbols by the input device in the second game; determining an order of the plurality of symbols to reach the stationary symbol; in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol, providing a relatively large award; in a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, providing a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
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FIG. 1 is a flow chart showing the flow of a game executed in a gaming machine according to an embodiment of the present invention; -
FIG. 2 is a perspective view showing the appearance of the gaming machine according to the embodiment; -
FIG. 3 is an enlarged front view showing an enlargement of a display area of the gaming machine according to the embodiment; -
FIG. 4 is a block diagram of a controller of the gaming machine according to the embodiment; -
FIG. 5 is a block diagram of a display/input controller of the gaming machine according to the embodiment; -
FIG. 6 is a diagram showing lines of symbols displayed on the video reels of the gaming machine according to the embodiment; -
FIG. 7 is a diagram showing a symbol layout table according to the embodiment; -
FIGS. 8A and 8B are flow charts showing basic game processing executed in the gaming machine according to the embodiment; -
FIG. 9 is a flow chart showing second game processing executed in the gaming machine according to the embodiment of the present invention; -
FIG. 10 is a flow chart showing winning symbol determination processing executed in the gaming machine according to an embodiment of the present invention; -
FIG. 11 is a diagram showing a random number table for a basic game according to the embodiment of the present invention; -
FIG. 12 is a diagram showing a winning symbol determination table according to the embodiment of the present invention; -
FIG. 13 is an example of the display screen showing a mode to start a second game performed in the gaming machine according to the embodiment of the present invention; -
FIG. 14 is an example of a display screen in a second game performed in the gaming machine according to the embodiment of the present invention; -
FIG. 15 is an example of a display screen in a second game performed in the gaming machine according to the embodiment of the present invention; -
FIG. 16 is a flow chart showing winning symbol determination processing executed in the gaming machine according to a variation example of the present invention; -
FIGS. 17A and 17B are examples of a winning symbol determination table according to a variation example of the present invention. -
FIG. 18 is an example of a display screen in a second game performed in the gaming machine according to a variation example of the present invention. - An embodiment of the present invention is described below with reference to the accompanying drawings.
- A
gaming machine 13 according to the present invention includes aliquid crystal display 30 for displaying an image and astart switch 25 for outputting a signal which starts a basic game. TheCPU 106 starts the basic game in response to reception of the signal from thestart switch 25. In a case where a combination for starting a second game, which is a specified mode, is formed in the basic game, a second game is started. In the second game, a so-called race in which a plurality of moving symbols moves toward a stationary symbol is performed. A player predicts which moving symbol reaches the stationary symbol first before the race is started, and inputs the data by an input device. TheCPU 106 starts the race in response to reception of the input. In a case where a moving symbol (hereinafter, a winning symbol) to reach the stationary symbol first is the symbol selected by the player, relatively large amount of coins is paid out. In a case where a winning symbol is different from the symbol selected by the player (hereinafter, a losing symbol), relatively small amount of coins is paid out. - More specifically, although a detailed description is provided later, as shown in
FIG. 1 , theCPU 106 starts a basic game in response to reception of a signal from the start switch 25 (Step S100). TheCPU 106 performs the second game when a stationary symbol, for moving to the second game, which is described later, is stopped in a specified mode in a basic game (Step S200). Then, theCPU 106 displays an image of the second game on theliquid crystal display 30 in response to reception of an input of selection of a moving symbol from the input device (Step S300). TheCPU 106 determines whether or not the moving symbol thus selected is a winning symbol (Step S400). In a case of determining that the symbol thus selected is a winning symbol, the amount of coins corresponding to a winning symbol are paid out (Step S500). In a case of determining that the symbol thus selected is not a winning symbol, the amount of coins corresponding to a losing symbol are paid out (Step S600). -
FIG. 2 is a perspective view showing thegaming machine 13 according to an embodiment of the present invention. Thegaming machine 13 includes acabinet 20. Thecabinet 20 has a surface opening towards a player. Thecabinet 20 contains various components including a game controller 100 (refer toFIG. 4 ) for electronically controlling thegaming machine 13, and a hopper 44 (refer toFIG. 4 ) for controlling the insertion, storage, and payout of coins (as a game medium), and the like. The game medium is not limited to coins. In addition, examples of such game medium include medals, tokens, electronic money, or electronic value information (credit) having the same value. - A
liquid crystal display 30 is provided at substantially the center of the front face of thecabinet 20, and theliquid crystal display 40 is provided to be above thereof. - The
liquid crystal display 30 realizes a display device for displaying a variety of images related to the game including rendered images and the like. Such a configuration allows a player to advance the game while visually confirming various kinds of images displayed on theliquid crystal display 30. In such a game, theliquid crystal display 30 displays a slot game and a second game described below. - In a configuration in which the
gaming machine 13 includes video reels, five virtual reels are displayed on theliquid crystal display 30. The term “video reel” as used here represents a mechanism for displaying a reel on theliquid crystal display 30 in the form of an image instead of mechanical reel. A plurality of types of symbols necessary for the game includes “FLAG”, “RACE CHARACTER1”, “RACE CHARACTER2”, “BONUS”, “WILD”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS& MAP”, “SNAKE”, “A”, “K”, “Q”, “J”, and “10”. With such an arrangement, theliquid crystal display 30 displays each symbol with an image as if the reel were rotating. - The other
liquid crystal display 40 disposed above theliquid crystal display 30 is a display serving as a sub display for displaying game rules, demonstration images, and the like. - Furthermore,
