CROSS REFERENCE TO THE RELATED APPLICATION
[0001] This application is based upon and claims the benefit of priority from the prior
Japanese Patent Application No. P2002-335010, filed on November 19, 2002; the entire
contents of which are incorporated herein by reference.
BACKGROUND OF THE INVENTION
1. Field of the Invention
[0002] The present invention relates to symbol combination gaming machines such as slot
machines and pachinko machines, having variably displaying means for variably displaying
various kinds of symbols and the function of controlling the variable display and
awarding a payoff to a player according to the outcome.
2. Description of the Related Art
[0003] The slot machine is a typical gaming machine of this type. The slot machine has a
plurality of rotary reels with a plurality of symbols arranged on their peripheries,
and is designed to pay out coins or prizes upon winning which occurs when symbols
on the reels which stop rotating are in a predetermined combination such as the alignment
of the same symbols. It is a remarkable feature of the slot machine that it has "chance"
factors, generally involving various sorts of chance to get a prize so that a player
cannot fully control the outcome of a game by his or her skill.
[0004] Various methods have conventionally been taken to provide the "chance" factors. The
recent mainstream of the slot machine adopts a control-scheme called a "pre-stage
determination" using a microcomputer, in which a winning combination selection is
made by software and stop control of the reels is executed according to the selection.
A slot machine described in Japanese Examined Patent Publication No. 3-72313, for
example, relates to a slot machine with stop buttons, a so-called pachi-slo machine,
having random number selecting means for selecting a random number in response to
a player's operation of a start lever and a winning combination selecting table in
which winning combinations are categorized into random number ranges of "large hit,"
"medium hit" and "small hit," according to the magnitudes of the symbols. When a random
number selected is included in a winning area of the winning combination selecting
table, the corresponding winning combination is determined as a winning combination,
and the hit (winning) flag of the winning combination is set. Winning flags include
those of a winning combination called a "small winning combination," which indicate
that a combination of given symbols (such as "BELL" symbols or "CHERRY" symbols) along
an activated pay line causes the payout of some ten coins, and those of a winning
combination called a "bonus winning combination," which indicate that an alignment
of given symbols (such as "7" symbols or "BAR" symbols) causes a state where winning
is more likely to occur than in a normal game state during a certain number of games
and leads to the payout of a large amount of some 100 to 400 coins.
[0005] A state in which a winning flag is set is generally called "internal winning," in
which the winning combination along a pay line is enabled but a win does not yet actually
occur. To win, the operation of "observation push" in the timing (generally within
four symbol segments) to stop rotating winning combination along a pay line is required.
If the control timing is bad, no winning occurs despite internal winning, that is,
what is a commonly called "miss" occurs.
[0006] The miss generally results from failure in observation push and has some patterns.
In a first pattern, a target symbol is determined but a player cannot identify varying
symbols and performs a stopping operation in a hit-or-miss manner and fails. In a
second pattern, there is a plurality of possible winning combinations internally selected
for a game and a player cannot determine which symbol to target for stopping and performs
the stopping operation in a hit-or-miss manner and fails.
[0007] In the former, familiarization of observation push can increase precision to some
degree. In the latter, a player even skilled in observation push cannot expect an
increased precision of observation push because he or she needs to be aware of the
internal winning state which cannot be seen.
[0008] If information about an internal winning combination is given, a game state like
a bonus game in which a large amount of coins can be won can be provided even in a
normal game state. There is a gaming machine employing such a gaming feature of the
pachi-slo machine and having a function which is popularly called "assist time (AT)."
When predetermined conditions are met, the gaming machine lets a player know of an
internal winning and also the kind of internal winning combination to reduce misses
and pays out a larger amount of coins than in a normal game which gives no information.
AT is a "normal game state" among "game states" to be described below. An actual payout
of coins may be made in a scheme comparable to that of a bonus game.
[0009] There is also a function of "super time (ST)" for making large or small payouts of
coins by providing or not providing support for leading an "internal winning state"
to a "'win." A plurality of "stop tables" is prepared for determining the number of
symbol segments by which a rotating reel for which a player presses the stopping button
for stop control is rotated before being actually stopped from the symbol position
at the stop control. Every time a winning combination is internally selected, a stop
table for use is determined by random number selection. Winning does not occur unless
a stopping operation is performed in a stop order specified in the stop table even
if observation push are made in good timing to stop the winning combination along
an activated pay line. Information on the stop table selected may be given or not
given. Like the above-described "AT function," the "ST function" provides a payout
of a large amount of coins as in a bonus game.
[0010] If there are three stopping buttons for stopping a left reel, center reel and right
reel, for example, there are six pressing orders "left, center, right," "left, right,
center," "right, center, left," "right, left, center," "center, right, left," and
"center, left, right." Winning does not occur unless pressing is performed in an operating
order specified in a stop table determined by random number selection.
[0011] During actual play, a game is switched between a special game state in which winning
occurrence probability is increased as compared with a normal game as described above,
and a normal game state in which the special game state does not occur, according
to gaming status. In either state, it is required for a player to stop and display
a predetermined winning combination along a pay line in order to actually win a payout
of coins. A typical gaming machine has a plurality of winning manners with different
pay amounts. There are a "CHERRY" winning combination and a "BELL" winning combination
as small winning combination, and a "big bonus" winning combination as a bonus winning
combination, for example.
[0012] Winning combinations are associated with their respective pay amounts in a pay table
displayed on a display panel to be seen by a player (see, e.g., Japanese Patent Laid-open
Publication No. 6-261972). The display panel is comprised of a transparent acryl board
and a translucent cell sheet primed with winning combinations and pay amounts superimposed
on the acryl board. The graphics are illuminated by light such as a fluorescent lamp
from within the gaming machine. A typical slot machine has a plurality of display
panels as described above. Specifically, the slot machine is provided with a reel
display panel having in its middle a display window through which a player can see
reels provided within the gaming machine, an upper panel having a smaller area than
the reel display panel provided above the reel display panel, and a lower panel usually
printed with characters of the pachi-slo gaming machine and the name of the machine,
provided below the reel display panel.
[0013] In a typical pachi-slo gaming machine, the same material is used for the cabinet
and the front door in view of production efficiencies and costs. Display panels are
printed with patterns according to the theme of the machine, serving to differentiate
the gaming machine from other gaming machines.
[0014] Display panels are printed with different patterns for different machines. If products
are left unsold, for example, display panels of the products cannot be used for other
products, unlike the cabinet and the front door, resulting in a bad inventory. The
assembly of the product requires the step of mounting the display panel unit to the
front door, resulting in an increased number of production steps.
SUMMARY OF THE INVENTION
[0015] It is an object of the present invention to solve the problem of bad inventory caused
by production of different display panels for different products, reduce the number
of steps conventionally required for assembling display panels, and provide gaming
machines with good cost performance.
[0016] A gaming machine according to a first aspect of the present invention comprises a
variable display unit for variably displaying a plurality of symbols; a selector for
selecting a winning combination; and an electrical display provided above the variable
display unit.
[0017] In this invention, the electrical display constitutes an upper panel display provided
above the variable display unit, on which various kinds of game information including
pay tables, character images and a name logo are displayed. The electrical display
may be a liquid crystal display, CRT display, electroluminescent display, plasma display,
or the like.
[0018] The above configuration can solve the problems of bad inventory and increased assembly
steps caused by use of physical acryl boards and pictorial cell sheets for display
panels, resulting in the provision of gaming machines with good cost performance.
[0019] According to a second aspect of the present invention, the gaming machine further
comprises a translucent electrical display provided in front of the variable display
unit.
[0020] The reel display panel generally has a central portion made from a transparent glass
plate or acryl board to allow rotary reels provided inside the cabinet to be seen.
In this invention, the translucent electrical display is provided in front of the
rotary reels to enhance the displaying effects. On the translucent electrical display,
various images are displayed with variations in' game state.
[0021] The above configuration allows appropriate display of various symbols on the reel
display panel on which fixed symbols have conventionally been displayed, and provides
a reel display panel with the visibility of reel symbols by use of the translucent
electrical display for the electrical display.
[0022] According to a third aspect of the present invention, the gaming machine further
comprises a special game controller for generating a special game state which gives
an advantage to a player based on a predetermined condition; in which, the translucent
electrical display executes a shielding control for making the variable display unit
invisible to the player during the special game state, based on a prescribed condition.
[0023] The translucent liquid crystal display enables effective display control in conjunction
with reel movement control in a special game state which gives advantage to a player.
When the special game is an ST game in which a player is given advantageous information
about a stop order, for example, translucent control is executed only for a reel to
be stopped and shielding control is executed for the other reels, which is an exemplary
possible displaying manner.
[0024] The above configuration allows a player to play an ST game without turning the eyes
from a video display on which a stop order is displayed to reels to perform a stopping
operation in the ST game, reducing fatigue of the player. Instantaneous switching
between transmitting and shielding can be done according to game states and shielded
areas can be controlled by software, so that more detailed display control becomes
possible.
[0025] The above configuration can solve the problems of bad inventory and increased assembly
steps caused by use of physical acryl boards and pictorial cell sheets for display
panels, resulting in the provision of gaming machines with good cost performance.
BRIEF DESCRIPTION OF THE DRAWINGS
[0026]
FIG. 1 is a perspective view of the outside of a pachi-slo, machine according to an
embodiment of the present invention;
FIG. 2 is a cross-sectional view of a front door;
FIG. 3 is a block diagram of a main control circuit;
FIG. 4 is a block diagram of a sub control circuit;
FIG. 5 is a block diagram of an image control circuit;
FIG. 6 is a view of display panels;
FIG. 7 is a diagram of pay lines;
FIG. 8 is a diagram of reels and back lamps;
FIG. 9 is a diagram of rows of symbols displayed on the peripheries of reels;
FIG. 10 shows winning combinations and pay amounts of winning combinations;
FIG. 11 shows stop tables to be selected upon internal winning of "BELL" winning combination;
FIG. 12 shows a winning combination selecting table;
FIG. 13 is a diagram of command lists to be transmitted to the sub control circuit;
FIGS. 14A to 14C are enlarged views of a reel display panel;
FIG. 15 is an enlarged view of the reel display panel;
FIGS. 16A to 16C show display screens in an ST game;
FIGS. 17A to 17C show display screens in an ST game;
FIGS. 18A to 18C show informational display screens;
FIGS. 19Aand 19B show informational display screens;
FIG. 20 is an informational display occurrence and display type determining table;
FIGS. 21A and 21B are BR occurrence and BR continuation determining tables;
FIGS. 22A and 22B illustrate a support menu;
FIG. 23 is a diagram of a payout scheme setting screen;
FIG. 24 is a diagram of a payout scheme setting screen;
FIG. 25 is a diagram of a payout scheme setting screen;
FIGS. 26A and 26B show pay tables;
FIG. 27 is a flowchart of a process at a main control circuit;
FIG. 28 is a flowchart of a process at the main control circuit;
FIG. 29 is a flowchart of a process at the main control circuit;
FIG. 30 is a flowchart of an initialization process;
FIG. 31 is a flowchart of interrupt process 1;
FIG. 32 is a flowchart of a main process at a sub control circuit;
FIG. 33 is a flowchart of a parameter changing process;
FIG. 34 is a flowchart of the parameter changing process;
FIG. 35 is a flowchart of a payout/probability changing process;
FIG. 36 is a flowchart of the payout/probability changing process;
FIG. 37 is a flowchart of an input process;
FIG. 38 is a flowchart of a starting display control process;
FIG. 39 is a flowchart of a BR occurrence determining process;
FIG. 40 is a flowchart of a BR execution process;
FIG. 41 is a flowchart of a display control process at the stop of the reels;
FIG. 42 is a flowchart of a display control process at the end of a game;
FIG. 43 is a flowchart of an informational display occurrence process; and
FIG. 44 is a flowchart of a parameter update process.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0027] FIG. 1 is a perspective view of the outside of a slot machine with stop buttons,
a so-called pachi-slo machine as a gaming machine embodying the present invention.
The pachi-slo machine 1 has a front door 3 openably and closably attached to a box-shaped
cabinet made from plywood. An upper portion of the front door 3 is provided with a
game state indicator lump 4 which flashes light in different indication modes upon
the occurrence of a bonus game, error and the like, speakers 5L and 5R which generate
sound effects, error sounds and the like during a game, and an upper display panel
6 on which pay amounts of winning combinations and a brief description of the game
are displayed. A liquid crystal display (LCD) is provided inside the upper display
panel 6, on which a variety of data is displayed based on pay amount data of winning
combination and the like stored in a ROM. A reel display panel 7 having a substantially
vertical surface is provided in the middle of the front door 3.
[0028] Left below the reel display panel 7, a 1-BET switch 8, a 2-BET switch and a MAXBET
switch are provided. When there is a credit of coins, a press of the 1-BET switch
8 causes one coin to be bet on a game. A press of the 2-BET switch 9 causes two coins
to be bet on a game. A press of the MAXBET switch 10 causes three coins, a maximum
number of coins to be bet on a game, to be bet on a game. The operation of these BET
switches activates a predetermined pay line(s). A coin slot 11 is provided below right
of the reel display panel 7.
[0029] A credit/payout (C/P) switch 12 for switching between credit and payout of coins
won by a player in a game with push-button control is provided at the left of a middle
portion of the front door 3. With the switching of the C/P switch 12, coins are paid
out to a coin return 17 provided in a lower portion of the front door 3. The paid-out
coins are accumulated in a coin tray 16. A start lever 13 is provided on the right
of the C/P switch 12, rotatably over a predetermined angle range. When a player operates
the start lever 13, reels provided inside of the reel display panel 7 start rotating.
[0030] A stop controller 14 for stopping the reels rotating is provided in a central portion
of the front door 3, constituting a stopping means. The stop controller 14 is provided
with a left stop button 15L, a center stop button 15c and a right stop button 15R.
A player can determine an order in which to press the stop buttons 15L, 15C and 15L
at will. A stop control performed when all the reels are rotating is generally referred
to as a "first stop control," and a next stop control a "second stop control," and
a final stop control a "third stop control." In this embodiment, the press of the
left stop button 15L as the first stop control is referred to as "regular-order stopping,"
the press of the center stop button 15C as the first stop control "center-start stopping,"
and the press of the right stop button 15R as the first stop control "reverse-order
stopping."
[0031] A gaming machine with three stop buttons has total of six stop control orders. Pressing
the left stop button 15L as the first stop control, the center stop button 15C as
the second stop control and the right stop button 15R as the third stop. control is
referred to as "left, center, right stopping." Pressing the center stop button 15C
as the first stop control, the left stop button 15L as the second stop control and
the right stop button 15R as the third stop control is referred to as "center, left,
right stopping." Pressing the center stop button 15C as the first stop control, the
right stop button 15R as the second stop control and the left stop button 15L as the
third stop control is referred to as "center, right, left stopping." Pressing the
left stop button 15L as the first stop control, the right stop button 15R as the second
stop control and the center stop button 15C as the third stop control is referred
to as "left, right, center stopping." Pressing the right stop button 15R as the first
stop control, the left stop button 15L as the second stop control and the center stop
button 15C as the third stop control is referred to as "right, left, center stopping."
Pressing the right stop button 15R as the first stop control, the center stop button
15C as the second stop control and the left stop button 15L as the third stop control
is referred to as "right, center, left stopping."
[0032] A lower display panel 18 on which the name of the pachi-slo machine 1, characters
appearing in the game and the like are displayed is provided below the stop controller
14. An LCD is provided inside of the lower display panel 18, on which various images
are displayed on the basis of image data stored in a sub control circuit which will
be described below.
[0033] FIG. 2 is a cross-sectional view of the front door 3 of the pachi-slo machine 1.
The front door 3 has three display panels, the upper display panel 6, reel display
panel 7 and lower display panel 18 from top to bottom, on which the name logo, characters
and images according to game states are displayed. The reel display panel 7 has a
lamination of a touch panel 28 for detecting a coordinate position of a player's touch,
a transparent acryl board 19 as a protective cover, a pictorial sheet 20 of a transparent
film on which various graphics are printed, facing the inside of the transparent acryl
board 19, a reel LCD 21 of a transparent LCD such as an ITO, and an electronic shutter
22 of a liquid crystal film or the like. Cold-cathode tubes 23 serving as a back light
of the reel LCD 21 and a lighting system for illuminating symbols on reels 24L, 24C
and 24R are provided at upper and lower portions of the inside of the reel display
panel 7. Graphics printed on the pictorial sheet 20 are always visible to a player
in any display control state of the pachi-slo machine 1. The reel LCD 21 constitutes
a display area for image displays such as a big winning display and various informational
displays. The electronic shutter 22 can switch between transmitting and shielding
of predetermined areas, depending on its voltage applied state, that is, it allows
switching between the visible state and the invisible state of symbols on the reels
24L, 24C and 24R through the reel display panel 7 so as to switch video display on
the reel LCD 21 between a normal display (in which only images displayed are visible
with the reels 24 shielded by the electronic shutter 22) and a translucent display
(in which reel symbols are visible through images displayed).
[0034] The upper display panel 6 is provided above the reel display panel 7. The upper display
panel 6 includes, on the inside of a transparent acryl board 19 as a protective cover,
an upper LCD 26, a cold-cathode tube 23 as a backlight source, and an optical waveguide
25 for transmitting light from the cold-cathode tube 23 over the entire LCD 26.
[0035] The lower display panel 18 is provided below the reel display panel 7. The lower
display panel 18 includes, on the inside of a transparent acryl board 19 as a protective
cover, a lower LCD 27, a cold-cathode tube 23 as a backlight source, and an optical
waveguide 25 for transmitting light from the cold-cathode tube 23 over the entire
LCD 27.