sound transmission openings liquid crystal display 40. Here, thesound transmission openings FIG. 4 ) stored within thecabinet 20. Thesound transmission openings Decorative lamps gaming machine 13. Thedecorative lamps - A substantially
horizontal operation unit 21 is provided to be below theliquid crystal display 30. Thecoin insertion opening 22 is provided on the right side of theoperation unit 21, which allows the player to insert coins into thegaming machine 13. On the other hand, the components provided on the left side of theoperation unit 21 include: abet switch 23 that allows a player to determine which lines are to be set to winning lines among the nine lines L1, L2, L3, L4, L5, L6, L7, L8 and L9, for providing an award described later (which is simply referred to as “winning lines” hereafter), and which allows the player to select the amount of coins as game medium to be bet on the winning lines; and a spinrepeat bet switch 24 that allows the player to play the game again without changing the amount of coins bet on the winning lines from that of the prior game. Upon the pushing operation of thebet switch 23 or the spinrepeat bet switch 24, the amount of coins to be bet on the winning lines can be determined. - In the
operation unit 21, astart switch 25 for accepting an operation by a player to start the game for each game is provided on the left side of thebet switch 23. Upon pushing either thestart switch 25 or the spinrepeat bet switch 24, which serves as a trigger to start the game, an image in which fivevideo reels 3A to 3E starting to rotate is displayed. - A cash out
switch 26 is provided adjacent to thecoin insertion slot 22 on theoperation unit 21. Upon the pushing operation of the cash outswitch 26 by a player, the inserted coins are paid out from acoin payout opening 27 provided at a lower portion of the front face of thecabinet 20. The coins thus paid out are stored in acoin tray 28. -
FIG. 3 is an enlarged view showing the display area of thegaming machine 13. As shown inFIG. 3 , thegaming machine 13 has nine lines L1 to L9 for providing an award. The lines L1 to L9 for providing each award extend so as to pass through a single symbol on each of thevideo reels 3A to 3E, when all of the fivevideo reels 3A to 3E stop rotation. - Upon pushing the
bet switch 23 once, the line L3 for providing a third award, the line L5 for providing the fifth award, and the line L7 for providing the seventh award, are activated and one coin is inserted as a credit medal, for example. - Upon pushing the
bet switch 23 twice, the line L1 for providing a first award, the line L4 for providing a fourth award, and the line L8 for providing an eighth award, are activated, in addition to the three lines, and two coins are input as credit medals, for example. - Upon pushing the
bet switch 23 three times, the line L2 for providing a second award, the line L6 for providing a sixth award, and the line L9 for providing a ninth award, are activated, in addition to the six lines, and three coins are input as credit medals, for example. - A basic game available in the present embodiment is a game to form a predetermined symbol combination along the winning lines.
- A payout
number display area 48, a betnumber display area 50, and a creditnumber display area 49 are arranged to be displayed in this order from the left side on the upper part of theliquid crystal display 30. Thepayout display area 48 displays the amount of the coins paid out when a winning combination of the symbols is formed along the winning lines. The creditnumber display area 49 displays the amount of the coins stored in thegaming machine 13 in the form of a credit. The betamount display area 50 displays the bet amount, which is the amount of coins bet on the winning lines. -
FIG. 4 is a block diagram showing an electrical configuration of thegame controller 100 of thegaming machine 13. As shown inFIG. 4 , thegame controller 100 of thegaming machine 13 is a microcomputer and is provided with aninterface circuit group 102, an input-output bus 104, aCPU 106, aROM 108, aRAM 110, acommunication interface circuit 111, arandom number generator 112, aspeaker drive circuit 122, ahopper drive circuit 124, alamp drive circuit 126, and a display/input controller 140. - The
interface circuit group 102 is electrically connected with the input/output bus 104, which carries out the input and output of data signals or address signals for theCPU 106. - The
start switch 25 is electrically connected with theinterface circuit group 102. In theinterface circuit group 102, a start signal generated by thestart switch 25 is converted into a predetermined signal to be supplied to the input/output bus 104. - The
bet switch 23, the spinrepeat bet switch 24, and the cash outswitch 26 are also connected to theinterface circuit group 102. Each of the switching signals output from theseswitches interface circuit group 102, and is converted into a predetermined signal by theinterface circuit group 102. The switching signals thus converted are supplied to the input/output bus 104. - A
coin sensor 43 is also electrically connected with theinterface circuit group 102. Thecoin sensor 43 detects coins inserted into thecoin insertion opening 22, and is disposed at an appropriate position relative to thecoin insertion opening 22. The sensing signal output from thecoin sensor 43 is also supplied to theinterface circuit group 102, and is converted into a predetermined signal by theinterface circuit group 102. The sensing signal thus converted is supplied to the input/output bus 104. -
ROM 108 andRAM 110 are connected to the input/output bus 104. - Upon acceptance of the start operation of a game through the
start switch 25, theCPU 106 reads a game program to perform a game. The gaming program is programmed so that theCPU 106 performs following operations of: displaying an image, in which the symbols on the five video reels start rotating, on theliquid crystal display 30 via display/output controller 140, and then displaying an image, in which the five video reels are stopped. The symbols on the five video reels thus are rearranged. If a combination of stationary symbols is displayed on the winning lines, and if the combination matches any one of the specified combinations for providing an award, the amount of coins according to the specified combination are paid out. - The
ROM 108 stores: a control program for central control of theslot machine 13; a program for executing a routine shown inFIGS. 8 to 10 (which is referred to as the “routine execution program” hereafter); initial data for executing the control program; and various data tables used for determination processing. The routine execution program includes the abovementioned game program. Examples of data tables include the data tables such as those shown inFIG. 7 ,FIG. 11 , andFIG. 12 . TheRAM 110 temporarily stores flags, variables, and the like used for the control program. - A
communication interface circuit 111 is also connected to the input/output bus 104. Thecommunication interface circuit 111 is a circuit for communicating with thecentral controller 11 and the like, via the various kinds of networks. - A
random number generator 112 for generating a random number is also connected to the input/output bus 104. Therandom number generator 112 generates a random number within a predetermined range of 0 to 65535 (the sixteenth power of two minus one), for example. Alternatively, a random number may be generated by computation performed by theCPU 106. - The
speaker driving circuit 122 for driving thespeaker 41 is also connected to the input/output bus 104. TheCPU 106 reads the sound data stored in theROM 108, and transmits the sound data to thespeaker driving circuit 122 via the input/output bus 104. In this way, thespeakers 41 generate the predetermined sound effects. - The
hopper drive circuit 124 for driving thehopper 44 is also electrically connected to the input/output bus 104. Upon receiving a cash out signal input from the cash outswitch 26, theCPU 106 transmits a driving signal to thehopper driving circuit 124 via the input/output bus 104. Accordingly, thehopper 44 pays out coins corresponding to the amount of the remaining credits, which is stored in the predetermined memory area of theRAM 110. - Alternatively, the payout of the coins may be performed in a mode of storing credit data in a data card or the like, instead of using material coins. That is, the player may carry a card functioning as a recording medium, and store the data related to the credits by inserting the card into the
gaming machine 13. - The
lamp drive circuit 126 for driving thedecorative lamps output bus 104. TheCPU 106 transmits the signal for driving the lamps to thelamp driving circuit 126 according to the predetermined conditions based on the program stored in theROM 108. Thus,decorative lamps - The display/
input controller 140 is also connected to the input/output bus 104. TheCPU 106 creates an image display command corresponding to the state and results of the game, and outputs the image display command thus created to the display/input controller 140 via the input/output bus 104. Upon receiving the image display command input from theCPU 106, the display/input controller 140 creates a driving signal for driving theliquid crystal display 30 according to the image display command thus input, and outputs the driving signal thus created to theliquid crystal display 30. A predetermined image is thereby displayed on theliquid crystal display 30. The display/input controller 140 is provided with atouch panel 32 on the surface of theliquid crystal display 30. The display/input controller 140 then transmits the signal input via thetouch panel 32 to theCPU 106 via the input/output bus 104 as an input signal. In addition, the image display command includes commands corresponding to apayout display area 48, a creditamount display area 49, and a betamount display area 50. -
FIG. 5 is a block diagram showing the electrical configuration of the display/input controller 140 of thegaming machine 13. The display/input controller 140 of thegaming machine 13 is a sub-micro computer which performs image display processing and input control for thetouch panel 32. The display/input controller 140 includes aninterface circuit 142, an input-output bus 144, aCPU 146,ROM 148,RAM 150, aVDP 152,video RAM 154,ROM 156 for image data, adrive circuit 158, and a touchpanel control circuit 160. - The
interface circuit 142 is connected to the input/output bus 144. The image display command output from theCPU 106 of thegame controller 100 is supplied to the input/output bus 144 via theinterface circuit 142. The input/output bus 144 performs input/output of data signals or address signals to and from theCPU 146. - The
ROM 148 and theRAM 150 are connected to the input/output bus 144. TheROM 148 stores a display control program for generating the drive signal to be supplied to theliquid crystal display 30, based on the image display command from theCPU 106 on thegame controller 100. On the other hand, theRAM 150 stores flags and variables used in the display control program. - The
VDP 152 is also connected to the input/output bus 144. TheVDP 152 is a processing device for performing various kinds of processing for displaying images on theliquid crystal display 30, including a so-called sprite circuit, a screen circuit, a palette circuit, and the like. Thevideo RAM 154 and theROM 156 are connected to theVDP 152. Thevideo RAM 154 stores image data corresponding to the image display commands from theCPU 106 on thegame controller 100. TheROM 156 stores various kinds of image data including the abovementioned rendered image data. The drivingcircuit 158 for outputting a driving signal for driving theliquid crystal display 30 is also connected to theVDP 152. - The
CPU 146 reads and executes the display control program stored in theROM 148, whereby thevideo RAM 154 stores image data to be displayed on theliquid crystal display 30 in response to the image display command from theCPU 106 on thegame controller 100. The image display commands include various commands for displaying the abovementioned rendered image and the like. - The
image data ROM 156 stores various kinds of image data including the data for the rendered image and the like. - The touch
panel control circuit 160 transmits the signal input via thetouch panel 32, which is provided on a surface of theliquid crystal panel 30, to theCPU 106 via the input/output bus 144 in a form of an input signal. -
FIG. 6 shows lines of 21 symbols arranged on the each of thevideo reels 3A to 3E. The symbol line for the first video reel corresponds to thevideo reel 3A. The symbol line for the second video reel corresponds to thevideo reel 3B. The symbol line for the third video reel corresponds to thevideo reel 3C. The symbol line for the fourth video reel corresponds to thevideo reel 3D. The symbol line for the fifth video reel corresponds to thevideo reel 3E. - Referring to
FIG. 6 , code numbers of “00” to “20” are referred to for each symbol on thevideo reels 3A to 3E. These code numbers are stored in the ROM 108 (refer toFIG. 4 ) in the form of a data table. - A symbol line on each of video reels 3A to 3E includes symbols as follows: “BONUS” symbol (symbol 61) (referred to as “BONUS” hereafter), “FLAG” symbol (symbol 62) (referred to as “FLAG” hereafter), “TREASURE BOX” symbol (symbol 63) (referred to as “TREASURE BOX” hereafter), “GOLDEN MASK” symbol (symbol 64) (referred to as “GOLDEN MASK” hereafter), “HOLY CUP” symbol (symbol 65) (referred to as “HOLY CUP” hereafter), “COMPASS & MAP” symbol (symbol 66) (referred to as “COMPASS & MAP” hereafter), “SNAKE” symbol (symbol 67) (referred to as “SNAKE” hereafter), “A” symbol (symbol 68) (referred to as “A” hereafter), “K” symbol (symbol 69) (referred to as “K” hereafter), “Q” symbol (symbol 70) (referred to as “Q” hereafter), “J” symbol (symbol 71) (referred to as “J” hereafter), “10” symbol (symbol 72) (referred to as “10” hereafter), “RACE CHARACTER1” symbol (symbol 73) (referred to as “RACE CHARACTER1” hereafter), and “RACE CHARACTER2” symbol (symbol 74) (referred to as “RACE CHARACTER2 hereafter). The symbol line on each of