[0036] FIG. 3 shows a block diagram of an exemplary circuit for the operation of the pachi-slo
machine 1 shown in FIG. 1. A game control means of this embodiment largely consists
of two control circuits. A main control circuit 101 controls various peripherals electrically
connected thereto, based on input signals from various detecting means. A sub control
circuit 201 controls images displayed on various LCDs and sound effects produced by
the speakers 5L and 5R, based on game information sent from the main control circuit
101 and inputs from the touch panel 28 provided at the reel display panel 7.
[0037] The main control circuit 101 has a microcomputer 102 as the main component disposed
on a circuit board and also has a circuit for random number selection. The microcomputer
102 includes a ROM 104 in which game programs and data are stored, a CPU 103 for performing
control operations according to the game programs in the ROM 104, and a RAM 105 providing
work area required for the control operations.
[0038] Connected to the CPU 103 are a clock pulse generator 106 for generating reference
clock pulses, a divider 107, a random number generator 108 for generating random numbers
for selection, and a sampler 109 for selecting a random number in response to a signal
from the start lever 13 described below. The microcomputer 102 may alternatively perform
random number selection by software processing as a random number selecting means.
In that case, the random number generator 108 and the sampler 109 can be eliminated.
[0039] The ROM 104 in the microcomputer 102 stores, in addition to the control programs
for controlling various operations of the pachi-slo machine 1, a winning combination
selecting table for use in the determination of win or loss of a random number obtained
by the operation of the start lever 13 in a probability selection process to be described
below, a stop table for determining the stop positions of the reels 24L, 24C and 24R
according to the operations of the stop buttons 15L, 15C and 15R, various game information
commands to be sent to the sub control circuit 201, and the like.
[0040] The various peripherals (actuators) are connected to the CPU 103 via an input/output
(I/O) port 110.
[0041] A motor drive circuit 111 drives stepping motors 112L, 112C and 112R for rotating
the reels 24L, 24C and 24R, respectively, according to drive signals from the CPU
103. The motor drive circuit 111 stops the stepping motors 112L, 112C and 112R in
response to stop control signals from the CPU 103.
[0042] A hopper drive circuit 113 drives a hopper 114 as a coin payout device based on a
payout command from the CPU 103.
[0043] A seven-segment drive circuit 122 drives various displays (bonus information display
33, credit display 34 and payout display 35) of seven-segment LEDs.
[0044] A lamp drive circuit 116 controls the lighting of various indicators in the form
of lamps (REPLAY lamp 30, WAIT lamp 31, WIN lamp 32 and START lamp 36).
[0045] There are other display means such as the reel LCD 21, electronic shutter 22 and
reel backlights, which are controlled by the sub control circuit 201.
[0046] Main input signal generating means for generating input signals necessary for the
microcomputer 102 to generate control signals to the drive circuits includes the start
lever 13, the 1-BET switch 8, the 2-BET switch 9, the MAXBET switch 10, the C/P switch
12, an inserted coin sensor 117, a reel stop signal circuit 118, a reel index detector
circuit 115 and a payout detector circuit 119. These are also connected to the CPU
103 via the I/O port 110.
[0047] The start lever 13 detects a start control by a player. The inserted coin sensor
17 detects coins inserted through the coin slot 11 and passed through a selector for
screening irregular-shaped coins and the like. The reel stop signal circuit 118 detects
the presses of the stop buttons 15L, 15C and 15R and generates stop signals. The reel
index detector circuit 115 receives signals from rotational reference position detection
switches in the stepping motors 112L, 112C and 112R and supplies symbol position reset
signals to the CPU 103. The payout detector circuit 119 receives signals from a coin
detector 120 in the hopper 114 and supplies payout amount signals to the CPU 103.
[0048] Now a description will be made of how the drive circuits are controlled during the
sequence of a game. The random number generator 108 has generated random numbers in
a certain numeric range since the power switch of the pachi-slo machine 1 was turned
on. If the inserted coin sensor 117 detects coin insertion by a player or there is
a credit of coins, a bet operation with the 1-BET switch 8, 2-BET switch 9 or MAXBET
switch 10 causes the reel LCD 21 to display an active line(s) according to the bet
amount. As shown in the enlarged view of FIG. 7, a bet of one coin causes the center
line L1 to be an active pay line (hereinafter abbreviated as an active line), a bet
of two coins causes the top line L2A and the bottom line L2B in addition to the center
line L1 to be active lines, and a bet of three coins causes the center line L1, top
line L2A and bottom line L2B and also diagonal lines L3A and L3B to be active lines.
[0049] Then, in the timing when the start lever 13 detects a game start by a player, the
sampler 109 selects a random number. The selected random number is checked against
the winning combination selecting table stored in the ROM 104. When the number corresponds
to a winning combination, the winning flag thereof is set. This software selection
process is referred to as a "probability selecting process," and will be described
in detail below.
[0050] Drive pulses are supplied to the stepping motors 112L, 112C and 112R through the
motor drive circuit 111. The reels 24L, 24C and 24R start rotating. The CPU 103 monitors
the drive pulses supplied and updates "pulse counters" provided in the RAM 105. When
the values of the pulse counters monitored reach a predetermined value, the CPU 103
determines a one-symbol (one-segment) shift and adds 1 to the values of "symbol counters"
provided in the RAM 105.
[0051] When the stepping motors 112L, 112C and 112R are adapted to rotate 360 degrees by
400 pulses and twenty-one symbols are arranged on a reel periphery, for example, about
19 pulses cause a one symbol segment shift. When the values of the pulse counters
reach 19 pulses, the CPU 103 determines a one-symbol shift and adds 1 to the values
of the "symbol counters."
[0052] Every time the reference points of symbols on the reels 24L, 24C and 24R pass the
center line L1 shown in FIG. 7, index detection signals are generated and reset pulses
are transmitted to the CPU 103 via the reel index detector circuit 115. The CPU 103
detects the input of the reset pulses and clears the values of the symbol counters
in the RAM 105 to ensure consistency between symbol positions calculated by software
and actually displayed symbol positions.
[0053] When the reels 24L, 24C and 24R are at constant-speed rotation after a lapse of a
given time since the start of rotation, the stop buttons 15L, 15C and 15R can be operated.
When a player performs stop controls, reel stop signals are supplied to the CPU 103
via the reel stop signal circuit 118. After software processing such as the selection
of stop positions, stop pulses are supplied to the stepping motors 112L, 112C and
112R via the motor drive circuit 111 to Stop the reels 24L, 24C and 24R.
[0054] In the stop control of the reels 24L, 24C and 24R, the CPU 103, upon receiving stop
signals from the reel stop signal circuit 118, stores in a predetermined area of the
RAM 105 the code numbers of symbols along the center line L1 as stop control positions,
and accesses the stop table in which stop control positions are associated with symbols
to be stopped and displayed along the center line L1. The CPU 103 stores symbol stop
positions corresponding to the stop control positions in a predetermined area of the
RAM 105, calculates how many pulses (how many segments) to be supplied to stop and
display the target symbols, supplies the calculated number of pulses, and then performs
stop control.
[0055] When all the reels 24L, 24C and 24R are stopped, a winning search is performed. In
the winning search, first, a symbol table stored in the ROM 104 and the symbol stop
positions stored in the RAM 105 are checked to discover the stopped manner of the
game. The symbol table corresponds to symbol rows printed on the peripheries of the
reels 24L, 24C and 24R, and associates code numbers indicating the sequences of symbols
from the reference positions with symbol codes corresponding to the code numbers,
serving as software reel strips. Then, the presence or absence of winning on the active
lines L1, L2A, L2B, L3A and/or L3B is determined by checking the stopped manner and
a winning combination table stored in the ROM 104. The winning combination table associates
winning combinations with the numbers of coins to be paid out upon winning. The wining
combination table is switched when active winning combinations or pay amounts are
changed for different game states, for example.
[0056] When determining "winning" in the winning search, the CPU 103 supplies a payout signal
to the hopper drive circuit 113 to pay out a predetermined number of coins from the
hopper 114. At that time, the coin detector 120 counts the number of coins paid out
from the hopper 114 and stops the drive signal to the hopper drive circuit 113 to
stop the coin payout when the counted number reaches the predetermined number.
[0057] The block diagram of FIG. 4 illustrates the arrangement of the sub control circuit
201. The sub control circuit 201 controls peripheries such as the LCDs and the speakers
5L and 5R for providing effects based on game information from the main control circuit
101 and input signals from the touch panel 28. The function of the sub control circuit
201 can be realized by the main control circuit 101, in this case, it is not necessary
for the sub control circuit 201 to be provided.
[0058] The sub control circuit 201 has a sub microcomputer 202 as the main component and
includes an upper display panel image control circuit 250, a reel display panel image
control circuit 251 and a lower display panel image control circuit 252 for driving
the LCDs, a sound-generator IC 230 for controlling the sounding of the speakers 5L
and 3R, a power amp 231 as an amplifier, a reel back lamp control circuit 240, and
an electronic shutter control circuit 270 for controlling the shielding of the reel
display panel 7. These control circuits are arranged on a circuit board separate from
that of the main control circuit 101.