video reels 3A to 3E is moved by displaying an image in which thereels 3A to 3E are rotating in a forward direction. “FLAG” is included only in the first video reel in the present embodiment. - Here in the present embodiment, each combination of “BONUS”, “SECOND”, “SNAKE”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS & MAP”, “A”, “K”, “Q”, “J”, and “10” is set as a winning combination. A combination (combination data) is control information, in which an award provided to a player (the amount of coins to be paid out) and a winning symbol combination are associated therewith, and the control information is used for controlling
reels 3A to 3E to stop, changing (shifting) a game state, providing coins, and the like. -
FIG. 7 shows a symbol arrangement table. The symbol arrangement table relates the code number, which indicates the position of each symbol arranged on the symbol lines, to each symbol of therespective video reels 3A to 3E, and registers thereof. In addition, the first video reel to the fifth video reel corresponds to thevideo reels 3A to 3E, respectively. In other words, the symbol arrangement table includes symbol information corresponding to the symbol position (the code number) ofvideo reels 3A to 3E. - In
FIG. 7 , “TREASURE,” “MASK,” “COMPASS,” “CHARACTER1,” and “CHARACTER2” are abbreviations for the “TREASURE BOX,” “GOLDEN MASK,” “COMPASS & MAP,” “RACE CHARACTER1,” and “RACE CHARACTER2”. -
FIGS. 8A and 8B are flow charts showing a processing operation in a basic game of thegaming machine 13, which is performed by thegame controller 100 of thegaming machine 13. One routine shown inFIGS. 8A and 8B corresponds to one unit of the game. - It is supposed that the
gaming machine 13 is activated in advance and the variables used in theCPU 106 on thegame controller 100 are initialized to predetermined values, whereby thegaming machine 13 is operated in a normal state. - First, the
CPU 106 on thegame controller 100 determines whether or not any credits remain, that is the remaining amount of coins inserted by a player (Step S1). Specifically, theCPU 106 reads the credit amount C stored in theRAM 110, and executes processing based on the credit amount C. In a case where the credit amount C is “0” (NO in Step S1), theCPU 106 terminates the routine without executing any processing, since a game cannot be started. In a case where the credit amount C is not less than “1” (YES in Step S1), theCPU 106 determines that a credit remains, and theCPU 106 moves the processing to Step S2. - In Step S2, the
CPU 106 determines whether or not a pushing operation has been executed on the spinbet repeat switch 24. In a case where the spinrepeat bet switch 24 has been pushed, and accordingly, an operation signal from the spinrepeat bet switch 24 is input (YES in Step S2), and theCPU 106 moves the processing to Step S15. On the other hand, in a case where theCPU 106 has not received the operation signal from the spinrepeat bet switch 24 after a predetermined period of time has elapsed (NO in Step S2), theCPU 106 determines that the spinrepeat bet switch 24 has not been pushed and moves the processing to Step S3. - In Step S3, the
CPU 106 sets a game condition. Specifically, theCPU 106 determines the amount of coins bet on the winning lines in this game based on the operation of thebet switch 23. At this point, theCPU 106 receives the signal output in accordance with the pushing operation of thebet switch 23, and based on the number of times theCPU 106 has received the operation signals, theCPU 106 stores the amount of credits bet on the winning lines in the predetermined memory area ofRAM 110. TheCPU 106 reads the credit amount C stored in a predetermined memory area of theRAM 110, and subtracts the total bet amount, which is the sum of the bet amounts, from the credit amount C thus read. Then, theCPU 106 stores the subtracted value in a predetermined memory area of theRAM 110. Subsequently, theCPU 106 moves the processing to Step S4. - In the following Step S4, the
CPU 106 determines whether or not thestart switch 25 is activated, and then waits for thestart switch 25 to be operated (NO in Step 4). Upon thestart switch 25 being operated, and accordingly, upon the operation signal being input from the start switch 25 (YES in Step S4), theCPU 106 determines that thestart switch 25 has been operated, and theCPU 106 moves the processing to Step S5. - On the other hand, when the
CPU 106 moves processing from Step S2 to Step S15, theCPU 106 determines whether or not the credit amount C is not less than the total bet amount in the previous game. In other words, theCPU 106 determines whether or not to start a game in response to a pushing operation of the spinrepeat bet switch 24. Specifically, in a case where the spinrepeat bet switch 24 has been pushed, and accordingly, the operation signal has been input from the spinrepeat bet switch 24, theCPU 106 reads the credit amount C and the credit amount bet on the winning lines L1 to L9 in the previous game, stored in the predetermined memory areas of theRAM 110. Then, theCPU 106 determines whether or not the credit amount C is not less than the total bet amount in the previous game, based on the relation between the credit amount C and the bet amount thus read. In a case where theCPU 106 determines that the credit amount C is less than the total bet amount in the previous game (NO in Step S15), theCPU 106 terminates the present routine without performing any processing since the game cannot be started. On the other hand, when the credit amount C is not less than the total bet amount in the previous game (YES in Step S15), theCPU 106 subtracts the total bet amount in the previous game from the credit amount C. Then, theCPU 106 stores the subtracted value in the predetermined memory area of theRAM 110. Subsequently, theCPU 106 moves the processing to Step S5. - In the following Step S5, the
CPU 106 executes combination determination processing. Details of the combination determination processing are described below. - In the combination determination processing, first, the
CPU 106 determines the combinations of the stationary symbols arranged along the winning lines. Specifically, theCPU 106 commands therandom number generator 112 to generate a random number, and extracts a random number within a predetermined range (range of “0” to “65535” in the present embodiment) generated by therandom number generator 112. TheCPU 106 stores the random number thus extracted in a predetermined memory area of theRAM 110. Although a random number is generated by therandom number generator 112 placed outside of theCPU 106 in the present embodiment, the random number may be, alternatively, generated by computation processing by theCPU 106. - Next, in Step S5, the
CPU 106 reads a random number table for a basic game (refer toFIG. 11 ) stored in theROM 108, and stores the random number table in a predetermined memory area in theRAM 110. The random number table for the basic game includes a name of a specified combination for providing an award and a random number table, in which each combination name (winning combination) is associated with a range of a random number in the random number table. The details are described later. TheCPU 106 reads a random number and a random number table for the basic game, and then determines a stationary symbol combination related to the winning line, which is the specified combination for providing an award. - Upon determining the specified combination for providing an award, the
CPU 106 stores the specified combination data for providing an award thus determined in a predetermined memory area of theRAM 110. Then, theCPU 106 reads the random number and the specified combination data stored in the predetermined memory area of theRAM 110 and determines the symbol combination to be displayed as a stationary symbol combination, based on the random number and the specified combination data thus read. In this stage, a symbol arrangement table stored in theROM 108 is read by theCPU 106. The symbol arrangement table thus read is stored in the predetermined memory of theRAM 110 and is referred to by theCPU 106. TheCPU 106 stores the stationary symbol combination data indicating the stationary symbol combination thus determined in the predetermined memory area of theRAM 110. Alternatively, stationary symbols may be determined for each reel using a random number table. - When the stationary symbol combination related to the winning line is determined, the
CPU 106 determines whether or not the stationary symbol combination matches any one of the specified combinations for providing an award. In a case where the combination of the stationary symbols with respect to the winning line matches any one of the specified combinations, theCPU 106 activates a flag which indicates to provide an award. The flag indicates a plurality of kinds of specified combinations, and in a case where the stationary symbol combination matches one of the specified combinations, the flag is activated to provide an award. TheCPU 106 stores the activated flag which indicates to provide an award in a predetermined memory area of theRAM 110. On the other hand, in a case where the combination of the stationary symbols with respect to the winning lines matches any one of the losing combinations, theCPU 106 does not activate the flag which indicates to provide an award. Subsequently, theCPU 106 moves the processing to Step S6. - In the following Step S6, the
CPU 106 displays an image in whichvideo reels 3A to 3E start to rotate. Specifically, theCPU 106 displays an image in which each ofvideo reels 3A to 3E is rotating, in sequence or simultaneously, based on the symbol arrangement table stored in theRAM 110. - Upon displaying the image in which the
video reels 3A to 3E start to rotate, theCPU 106 waits for a predetermined period of time to elapse (Step S7). After the predetermined period of time has elapsed (YES in Step S7), theCPU 106 automatically stops the rotation of each ofvideo reels 3A to 3E (Step S8). Specifically, theCPU 106 displays an image in which thevideo reels 3A to 3E stop rotating in sequence or simultaneously, so as to display the stationary symbols corresponding to the specified combination for providing an award, which is determined in Step S5 based on the specified combination for providing an award stored in the predetermined memory area of theRAM 110, within a display area that has a visually interactive relationship with the player. Subsequently, theCPU 106 moves the processing to Step S9 (refer toFIG. 8B ). - In Step S9, the
CPU 106 determines whether or not the predetermined symbol combination is formed. Specifically, theCPU 106 makes a determination based on a state of the flag stored in the predetermined memory area of theRAM 110. The flag indicates to provide an award corresponding to the specified combination in a case where the stationary symbol combination matches any one of the specified combination, as described above. In a case where the flag is not activated, in other words, the specified combination for providing an award is the other combination (NO in Step S9), theCPU 106 determines that the specified combination for providing an award is not formed and terminates the routine. On the other hand, in a case where the flag is activated, in other words, the specified combination for providing an award is not the abovementioned other combination (YES in Step S9), theCPU 106 moves the processing to Step S10. - In the following Step S10, the
CPU 106 determines whether or not the symbol combination formed by the combination determination processing in Step S5 is a combination for starting a second game (a winning symbol combination is “SECOND”). Specifically, in a case where the specified combination for providing an award is a combination for starting a second game (YES in Step S10), theCPU 106 moves the processing to Step S11. On the other hand, in a case where the specified combination for providing an award is not a combination for starting a second game (No in Step S10), theCPU 106 moves the processing to Step S16. - The combination for starting the second game is formed when the specified symbol “FLAG” becomes a stationary symbol on the first video reel and the specified symbols “RACE CHARACTER1” and “RACE CHARACTER2” become stationary symbols together on the fifth video reel. The second game is started when the
video reels second video reel 3B to theforth video reel 3D may be any symbols. - In Step S11, the
CPU 106 performs second game processing. Subsequently, theCPU 106 terminates the routine. - In Step S16, the
CPU 106 pays out an amount of coins corresponding to the specified combination for providing the award. Specifically, theCPU 106 refers to a payout table and calculates a payout amount of coins corresponding to the specified combination for providing the award. TheCPU 106 reads the credit amount stored in the predetermined memory area of theRAM 110, adds the payout credit amount thus calculated to the credit amount read, and stores the sum amount to the predetermined memory area of theRAM 110. TheCPU 106 displays the sum thus stored on the creditamount display area 49. Subsequently, theCPU 106 terminates the routine. - Referring to
FIG. 9 , a second game processing is described. - A second game is started in a case where the combination for starting the second game is formed, as described above. The second game in the present embodiment is a game in which “RACE CHARACTER1” and “RACE CHARACTER2” move within a display screen of the
liquid crystal display 30 as moving symbols, and perform a so-called race. In the race, the moving symbol to reach the stationary symbol “FLAG” first among a plurality of moving symbols “RACE CHARACTER1” and “RACE CHARACTER2” becomes a winning symbol. The moving symbol to reach the “FLAG” next becomes a losing symbol as a symbol which lost in a race. - In Step S21, the