[0059] The sub microcomputer 202 includes a sub CPU 203, a sub ROM 204 as a storage means,
and a sub RAM 205. The sub control circuit 201 in FIG. 5 includes, like the main control
circuit 101, a clock pulse generator, a divider, a random number generator and a sampler
which are not shown. The sub ROM 204 stores a sequence program for communications
with the main control circuit 101, a display/sound effect selecting table for selection
from among various effects on the basis of game information received, a sound sequence
program, and the like. The sub RAM 205 is used as work area for executing these control
programs.
[0060] The sub CPU 203 determines which type of effect is to be provided by the various
display/sound effect control circuits based on commands transmitted from the main
control circuit 101, and transmits the determination to the control circuits.
[0061] The reel back lamp control circuit 240 is used for controlling image display such
as winning displays and winning flag information.
[0062] The electronic shutter control circuit 270 controls the transmitting/shielding control
of the electronic shutter 22 disposed between the reel LCD 21 and the reels 24L, 24C
and 24R, based on whether a voltage is applied or not. Specified display areas are
shielded based on a determination by the sub microcomputer 202 to shield the areas
on the inside of the reel LCD 21 from the view of the player. During an ST game, a
special game in which information on an appropriate stop order is given according
to a selected stop table, for example, only a reel to be stopped first is made visible
upon the operation of the start lever 13 and the other reels are shielded so as to
let the player know which reel to stop first.
[0063] Image control circuits include a plurality of control circuits for controlling the
LCDs 21, 26 and 27 provided at the display panels 6, 7 and 18, that is, the upper
display panel image control circuit 250, the reel display panel image control circuit
251 and the lower display panel image control circuit 252. FIG. 5 illustrates a block
diagram of the reel display panel image control circuit 251 as an exemplary block
diagram of the image control circuits. The reel display panel image control circuit
251 controls images displayed on the reel LCD 21, including an image control CPU 253,
an image control ROM 254, an image control RAM 255, an image ROM 257, a video RAM
258 and an image control IC 256. The image control CPU 253 receives parameters determined
by the sub microcomputer 202 via an image control circuit IN port 259, and determines
display contents on the reel LCD 21 under an image control sequence program stored
in the image control ROM 254. The image control ROM 254 stores a sequence program
for receiving image display commands transmitted from the sub microcomputer 202, an
image control sequence program for controlling the image control IC 256 and the like.
The image control RAM 255 is used as work area for executing the image control program.
[0064] The image control IC 256 creates an image according to the display contents determined
at the image control CPU 253, using graphic data stored in the image ROM 257, temporarily
stores the image in the video RAM 258, and outputs the image to the reel LCD 21 via
the image control circuit OUT port 260 in appropriate timing for display.
[0065] FIG. 6 is the front view of the pachi-slo machine 1, illustrating-especially the
upper display panel 6, reel display panel 7 and lower display panel 18. In this embodiment,
every display panel is provided with an LCD as an electrical display for displaying
various images according to game states. In the reel display panel 7, symbols on the
reels 24L, 24C and 24R are visible through the reel LCD 21 and the electronic shutter
22. When the reel LCD 21 and the electronic shutter 22 are controlled to be transparent,
reel symbols are visible to a player. When an image is displayed on the reel LCD 21
or the electronic shutter 22 is controlled to be opaque (to be a mask), reel symbols
are invisible.
[0066] The lower display panel 18 has the lower LCD 27 on which the name of the machine
and images according to the theme of the gaming machine are mainly displayed. In the
figure, the name of the machine "DON-NAVI" is displayed. These images are displayed
on the basis of image data stored in an image ROM of the lower display panel image
control circuit 252 in the sub control circuit 201. Replacement of the sub control
circuit 201 or the lower display panel image control circuit 252 for different models
can eliminate the need to produce different lower display panels for different models
and the need to attach different lower display panels in the production process, facilitating
the production of various models.
[0067] The upper display panel 6 has the upper LCD 26 for mainly displaying a pay table.
In this embodiment, pay amount is changeable by a certain input operation, and the
contents of the pay table are displayed according to changed parameters. The details
will be described below.
[0068] FIG. 8 is an enlarged view of the reels 24L, 24C and 24R. Reel strips 40L, 40C and
40R of the reels 24L, 24C and 24R are made of translucent film material, having on
their surfaces different symbols such as "CHERRY" symbols and "7" symbols printed
in light-transmitting colored inks. Remaining areas are masked with a light blocking
ink. Lamp housings 41L, 41C and 41R are provided behind the reel strips 40L, 40C and
40R to prevent light emitted from lamps from affecting other symbol areas. Reel back
lamps 42L, 42C and 42R are included in the lamp housings 41L, 41C and 41R, respectively.
The reel back lamp control circuit 240 controls the flashing of the reel back lamps
42L, 42C and 42R based on parameters determined at the sub microcomputer 202. For
example, the reel back lamps 42L, 42C and 42R behind symbols on a pay line are caused
to flash at the payout of coins, or different flashing modes are prepared for different
internal winning combinations to display the setting of the respective winning flags,
and thereby to let a player know which winning combination to stop.
[0069] FIG. 9 illustrates the reel strips 40L, 40C and 40R developed in a plan view. Each
reel has twenty-one symbols. The symbols are given symbol numbers 1 to 21 which are
stored in the ROM 104 in a symbol table. The symbols in symbol rows 40L', 40C' and
40R' are sequentially displayed in the order of the symbol numbers (from bottom to
top) with the rotation of the reels 24L, 24C and 24R.
[0070] FIG. 10 is a diagram of a pay table showing pay amounts in association with winning
combinations in different game states.
[0071] Internal winning, prize winning and game states will now be described. Internal winning
is a state in which a random number selected is checked against the winning combination
selecting table in the above-described probability selecting process and determined
as a win, and the winning flag of the corresponding winning combination is set.
[0072] All winning combinations generally have their respective winning flags. The winning
flags are roughly classified into two categories by their characteristics. Those of
one category is of winning combinations of relatively small pay amounts called small
winning combinations, which are not transferred to the next game. Those of the other
category is of winning combinations called big bonus (BB) and regular bonus (RB) which
increase probabilities of internal selection of winning combinations, each of which
is not only effective in a game with the winning flag on but also transferred until
winning occurs to provide payout of a large amount of coins.
[0073] Small winning combinations include a "CHERRY" winning combination which gives a prize
when stopped on the left reel 24L active line, a "BELL" winning combination and a
"WATERMELON" winning combination which give a prize when three BELL or WATERMELON
symbols are stopped along an active line, for example. Bonus winning combinations
include a regular bonus and a big bonus. A regular bonus (RB) occurs by the combination
of "BAR-BAR-BAR" along an active pay line, for example, and provides a first payout
of fifteen coins at the winning. The RB is effective until twelve one-bet bonus games
(called JAC games) are played or eight wins occur. A big bonus (BB) occurs by the
combination of "RED 7-RED 7-RED 7" along an active line, for example, and provides
a first payout of fifteen coins upon winning. During a BB round, a maximum of thirty
games called normal games in which the winning probabilities of small winning combinations
and RB are increased can be played. During this period, a maximum of three RB games
can be played. RB winning occurs in a normal game by the combination of "BAR-BAR-BAR,"
for example. RB winning in a normal game during a BB round occurs with the combination
of "REPLAY-REPLAY-REPLAY." The winning combination of the REPLAY symbols causes an
automatic insertion of the same number of coins as the coins having inserted, so that
the next game can be played without the insertion of coins. A single bonus (SB) occurs
by the combination of "SWORD 7-SWORD 7-SWORD 7" along an active line, for example,
and provides a first payout of fifteen coins at the winning. Then a JAC game can be
played once. The SB is named with the word "bonus," but permits no transferring of
the winning flag. The winning flag is effective only in a game such as small winning
combination.
[0074] Now game states will be described. Game states are generally classified into three
states according to whether winning flags of bonus winning combinations are on and
off. The three states are: a normal game state in which no bonus winning combinations
have yet internally selected; a bonus internal winning state in which bonus internal
winning occurs in the probability selecting process but the bonus winning combinations
are not yet formed along an active line; and a bonus game state in which a bonus winning
combination is formed along an active line during bonus internal winning and a bonus
game is played.
[0075] The bonus internal winning state is further divided into a BB internal winning state
and an RB internal winning state, according to the kinds of bonuses. The bonus game
state is also divided into a BB game state and an RB game state.
[0076] In addition to the bonus game states, there are game states which give advantage
to a player to get a large amount of coins.
[0077] For example, a special state called a "C-Type" is known, in which two SB winning
probability tables in a normal game, that is, a high probability table (e.g., an SB
internal winning probability of 1/2) and a low probability table (e.g., an SB internal
winning probability of 1/20), are prepared. When using the low probability table,
whether to switch to the high probability table is determined by a selection (generally
called a "launch selection"). Conversely, when using the high probability table, whether
to switch to the low probability table is determined by a selection (generally called
a "punk selection"). The number of coins is gradually increased in use of the high
probability table.