CPU 106 determines whether or not theCPU 106 has accepted the input of a selection. Specifically, theCPU 106 makes a player select a symbol to reach “FLAG” first among “RACE CHARACTER1” and “RACE CHARACTER2”, in a race performed as the second game. To allow a player to make a selection, theCPU 106 transmits an image display signal to theCPU 146, displays “RACE CHARACTER1” and “RACE CHARACTER2”, and receives an input via atouch panel 32, which serves as an input device. In a case where theCPU 106 receives the input (YES in Step S21), theCPU 106 stores the selected moving symbol in theRAM 110 and moves the processing to Step S22. TheCPU 106 waits until receiving the input (NO in Step S21). Although thetouch panel 32 is provided as an input device in the present embodiment, a select button for inputting may be provided, for example. - In Step S22, the
CPU 106 determines a winning symbol. This process is further described below. TheCPU 106 moves the processing to Step S23 when the processing is terminated. - In Step S23, the
CPU 106 displays an image of a race on theliquid crystal display 30. Specifically, an image in which “RACE CHARACTER1” and “RACE CHARACTER2” move from the start line, that is a fifth video reel, toward the goal, that is the stationary symbol “FLAG” displayed on the first video reel (refer toFIG. 15 ), is displayed. When the processing is terminated, theCPU 106 moves the processing to Step S24. - In Step S24, the
CPU 106 determines whether or not the winning symbol is the symbol selected by a player. Specifically, theCPU 106 reads the moving symbol selected by a player and the winning symbol stored in the predetermined memory area of theRAM 110, and determines whether or not those are the same. In a case where the moving symbol selected by a player and the winning symbol are the same symbol (YES in Step S24), theCPU 106 moves the processing to Step S25. In a case where the moving symbol selected by a player and the winning symbol are not the same symbol (NO in Step S24), theCPU 106 moves the processing to Step S26. - In Step S25, the
CPU 106 performs payout corresponding to the winning symbol. Specifically, theCPU 106 refers to a payout table and calculates a payout amount of coins corresponding to the winning symbol. TheCPU 106 reads the credit amount stored in the predetermined memory area of theRAM 110, adds the payout credit amount thus calculated to the credit amount read, and stores the sum amount in the predetermined memory area of theRAM 110. TheCPU 106 displays the sum thus stored on the creditamount display area 49. Upon finishing the processing, theCPU 106 terminates the routine. - In Step S26, the
CPU 106 performs payout corresponding to the losing symbol. The specific processing is similar to that of the Step S25. Upon finishing the processing, theCPU 106 terminates the routine. - In a case where the second game is performed, although a moving symbol selected by a player may not be the winning symbol; the
CPU 106 pays out coins. In the present embodiment, the amount of coins paid out corresponding to the losing symbol is set to be less than the amount of coins paid out corresponding to the winning symbol. Therefore, in a case where a moving symbol selected by a player is a winning symbol, a relatively large award is provided. - Referring to
FIG. 10 , winning symbol determination processing is described below. - In Step S31, the
CPU 106 generates a random number. Specifically, theCPU 106 sends a command to arandom number generator 112 to generate a random number, and extracts the random number generated by therandom number generator 112. The random number is within the predetermined range of numbers (“0” to “65535” in the present embodiment). TheCPU 106 stores the random number thus extracted by therandom number generator 112 in a predetermined memory area of theRAM 110. Although a random number is generated by therandom number generator 112 placed outside of theCPU 106 in the present embodiment, the random number may be alternatively, generated by computation processing by theCPU 106 without having arandom number generator 112. When the processing is terminated, theCPU 106 moves the processing to Step S32. - In Step S32, the
CPU 106 reads a winning symbol determination table for determining the winning symbol (refer toFIG. 12 ) stored in theROM 108, and stores the table in a predetermined memory area in theRAM 110. When the processing is terminated, theCPU 106 moves the processing to Step S33. - In Step S33, the
CPU 106 determines a winning symbol based on the winning symbol determination table and the random number generated in Step S31. Then theCPU 106 stores the winning symbol thus determined in a predetermined memory area of theRAM 110. Upon finishing this processing, theCPU 106 terminates the routine and moves the processing to Step 23 inFIG. 9 . - Referring to
FIG. 11 , a random number table for a basic game is described below. In the random number table for a basic game, a range of random numbers and the probability of winning are registered in association with each of the specified winning combinations. Therefore, in the combination determination processing (Step S5 inFIG. 8A ), in a case where a random number within a range of numbers “0” to “199” is extracted among the random numbers “0” to “65535”, for example, the internal component of thegaming machine 13 determines to generate a specified combination for providing a “BONUS” award as a final result of the game. In other words, the probability is “200/65536” that the combination of the stationary symbol is determined as the specified combination for providing a “BONUS” award. - In the random number table for a basic game, the combination for starting a second game is written as “SECOND”.
- Referring to
FIG. 12 , a winning symbol determination table is described below. The winning symbol determination table determines a symbol to be winning symbol among moving symbols of “RACE CHARACTER1” and “RACE CHARACTER2” (a symbol to reach “FLAG” first in a race of the second game) in the second game. The winning symbol determination table is referred to by theCPU 106 in winning symbol determination processing in Step S32 inFIG. 10 . For example, in a case where a random number generated by arandom number generator 112 is “10000”, the number belongs to a range of random numbers “0 to 32767”, whereby “RACE CHARACTER1” is determined as a winning symbol. - In the present embodiment, a second game which is developed from a result of a basic game can be performed. Furthermore, the amount of coins paid out is different according to a symbol selected by a player in the second game. Thus, the player becomes more interested in the result as to whether or not the stationary symbol combination forms a combination for starting the second game. In addition, in the second game, a profit changes according to the selection made by the player, and also time is required for displaying an image of a race and the like until the result is determined, whereby the player becomes more interested in the result of the second game. Therefore, this configuration provides further entertainment properties.