[0078] Also, a special state called an "assist time (AT) function" is known. When several
winning combinations which cannot occur at the same time are provided (e.g., the winning
combinations of "BELL-BELL-RED 7," "BELL-BELL-BLUE 7" and "BELL-BELL-WHITE 7" with
the symbols "RED 7," "BLUE 7" and "WHITE 7" on the right reel spaced from one another
with four or more symbol segments therebetween), a player does not know which "7"
to stop because they are not given information on the kind of the internal winning
combination in a normal state, and theoretically has a 1/3 chance of winning after
infernal winning. In a state called an AT period in which information on the internal
winning type is given, a player can know which "7" symbol to stop, so that precise
observation push theoretically provides a 100% chance of winning after internal winning
and the number of coins is gradually increased.
[0079] There is also a special state called a "super time (ST) function" in which, even
if a winning combination is internally selected and precise observation push are done,
a stop control for preventing formation of a winning combination is performed unless
the winning combination is formed by stopping in a predetermined order. For example,
when six kinds of stop order tables "No. 1" to "No. 6" are prepared for winning combination
"BELL" as shown in FIG. 11 and "BELL" is internally selected in the probability selecting
process, one of the stop tables is selected for use by a random number selection or
the like. If the stop table of table "No. 3" is selected in a game, the first press
of the center stop button 15c, the second press of the left stop button 15L and the
third press of the right stop button 15R lead to a win. The other five stop orders
cause stop control to prevent an alignment of BELL symbols on an active line even
when "BELL" is internally selected.
[0080] Information on a stop order is not given in a normal state, so that a player only
has a 1/6 chance of winning in theory after internal winning. In a state called an
ST period in which information on a selected stop table is given, in other words,
information on an appropriate stop order is given, a player theoretically has a 100%
chance of winning after internal winning, and coins are gradually increased. In this
embodiment, the pay amount of the same winning combination differs depending on the
game state. For example, the WATERMELON winning combination provides a payout of three
coins in a normal game state and in a bonus internal winning state, but provides a
payout of fifteen coins in a normal game in a BB round. The combination "REPLAY-REPLAY-REPLAY"
is a REPLAY winning combination in a normal game state and in a bonus internal winning
State. The combination, however, becomes an RB winning combination in a normal game
in a BB round, and becomes a symbol winning combination with a payout of fifteen coins
in a JAC game.
[0081] In this embodiment, the above described "ST" is adopted as an advantageous state
for a player, in addition to bonus winning combinations. When a predetermined condition
is met in a normal game, an ST game is operated. More specifically, upon the internal
winning of the SB winning combination or the BELL winning combination, stop order
information necessary for the formation of the winning combination is given to a player.
Under the internal winning of the SB winning combination or the BELL winning combination
during the period of this special state, the player performs stopping operation in
the given order without fail and wins a prize. In this embodiment, a certain input
operation can change the pay amounts of the winning combinations in the basic pay
table shown in FIG. 10.
[0082] FIG. 12 shows the winning combination selecting table for use in the above-described
probability selecting process. A random number is selected from among the range of
"0 to 16383." When the selected random number is in a winning range associated with
a winning combination, the winning combination is internally selected. For example,
when a random number selected in a game is "10000," the number is in the winning range
of "2299" to "11024" of the BELL winning combination and the BELL winning combination
is internally selected. When a random number selected in a game is "15000," the number
is in the losing range of "13669 to 16383," and no winning combination is internally
selected and the game is lost.
[0083] FIG. 13 illustrates tables of game information commands from the main control circuit
101. In this embodiment, the main control circuit 1 for controlling winning determination,
coin payout and the like is formed on a separate board from that of the sub control
circuit 201 for controlling the reel LCD 21 and the speakers 5L and 5R. Controls at
the sub control circuit 201 require game information on the winning combination internal
winning state and the stopped states of the reels 24L, 24C and 24R which is processed
at the main control circuit 101. The two circuit boards are connected by a strait
cable for sequential transmission of required information. Commands transmitted include
a "start command" transmitted at the operation of the start lever 13 by a player,
a "reel stop command" transmitted at a press of the stop button 15L, 15C or 15R for
stopping the rotating reel 24L, 24C or 24R, a "1-game end command" transmitted at
the completion of a game, a "parameter change request command" instructing parameter
changes for changing pay amounts and internal winning probabilities at power-on of
the pachi-slo machine 1, a "key switch off command" transmitted when a key switch
is turned off, and an "initialization command" for instructing the LCDs to display
initial screens.
[0084] FIGS. 14A to 14C illustrate several members constituting the reel display panel 7.
FIG. 14A is a front view of the reel display panel 7. The reel display panel 7 is
a transparent acryl board to which the touch panel 28 is laminated, serving as a protector
against physical impact from the outside. FIG. 14B is a front view of the pictorial
sheet 20. The pictorial sheet 20 is a transparent film material on which a picture
is printed in translucent inks. In this embodiment, a picture of a tree is printed
at the left of the sheet 20. FIG. 14C is a front view of the electronic shutter 22.
The electronic shutter 22 is made of a liquid crystal film and switches between transparent
and opaque states, depending on a voltage applied state. Lamps at the right of the
electronic shutter 22 and display areas of seven-segment displays are kept transparent
regardless of the application and non-application of voltage, and are always visible
to a player.
[0085] FIG. 15 is an enlarged view of the reel display panel 7 with the electronic shutter
22 in a shielding state (under no voltage application) in its entire area. This display
is shown when the pachi-slo machine 1 is powered off, for example The reels 24R, 24C
and 24L are hidden behind the electronic shutter 22 and are invisible to a player.
The pictorial sheet 20, which is provided in front of the electronic shutter 22 (on
the side of a player) under no influence of the controlled state of the electronic
shutter 22, is visible to a player. The lamp indicators and the seven-segment displays
at the right of the reel display panel 7, which are disposed inward of the electronic
shutter 22 in the cabinet, are visible to a player because the corresponding display
areas of the electronic shutter 22 are always transparent.
[0086] FIGS. 16A to 16C illustrate display screens in an ST game as a special game state.
FIG. 16A illustrates a screen on the reel display panel 7 displayed before a first
stop control when "BELL" is internally selected in a game and the stop table No. 5
in FIG. 11 is selected, as an example of the image control in an ST game. In this
embodiment, in the display control in an ST game, the electronic shutter 22 is made
transparent only in its display area of a reel corresponding to a stop button to be
pressed and is made to shield the other display areas to instruct an appropriate stopping
operation. In the stop table No. 5, the right stop button 15R is a button to be pressed
first, so that the display areas except the area of the right reel 24R are shielded
to make only the right reel 24R rotating visible to a player to instruct the player
to press the right stop button 15R. The transparent control herein means the control
of the electronic shutter 22 so that reel symbols behind becomes visible. As long
as reel symbols are visible to a player, the electronic shutter 22 may be translucent
or colored instead of being completely transparent. Similarly, the shielding state
may include a translucent state to a degree that reel symbols behind are invisible,
in addition to a state in which light is completely blocked off.
[0087] FIG. 16B illustrates a screen on the reel display panel 7 when the player presses
the right stop button 15R in the state of FIG. 16A. The first press of the right stop
button 15R is the correct stopping operation, so that only the BELL symbol as the
internal winning combination is made visible in the display area of the right reel
24R which has been visible in its entirety during rotation in FIG. 16A, and the other
display areas are shielded, thereby to let the player know that it was the correct
stopping operation. The display area of the left reel 24L which has been shielded
in FIG. 16A is made transparent to make the left reel 24L in rotation visible so as
to instruct the player to stop the left reel 24L.
[0088] FIG. 16C illustrates a screen on the reel display panel 7 when the player presses
the left stop button 24L in the state of FIG. 16A. The second press of the left stop
button 24L is the correct stopping operation, so that only the BELL symbol as the
internal winning combination is made visible in the display area of the left reel
24L which has been visible in its entirety during rotation in FIG. 16B and the other
display areas are shielded so as to let the player know that it was the right stopping
operation. The display area of the center reel 24C which has been shielded in FIG.
16B is made transparent so that the center reel 24C in rotation is visible, thereby
to instruct the player to stop the center reel 24C.
[0089] FIG. 17A illustrates a screen on the reel display panel 7 when all stopping operations
are correctly done in an ST game and a win occurs. In FIG. 17A, the electronic shutter
22 is made transparent only at portions of the BELL symbols as the winning combination
to make the BELL symbols on the reels 24L, 24C and 24R visible, and in alphabet "GET"
is displayed on the reel LCD 21 to let the player know of the winning of a BELL prize.
[0090] FIG. 17B illustrates a screen on the reel display panel 7 when stopping operation
is incorrectly done in an ST game and the game is lost. In FIG. 16B, for example,
a screen is shown when, instead of the left stop button 15L being pressed, the center
stop button 15C is wrongly pressed. A large mark "X" is displayed in the center of
the display to let the player know that it was a wrong stopping operation.
[0091] The screens provided in FIGS. 17A and 17B are displayed for a certain period of time.
Thereafter, as shown in FIG. 17C, all the shielded areas are made transparent to terminate
the display control in the game.
[0092] FIGS. 18A to 18C illustrate informational display screens generated with a predetermined
probability after all the reels 24L, 24C and 24R are stopped. In a specific display
sequence, first, the reels 24L, 24C and 24R in rotation are displayed through the
display panel 7 (FIG. 18A). A player then stops all the reels 24L, 24C and 24R by
stopping operations (FIG. 18B). After the stopping of all the reels 24L, 24C and 24R,
the electronic shutter 22 is made in a shielding state. The reels 24L, 24C and 24R
which have been displayed are hidden behind the electronic shutter 22 as shown in
FIG. 18C.
[0093] Then, an informational display based on an internal winning combination in the game
is provided. In this embodiment, the informational display shows the degree of reliability
in the setting of a bonus winning combination with different degrees of agreement
between the displayed positions of the BELL symbols displayed on the reel LCD 21 and
the stopped positions of the BELL symbols on the reels 24L, 24C and 24R stopped and
displayed. FIG 21A illustrates an informational display occurrence table. The informational
display occurrence table is referred to when "BB," "RB," "WATERMELON" or "SB" is internally
selected in the probability selecting process and a determination of whether or not
to provide an informational display is made. For example, when "WATERMELON" is internally
selected in the game and a random number for display selection is 15, an informational
display occurs. When the internal wining symbol is "SB" and a random number for display
selection is 15, an informational display does not occur.
[0094] FIG. 21B illustrates a display type selection table. The display type selection table
is referred to to determine the contents of informational display whose occurrence
is determined with the informational display occurrence table. The display contents
are classified based on the degree of agreement between BELL symbol stopped positions
on the reels 24L, 24C and 24R and BELL symbol stopped positions on the reel LCD 21.
The higher the degree of agreement is, higher the probability of internal winning
of a bonus winning combination. For example. "ALL" in the column of the number of
BELL images in the figure indicates a complete agreement between those displayed positions.
"Appearance - 2" indicates a disagreement at a maximum of two positions between those
displayed positions. When the internal winning combination is "SB" and a random number
for display selection is 118 in the game, for example, display of "Appearance - 4"
is selected. If there are only two BELL symbols stopped and displayed on the reels
24L, 24C and 24R, a display manner in which all displayed positions are in disagreement
is selected. If five BELL symbols are displayed, four displayed positions are shown
to be in disagreement and one displayed position is shown to be in agreement.
[0095] FIGS. 19A and 19B illustrate a specific example of an informational display manner.
FIG 19A shows a screen displayed when the reels 24L, 24C and 24R are stopped in a
manner shown in FIG. 18B and one of "Appearance-2," "Appearance - 3," "Appearance
- 4," and "Appearance -5" in the display type selecting table in FIG. 21B is selected.
In the reel stopped manner in FIG. 18B, BELL symbols are displayed on the center reel
24C center line and on the right reel 24R top line. On the reel LCD 21, however, BELL
symbols are displayed on the center reel 24C bottom line and on the right reel 24R
center line. The player can see that the informational display has low reliability
with the disagreement in the displayed positions.
[0096] FIG. 19B shows a screen displayed when the reels 24L, 24C and 24R are stopped in
a manner shown in FIG. 18B and "Appearance - 1" in the display type selecting table
in FIG. 21B is selected. BELL symbols are displayed on the center reel 24C center
line and on the right reel 24R top line. On the reel LCD 21, BELL symbols are displayed
on the center reel 24C center line and on the right reel 24R center line. There is
a disagreement in the displayed position on the right reel 24R, but there is an agreement
in the displayed position on the center reel 24C. The player can see that the informational
display has high reliability.
[0097] FIG. 20 illustrates a table for determining BR occurrence and the number of BR continuations.
In this embodiment, whether or not to generate a BR and the number of BR continuations
are determined by a selection with a certain probability when a given winning combination
is internally selected. In the table, a BR occurs at the rate of 16/128 when "WATERMELON"
is internally selected, and at 11/128 when "TWO CHERRIES" are internally selected,
and at 25/128 when no winning combination is selected.
[0098] FIG. 22 illustrates a support menu for a hall assistant to change or select a payout
scheme of the pachi-slo machine 1. A support menu screen is displayed when the pachi-slo
machine 1 is powered on with a key switch (not shown) provided in a power box in the
pachi-slo machine 1 tuned on. The support menu includes three modes. In mode 1, pay
amounts and internal winning probabilities of winning combinations are changed, in
which a desired scheme is selected in a payout scheme setting screen to be described
below. In mode 2, pay amounts and probabilities of occurrence of ST games of winning
combinations are changed, in mode 3, six-stage setting is performed. Each mode is
selected by touching its displayed area. At the completion of setting, "END" is selected
to return to a normal game state.
[0099] FIG. 22B illustrates a password input screen which is displayed when mode 1 is selected.
In mode 1, internal winning probabilities and pay amounts of winning combinations
are changed to change the payout scheme of the pachi-slo machine 1. Variation of the
payout scheme directly influences the business results of a pachinko hall. For increased
security, an input of a password is required to proceed to the setting screen. The
password specified is input with an alphabet input means of the touch panel 28 displayed
in a lower central portion of the screen. After the input of the password, an "END"
command in the alphabet input means is entered for verification of the password. When
the input is correct, the setting screen is displayed. To end the input operation,
"RETURN" is selected to return to the support menu screen.
[0100] FIGS. 23 to 25 illustrate payout scheme setting screens. In this embodiment, several
payout scheme setting screens are prepared, including different pay amounts and internal
winning probabilities of winning combinations. FIG. 23 illustrates a payout scheme
setting screen A which is displayed after the input of a password on the password
input screen. In the setting screen A, a standard payout scheme can be selected. In
association with winning combinations listed in the left column of the screen, pay
amounts and internal winning probabilities both in a normal game state and a normal
game state during a BB round are specified. For example, "WATERMELON" in a normal
game state has the internal winning probability of 141/16384 and the payout of three
coins at winning. A screen switching icon is displayed in an upper central portion
of the screen. Touching the icon switches the display to the next screen. If it is
the screen to be used, a "DECISION" icon located in a left lower portion of the screen
is touched for decision, and the display is returned to the support menu screen in
FIG. 22A.
[0101] FIG. 24 illustrates a payout scheme setting screen B. In the setting screen B, pay
amounts and internal winning probabilities of small winning combinations in a normal
game state are increased (the internal winning probability of "WATERMELON" in a normal
game state is to 356/16384, and the pay amount is to 15, and the internal winning
probability of "BELL" is to 7688/16384, and the pay amount is to 6), to enable a longer
normal game play. On the other hand, the internal winning probability of BB is 38/16384
to reduce the total odds to a certain value.
[0102] FIG. 25 illustrates a payout scheme setting screen C. In the setting screen C, the
internal winning probability of "BELL" in a normal game is increased to lengthen game
play. On the other hand, the number of available RB games in a BB round is reduced
from 3 to 2 to reduce the total odds to a certain value.
[0103] As described above, the selection of one of the several prepared payout scheme setting
screens allows the change of the game characteristics. It may be possible to make
data values in the payout scheme setting screens changeable for fine adjustments of
the game characteristics.
[0104] FIGS. 26A and 26B illustrate pay tables to be displayed on the upper display panel
6. In this embodiment, as described above, the pay amounts and internal winning probabilities
of winning combination are changeable. Display of the pay tables is controlled based
on parameters determined. FIG. 26A illustrates a pay table to be displayed when the
contents of the payout scheme setting screen A shown in FIG. 23 are selected.
[0105] FIG. 26B illustrates a pay table to be displayed when the contents of the payout
scheme setting screen B shown in FIG. 24 are selected, In comparison with the pay
table shown in FIG. 26A, the pay amount of "WATERMELON" in a normal game is changed
from "3" to "15" and the pay amount of "CHERRY" is from "1" to "2."
[0106] Now the control operation of the main control circuit 101 and the CPU 103 will be
described with reference to main processing shown in FIGS. 27 to 29.
[0107] First, in advance of a game start, the CPU 103 executes initialization (step [hereinafter
abbreviated as S] 501). In the initialization, the above-described support menu screen
is opened for changing pay amounts and internal winning probabilities before activating
the pachi-slo machine 1. The details will be described below.
[0108] Then, the CPU 103 determines whether an automatic coin insertion request is made,
that is, whether a replay is won in the previous game or not (S502). When the answer
is "YES," the number of coins according to the insertion request are automatically
inserted (S503), and the process proceeds to S505. When the answer is "NO" in S502,
it is determined whether new insertion of coins is made, that is, whether there is
an input from the inserted coin sensor 117 caused by a player's insertion of coins
into the coin slot 11, or whether there is an input caused by the operation of one
of the BET switches 8, 9 and 10 or not (S504). When the answer is "YES," the process
proceeds to S505. When the answer is "NO," monitoring of an input signal is continued
until a BET operation is performed.
[0109] Then, the CPU 103 determines whether there is an input caused by the operation of
the start lever 13 or not (S505). When the answer is "YES," the process proceeds to
S506. When the answer is "NO," monitoring of an input signal is continued until the
start lever 13 is operated.