-
FIGS.13 to 15 are diagrams showing a rendered image in a second game. - A rendered image in
FIG. 13 is described below.FIG. 13 is a diagram showing a case where a combination for starting a second game is formed in a basic game. Thus, “FLAG” (symbol 62) is displayed on thefirst video reel 3A as a stationary symbol, and both “RACE CHARACTER1” (symbol 73) and “RACE CHARACTER2” (symbol 74) are displayed on thefifth video reel 3E as stationary symbols. - A rendered image in
FIG. 14 is described below.FIG. 14 is an image displayed for a player to select a symbol to reach “FLAG” first prior to a race in the second game is performed. Thus, it is the image displayed in Step S22 inFIG. 9 . InFIG. 14 ,video reels 3A to 3E are displayed on the upper portion of theliquid crystal display 30 and objects for a player to select are displayed on the lower portion of theliquid crystal display 30. The select objects 83 and 84 are preferably displayed in the same mode as those displayed on thevideo reel 3E. InFIG. 14 , theselect object 83 corresponds to “RACE CHARACTER1” (symbol 73) and theselect object 84 corresponds to “RACE CHARACTER2” (symbol 74). InFIG. 14 , aline 85 displayed as to surround theobject 83 shows that theobject 83 is selected. - A rendered image in
FIG. 15 is described below.FIG. 15 is an image showing a state in which a race in the second game is performed. Specifically,FIG. 15 shows an image that upon starting the race in the second game, moving objects “RACE CHARACTER1” (symbol 73) and “RACE CHARACTER2” (symbol 74) are moving toward the first video reel on which “FLAG” is displayed. Thevideo reels 3A to 3E may not be displayed on theliquid crystal display 30 while the second game is performed, andvideo reels 3A to 3E may also be displayed as to rotate from one side to another side of theliquid crystal display 30. Specifically, “RACE CHARACTER1” and “RACE CHARACTER2” may move in the frame advancing asvideo reels 3A to 3E rotate from one side to the other side. - Referring to
FIGS. 16 to 18 , an example of a variation of abovementioned embodiment is described below. - An example of the variation is different in manners of the winning symbol determination processing and a rendered image for inputting a selection. An example of the variation below is described mainly by way of differences with the abovementioned embodiment, and where not mentioned is the same as the abovementioned embodiment. In addition, the same code is provided for the same part as with the abovementioned embodiment.
- Referring to
FIG. 16 , an example of a variation of winning symbol determination processing is described below. The routine executing program of winning symbol determination processing is stored in theROM 108. The winning symbol determination processing is processing in which a probability to achieve a winning symbol in the second game changes corresponding to number of times that “RACE CHARACTER1” and “RACE CHARACTER2” are displayed on thevideo reels 3A to 3E as stationary symbols in basic games performed between the prior second game and the present second game. - In Step S41, the
CPU 106 generates a random number. This processing is similar to that of the Step S31 inFIG. 10 . When the processing is terminated, theCPU 106 moves the processing to Step S42. - Next, in Step S42, the
CPU 106 reads display count data. The display count data indicates a number of times that “RACE CHARACTER1” and “RACE CHARACTER2” are displayed on thevideo reels 3A to 3E as stationary symbols in a basic game. The display count data is provided to each of “RACE CHARACTER1” and “RACE CHARACTER2”. In Step S8 inFIG. 8A , when thevideo reels 3A to 3E stop rotating, a count increases in a case where “RACE CHARACTER1” or “RACE CHARACTER2” is displayed as a stationary symbol. The display count data is stored in theRAM 110 and is referred to by theCPU 106 in an appropriate manner. TheCPU 106 determines whether or not “RACE CHARACTER1” and “RACE CHARACTER2” are displayed as stationary symbols based on the stationary symbol combination determined in Step S5 inFIG. 8A . When the processing in the present step is terminated, theCPU 106 moves the processing to Step S43. - In Step S43, the
CPU 106 compares the display count data. Specifically, theCPU 106 reads each of the display count data for “RACE CHARACTER1” and “RACE CHARACTER2” from theRAM 110 and compares them. When the processing is terminated, theCPU 106 moves the processing to Step S44. - In Step S44, the
CPU 106 selects the winning symbol determination table. Specifically, theCPU 106 selects the winning symbol determination table based on a result from the comparison in Step S43. That is, two winning symbol determination tables are provided in the variation example (FIGS. 17A and 17B ), and each table is set so as to the probability of displaying either one of “RACE CHARACTER1” or “RACE CHARACTER2” is higher. Then, according to the result from the comparison in Step S43, theCPU 106 selects the winning symbol determination table which includes higher probability that the symbol having larger number of display count data is determined as the winning symbol. In the present variation example, in a case where the display count data of “RACE CHARACTER1” is larger than the display count data of “RACE CHARACTER2”, the winning symbol determination table A inFIG. 17 is selected, for example. On the other hand, in a case where the display count data of “RACE CHARACTER2” is larger than the display count data of “RACE CHARACTER1”, the winning symbol determination table B inFIG. 17B is selected. When the processing is terminated, theCPU 106 moves the processing to Step S45. - In Step S45, the
CPU 106 reads the winning symbol determination table determined in Step S44. This processing is similar to that of the Step S32 inFIG. 10 . When the processing is terminated, theCPU 106 moves the processing to Step S46. - In Step S46, the
CPU 106 determines a winning symbol based on the winning symbol determination table thus read and the random number generated in Step S41. The processing is similar to that of the Step S33 inFIG. 10 . When the processing is terminated, theCPU 106 moves the processing to Step S47. - In Step S47, the
CPU 106 updates the display count data for each moving symbol to 0. Thus, theCPU 106 can newly start counting a number of times “RACE CHARACTER1” and “RACE CHARACTER2” are displayed in the basic game which is performed from after the present second game is terminated and until the next second game is performed. Upon finishing the processing, theCPU 106 terminates the routine. -
FIGS. 17A and 17B are diagrams showing the winning symbol determination tables A and B in the variation example. The winning symbol determination tables are stored in theROM 108. - Although the winning symbol determination tables A and B are similar to that of the abovementioned embodiment, two tables are provided in the variation example. In one table (refer to
FIG. 17A ), the probability that “RACE CHARACTER1” is determined as a winning symbol is set higher. In the other table (refer toFIG. 17B ), the probability that “RACE CHARACTER2” is determined as a winning symbol is set higher. Which table is referred to by theCPU 106 among those tables is determined by the processing in Step S44 inFIG. 16 . -
FIG. 18 is a diagram showing a rendered image in the variation example. -
FIG. 18 is a diagram showing an image for a player to select the symbol to reach “FLAG” first before the race in the second game is performed. That is, the image displayed in Step S21 inFIG. 9 is similar to that ofFIG. 14 in the abovementioned embodiment.Video reels 3A to 3E are displayed on the upper portion of theliquid crystal display 30 and objects 83 and 84 for a player to select are displayed on the lower portion of theliquid crystal display 30. Eachcounter object counters - In the present variation example, the probability of that “RACE CHARACTER1” or “RACE CHARACTER2” is determined as a winning symbol in a second game changes, corresponding to a number of times that “RACECHARACTER1” and “RACE CHARACTER2” are displayed on the
video reels 3A to 3E as a stationary symbol in a basic game. Furthermore, the count number is displayed on theliquid crystal display 30, whereby a player can select the symbol to be the winning symbol in a second game with higher probability. Therefore, although a combination formed in a basic game does not for provide an award, a player is provided with further entertainment properties by being able to influence a result of a second game. - While the embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not restrictive, and any changes in design may be made to specific configurations such as various means. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of the most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connected with the embodiments.