[0110] Then, the probability selecting process is performed (S506). In the probability selecting
process, first a random number for selection is selected from among the range of "0
to 16383" by use of the random number generator 108 and the sampler 109. Then, using
the winning combination selecting table (see FIG. 12) in which winning random number
ranges (winning ranges) are determined according to game states and the number of
inserted medals, it is determined which winning range the selected random number is
in and the corresponding internal winning combination (winning flag) is determined.
[0111] Then, a WIN lamp lighting process is executed (S507). In the WIN lamp lighting process,
it is determined whether or not to light the WIN lamp 32 which is adapted to be lighted
with a certain probability when a bonus winning combination is internally selected.
[0112] Then, game information at the start of a game is transmitted from the main control
circuit 101 to the sub control circuit 201 (S508). - Commands transmitted include,
as shown in "start commands" of game information commands in FIG. 13, a winning flag
determined in the probability selecting process, a game state at that time and a stop
table number determined according to the winning flag.
[0113] Then, it is determined whether or not a 1-game watchdog timer which has been set
in the previous game counts to a specified time, e.g., 4.1 sec. (S509). When the answer
is "YES," a 1-game watchdog timer for the next game is set (S511). When the answer
is "NO," after waiting a lapse of the rest of the specified time (S510), a 1-game
watchdog timer for the next game is set (S511).
[0114] Then, the CPU 103 controls the motor drive circuit 111 to rotate the reels 24L, 24C
and 24R (reel rotating process) (S512). In the reel rotating process, the reels 24L,
24C and 24R are accelerated from stopped states to a certain speed at which a constant-speed
rotating process is executed. Under the constant-speed rotation, the stop buttons
15L, 15C and 15R are activated to be able to stop the reels 24L, 24C and 24R.
[0115] Then, the CPU 103 determines whether one of the stop buttons 15L, 15C and 15R is
pressed (turned on) or not, that is, the presence or absence of a stop signal transmitted
from the reel stop signal circuit 118 when one of the stop buttons 15L, 15C and 15R
is pressed by a player (S513). When the answer is "YES," the process proceeds to S515.
When the answer is "NO," the process returns to S514. In S514, it is determined whether
the value of an automatic stop timer is "0" or not. Automatic stop means a process
of automatically stopping the reels 24L, 24C and 24R rotating without the operation
of the stop buttons 15L, 15C and 15R after a lapse of a certain period of time (e.g.,
40 sec.) since a reel rotation start. When the answer is "YES," that is, when the
automatic stop timer is "0," the process proceeds to S515 to automatically stop the
reels 24L, 24C and 24R. When the answer is "NO," the process proceeds to S513 to continuously
monitor reception of a stopping operation.
[0116] In S515, the CPU 103 executes a "segmental shift determination process." in the "segmental
shift determination process," the number of symbol segments by which a reel corresponding
to a pressed stop button is rotated before stopping is determined. The expression
"segmental shift" means the number of symbols (the number of segments) by which the
reels 24L, 24C and 24R are rotated before stopped (the actually stopped positions
are referred to as "stopped positions") from the symbol positions (which are referred
to as "stopping operation positions") displayed in display windows 43L, 43C and 43R
when the stop buttons 15L, 15C and 15R are pressed.
[0117] Then, the CPU 103 controls the motor driving circuit 111 to stop a reel corresponding
to a pressed stop button after rotation by a determined number of segmental shifts
(S516).
[0118] Then, the CPU 103 transmits a "reel Stop command" indicating the stop of the reel
to the sub control circuit 201 (S517). The reel stop command includes, as shown in
the "reel stop commands" in the game information commands in FIG 13, a stopping order
status (the how-manieth press the press is) and a stopped reel status (which reel
is stopped).
[0119] Then, the CPU 103 determines whether all the reels 24L, 24C and 24R are stopped or
not (S518). When the answer is "YES," the process proceeds to S519. When the answer
is "NO," the process returns to S513 because there remains a rotating reel(s).
[0120] Then, the CPU 103 executes a winning search (S519). In the winning search, it is
determined whether or not the symbol stopped manner corresponds to a win. When the
answer is "YES," the winning flag of the corresponding winning combination is stored
in the RAM 105. More specifically, the code numbers of symbols on the center line
L1 are checked against the winning combination selecting table stored in the ROM 104
for determination.
[0121] It is checked whether the prize flag agrees with the winning flag to determine whether
the win is normal or not (S520). When the answer is "NO," an illegal error is displayed
and the execution of the game program is terminated. When the answer is "YES" in S250,
the payout of coins is performed in accordance with the kind of the verified winning
combination and the game state (S522).
[0122] When the game state is changed at the end of the game, the transition process is
executed (S523). The process is executed when a final prize in a bonus game is won,
or a bonus is internally selected in a game, or the combination of "7-7-7" is stopped
on an active line and a bonus game is started.
[0123] The kind of the verified winning combination, the game state and the like are transmitted
to the sub control circuit 201 as a "1-game termination commands" shown in the game
information command table in FIG. 13 (S524).
[0124] FIG. 30 illustrates a flowchart of initialization. First, the CPU 103 entirely clears
the RAM 105 (S530) and then determines whether a key switch is on or not (S531). The
key switch is used for determining whether to perform a parameter changing process
for changing pay amounts or changing internal winning probabilities. When the power
is turned on with the key switch turned off, the sub control circuit 201 executes
the parameter changing process. When the power is turned on with the key switch turned
off, the parameter changing process is not performed and initialization at the start
of a game is performed. When the answer is "YES," a parameter update request command
is transmitted to the sub control circuit 201 for executing the parameter changing
process (S532). Then, it is determined whether the key switch is turned off or not
(S533). When the answer is "NO," an initialization command is transmitted (S537) to
return to the main processing. When the answer is "YES," a key switch off command
is transmitted to the sub control circuit 201 (S534) to finish the parameter changing
process. When the answer is "NO," the process skips to S534. Then, it is determined
whether or not a parameter changing completion command indicating the completion of
the parameter changing process at the sub control circuit 201 is received (S535).
When the answer is "YES," rewiring of pay amounts or winning probabilities is executed
based on the contents of the received command (S536). An initialization command is
transmitted (S537) to return to the main flow. When the answer is "NO," a command
reception is monitored in S535 because update is still performed.
[0125] Now the control operation of the sub CPU 203 in the sub control circuit 201 will
be described.
[0126] FIG. 31 is a flowchart of interrupt process 1. The interrupt process 1 is executed
every 3 ms. to store commands transmitted from the main control circuit 101 in the
sub RAM 205.
[0127] First, the sub CPU 203 checks an input buffer (S600) to determine whether there is
an input signal in the input buffer (S601). When the answer is "NO," the process is
terminated. When the answer is "YES," a reception flag is tuned on (S602) and the
contents of the received command are set in the RAM 205 (S603) to finish the process.
Then, the received command is checked to determine whether the received command is
an initialization command or not (S604). When the answer is "YES," a used payout scheme
setting and image data based on the scheme are checked (S605) to display images on
the LCDs (S606) and the process is terminated. When the answer is "NO," the process
is terminated.
[0128] FIG. 32 is a flowchart of the main processing in the sub control circuit 201. First,
the sub CPU 203 checks a reception flag in the sub RAM 205 to determine whether or
not a parameter change request command is transmitted from the main control circuit
101 (S620). When the answer is "YES," the parameter changing process is executed (S621),
and the process proceeds to S622. When the answer is "NO," S621 is skipped. In the
parameter changing process, pay amounts and probabilities can be changed. The details
will be described below.
[0129] Then, it is determined whether or not a start command is received (S622). When the
answer is "YES," a starting display control process is executed (S622). In the starting
display control process, a BR control process is performed during a BR. The details
will be described below.
[0130] Then, it is determined whether or not a reel stop command is received (S624). When
the answer is "NO," the process skips S625 and proceeds to S626. When the answer is
"YES," a display control process at a reel stop is executed (S625). The display control
process at a reel stop includes a BR occurrence determining process, a stop order
instruction in a BR and displaying according to the degree of agreement between the
contents of information and an actual stopping operation. The details will be described
below.
[0131] Then, it is determined whether a 1-game termination command is received or not (S626).
When the answer is "NO," the process skips S627 and returns to S620 to repeat the
same processing. When the answer is "YES," a display control process at the end of
a game is executed (S627). The display control process at the end of a game includes
an informational display process and a process of updating the number of BR continuations
when the game is in a BR round at that time. The details will be described below.
[0132] After the completion of S627, the process returns to S620 to repeat the same processing.
In this manner, the main processing in the sub control circuit 201 includes separate
displaying processes repeatedly executed on the basis of commands transmitted from
the main control circuit 101.
[0133] FIG. 33 is a flowchart of the parameter changing process. First, the CPU 103 displays
the support menu screen in FIG. 22A (S540). The support menu includes three modes
to select one of the modes. The sub CPU 203 determines whether mode 1 is selected
or not (S541). When the answer is "YES," a payout/probability changing process is
executed (S542), and the process proceeds to S547. When the answer is "NO," it is
determined whether mode 2 is selected or not (S543). When the answer is "YES," an
ST occurrence probability changing process is performed <S544), and the process proceeds
to S547. When the answer is "NO," it is determined whether mode 3 is selected or not
(S545). When the answer is "YES," a setting changing process is performed (S546),
and the process proceeds to S547. When the answer is "NO," no processing in any mode
is executed, and the process proceeds to S547.
[0134] Then, it is determined whether or not the key switch is turned off, that is, whether
or not a key switch off command is received from the main control circuit 101 (S547).
When the answer is "YES," the pay amount data and probability data stored at that
time are transmitted as a parameter change completion command to the main control
circuit 101 (S548). The process quits the support menu and returns to initialization.
When the answer is "NO," the process returns to S540 to repeat the same processing
until a selection of any mode or an operation of the key switch is entered.
[0135] FIG. 35 is a flowchart of the payout/probability changing process. First, the CPU
103 displays the password input screen in FIG. 22B (S550). Then, it is determined
whether or not there is an input of alphabets using the pseudo-keyboard displayed
on the screen (S551). When the answer is "YES," the input alphabets are displayed
on an input alphabet display area in FIG 22B (turned, however) (S552), and the process
returns to S551. When the answer is "NO," it is determined whether or not a key "CORRECT"
in a right lower portion of the pseudo-keyboard is operated (S553). When the answer
is "YES," the previously input alphabets are deleted (S554), and the process returns
to S551.
[0136] When the answer is "NO" in S553, it is determined whether or not a key "END" in a
right lower portion of the pseudo-keyboard is operated (S555). When the answer is
"YES," it is determined whether or not the input and determined password is the correct
password (S556). When the answer is "YES, an input process is executed (S557). When
the answer is "NO" in S556, a wrong password is input. The fact that the password
is inappropriate is displayed (S559), and the process returns to S550 to prompt for
reentry of a password.
[0137] When the answer is "NO" in S555, it is determined whether or not a key "RETURN" in
a right lower portion of the password input screen in FIG. 22B is operated (S558).
When the answer is "YES," the process returns to S540, the starting step of the parameter
changing process. When the answer is "NO," the process returns to S550.
[0138] FIG. 37 is a flowchart of the input process. First, the CPU 103 displays the payout
scheme setting screen A in FIG. 23 as an initialization screen (S560). Then, it is
determined whether or not a screen switching button above the payout scheme setting
screen is operated (S561). When the answer is "YES," a payout scheme setting screen
according to the input operation is displayed (S562), and the process returns to S561.
When the answer is "NO," it is determined whether or not a decision button displayed
in a left lower portion of the payout scheme setting screen is pressed (S563). When
the answer is "YES," the payout scheme displayed at that time is stored and retained
(S564), and the process returns to the payout/probability changing process. When the
answer is "NO," the process returns to S561 to wait for the next input.
[0139] FIG. 38 is a flowchart of the starting display control process. First, the sub CPU
203 executes the BR occurrence determining process (S660). In the BR occurrence determining
process, it is determined whether or not to generate a battle rush as a special game.
The details will be described below. Then, a BR execution process is executed (S680).
In the BR execution process, stop order information is given during a BR. The details
will be described below.
[0140] FIG. 39 is a flowchart of the BR occurrence determining process. First, the sub CPU
203 checks a BR flag stored in the sub RAM 205 to determine whether a BR game is played
or not at that time (S661). When the answer is "YES." the process returns to the starting
display control process. When the answer is "NO," the table for determining BR occurrence
and the number of BR continuations in FIG. 20 is referred to to determine whether
any number of BR continuations is selected or not (S662, 663). When the answer is
"NO" (losing), the process returns to the Starting display control process. When the
answer is "YES," the BR flag in the sub RAM 205 is turned on to set the number of
continuations selected in the BR continuation selection (S664). A BR occurrence display
is provided (S665), and the process returns to the starting display control process.
[0141] FIG. 40 is a flowchart of the BR execution process. First, the sub CPU 203 checks
the BR flag and a BR save flag in the sub RAM 205 to determine whether or not a BR
is played at that time or a BR is suspended with the occurrence of a bonus game during
the BR (S681). When the answer is "NO," a BR is not played and the process returns
to the starting display control process. When the answer is "YES," a reception flag
in the sub RAM 205 is checked to determine whether a bonus winning combination is
internally selected or not (S682). When the answer is "YES," the BR is suspended and
the BR flag in the sub RAM 205 is turned off and the BR save flag is turned on (S683)
to play the bonus game. The process returns to the starting display control process.
[0142] When the answer is "NO" in S682 and the BR is saved, the BR save flag in the sub
RAM 205 is turned off and the BR flag is turned on to restart the BR (S684). Then,
to check whether the BR has been continued predetermined times, the number of the
BR continuations in the sub RAM 205 is checked to determine whether the number of
continuations becomes 0 or not (S685). When the answer is "YES," the BR should be
ended. The BR flag is turned off (S686) and the process returns to the starting display
control process.
[0143] When the answer is "NO," the BR game has not been played a specified number of times.
The reception flag in the sub RAM 205 is checked to determine whether or not "BELL"
or "SB" is internally selected or not in the game (S687). When the answer is "YES,"
a selected stop table type stored in the reception flag in the sub RAM 205 is referred
to to instruct an appropriate stop order (S688), and the process returns to the starting
display control process. When the answer is "NO," no information is given and the
process returns to the starting display control process.
[0144] Now, a display control process with the stop buttons 15L, 15C and 15R operated in
a BR will be described. FIG. 41 is a flowchart of a display control process at a reel
stop First, the sub CPU 203 checks the BR flag in the sub RAM 205 to determine whether
a BR is played or not at that time (S700). When the answer is "NO," the process returns
to the sub main processing. When the answer is "YES," a stop command in the reception
flag in the sub RAM 205 is checked to compare stop order data and stopped reel data
against a used table number data to determine whether or not the press order is the
correct order specified in the stop table (S701). When the answer is "YES," the fact
that the press order is correct (S702) is displayed. When the answer is "NO," the
fact that the press order is wrong (S703) is displayed and the process returns to
the sub main flow.
[0145] Now a display control process executed after all the reels 24L, 24C and 24R are stopped
will be described. FIG. 42 is a flowchart of a display control process at the end
of a game. First, the sub CPU 203 executes an informational display occurrence process
to determine whether or not to generate an informational display of an internal winning
combination (S720). If the game state at that time is a BR, a parameter update process
for updating related parameters is executed (S740). When the generation of informational
display is determined in the informational display occurrence process, the display
control is executed (S760), and the process returns to the sub main process.
[0146] FIG. 43 is a flowchart of the informational display occurrence process. First, the
sub CPU 203 checks the reception flag in the sub RAM 205 to determine whether or not
the game state at that time is a normal game state (S721). When the answer is "YES,"
the informational display occurrence table in FIG. 21A is referred to to execute an
informational display occurrence determination (S722). Then, it is determined whether
there is a win or not (S723). When the answer is "YES," the display type selection
table in FIG. 21B is referred to to execute a display mode determination process for
determining the mode of informational display (S724). The process returns to the display
control process at the end of a game. When the answer is "NO," the process returns
to the display control process at the end of a game.
[0147] FIG. 44 is a flowchart of the parameter update process. First, the sub CPU 203 checks
the 1-game termination command in the reception flag stored in the sub RAM 205 to
determine whether or not the game state at that time is a bonus game (S741). When
the answer is "YES, the game is not in a BR, and the process returns to the display
control process at the end of a game. When the answer is "NO," the BR flag stored
in the sub RAM 205 is checked to determine whether or not a BR game is played at that
time (S742). When the answer is "NO," the process returns to the display control process
at the end of a game. When the answer is "YES," the value of a BR continuation counter
in the sub RAM 205 is reduced (S743) and the process returns to the display control
process at the end of a game.
[0148] The present embodiment has been described with the ST period as an advantageous state
for a player. Instead, the above-described AT may be used, or winning flags of other
specific winning combination may be set or internal winning probabilities of winning
combination may be increased for providing an advantageous state to a player.
[0149] In addition to the slot machine in the above-described embodiment, the present invention
is also applicable to pachinko machines and arcade game machines with electrical displays,
and also to home video game machines which simulate the above-described functions
by software.
[0150] The present invention is not restricted to the slot machine described above in which
the reels stop by the stop button 15L through 15R being operated by the player. That
is, the present invention is applicable to a slot machine for a casino in which the
reels stop automatically after being rotated for a prescribed period of time. While
the slot machine adopting mechanical reels is explained in this embodiment, the present
invention can also be applied to a video-type slot machine.
[0151] The present invention is not restricted to the slot machine described above in which
coins, medals and the like are used as gaming media. The present invention is also
applicable to a gaming machine in which tokens or cards are used as the gaming media.
[0152] Additional advantages and modifications will readily occur to those skilled in the
art. Therefore, the invention in its broader aspects is not limited to the specific
details and the representative embodiment shown and described herein. Accordingly,
various modifications may be made without departing from the spirit or scope of the
general inventive concept as defined by the appended claims and their equivalents.