- For example, although the images of the basic game are displayed on the upper display area in the display area of the
liquid crystal display 30, and the images for the selection in the second game are displayed on the lower display area in the present embodiment and the variation example, the present invention is by no means restricted to those described in the embodiment and the variation example. The image for the selection may be displayed on the upper display area and the image of the basic game may be displayed on the lower display area, for example. In addition, the image of the second game may be displayed on theliquid crystal display 40.
Claims (6)
1. A gaming machine comprising:
a display device for displaying an image;
an input device for accepting a selection of a single moving symbol, in a second game, among a plurality of specified symbols displayed on the display device, including a stationary symbol, which is in a stationary state, and a plurality of moving symbols, which move within a screen of the display device;
and a controller configured to perform the following operations of:
(a) determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game;
(b) in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform a second game;
(c) moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of specified symbols by way of the input device in the second game;
(d) determining an order in which the plurality of moving symbols reach the stationary symbol;
(e) in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol, providing a relatively large award; and
(f) in a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, providing a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
2. A gaming machine according to claim 1 , comprising:
memory for storing a determination table for determining which one of the plurality of the moving symbols reaches the stationary symbol first,
wherein the controller determines a moving symbol to reach the stationary symbol first based on the determination table.
3. A gaming machine according to claim 1 , comprising:
a counter for counting a number of times each of the plurality of moving symbols is displayed on the display device before starting to perform the second game; and
memory for storing a plurality of determination tables for determining which one of the plurality of the moving symbols reaches the stationary symbol first,
wherein the controller selects a single determination table among the plurality of the determination tables based on a result from a comparison between each value of the counter, and determines a moving symbol to reach the stationary symbol first based on the single determination table.
4. A gaming machine, comprising:
a display device for displaying an image;
an input device for accepting a selection of a single moving symbol, in a second game, among a plurality of specified symbols displayed on the display device, including a stationary symbol, which is in a stationary state, and a plurality of moving symbols, which move within a screen of the display device;
memory for storing a determination table for determining which one of the plurality of the moving symbols reaches the stationary symbol first; and
a controller configured to perform the following operations of:
(a) determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game;
(b) in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform the second game;
(c) moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of specified symbols by way of the input device in the second game;
(d) determining a moving symbol to reach the stationary symbol first based on the determination table;
(e) in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol, providing a relatively large award; and
(f) in a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, providing a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
5. A gaming machine, comprising:
a display device for displaying an image;
an input device for accepting a selection of a single moving symbol, in a second game, among a plurality of specified symbols displayed on the display device, including a stationary symbol, which is in a stationary state, and a plurality of moving symbols, which move within a screen of the display device;
a counter for counting a number of times each of the plurality of moving symbols is displayed on the display device before starting to perform the second game;
memory for storing a plurality of determination tables for determining which one of the plurality of the moving symbols reaches the stationary symbol first; and
a controller configured to perform the following operations of:
(a) determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game;
(b) in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform the second game;
(c) selecting a single determination table among the plurality of the determination tables based on a result from a comparison between each value of the counter;
(d) determining a moving symbol to reach the stationary symbol first based on the single determination table;
(e) moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device;
(f) in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol, providing a relatively large award; and
(g) in a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first, providing a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
6. A method for controlling a gaming machine having:
a display device for displaying an image; and
an input device for accepting a selection of a single moving symbol, in a second game, among a plurality of specified symbols, displayed on the display device, including a stationary symbol which is in a stationary state, and a plurality of moving symbols which move within a screen of the display device, the method comprising:
determining whether the plurality of the specified symbols are displayed on the display device in a specified mode in a basic game;
in a case where the plurality of the specified symbols are displayed in the specified mode, starting to perform a second game;
moving the plurality of the moving symbols toward the stationary symbol in response to the selection of the single moving symbol among the plurality of moving symbols by way of the input device in the second game;
determining an order of the plurality of moving symbols to reach the stationary symbol;
in a case of determining that a moving symbol to reach the stationary symbol first is the single moving symbol,
providing a relatively large award; and in a case of determining that a moving symbol other than the single moving symbol reaches the stationary symbol first,
providing a smaller award compared to the award which is provided in the case where the single moving symbol reaches the stationary symbol first.
Priority Applications (1)
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US12/188,848 US20090117981A1 (en) | 2007-11-05 | 2008-08-08 | Game System Including Slot Machines And Game Control Method Thereof |
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US98542307P | 2007-11-05 | 2007-11-05 | |
US12/188,848 US20090117981A1 (en) | 2007-11-05 | 2008-08-08 | Game System Including Slot Machines And Game Control Method Thereof |
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