[0001] The present invention relates to a slot machine and more particularly, to a slot
machine in which losing symbol combinations occur with different probabilities depending
on their similarity to a winning combination.
[0002] A slot machine has a plurality of columns of symbols, each column including a plurality
of different symbols disposed at an equal pitch. There are two types of machine: a
mechanical reel type having symbols disposed on the peripheral outer surface of several,
usually three, reels, and video type in which symbol columns are displayed on a CRT.
To play games, coins or tokens are inserted and a start lever is actuated to cause
the respective symbol columns to rotate. Rotating symbol columns are either caused
to stop automatically or alternatively, they are stopped sequentially upon actuation
of stop buttons. A prize win is determined from the combination of symbols stopped
on a prize-winning line within display windows. If the symbol combination on the prize-winning
line is a hit game combination, a predetermined number of coins are paid out.
[0003] Some slot machines use symbol columns each having "blank" symbols and hit game symbols
such as "BAR" disposed alternatively on the symbol column. In this type of slot machine,
a hit game is assigned to a symbol combination "BAR"-"BAR"-"BAR" on a winning line,
and a defeat or lost game is assigned to a symbol combination with at least one "blank"
on the winning line.
[0004] Since the slot machine of this type has a high probability of obtaining a "blank"
symbol, two or three reels often stop with their "blank" symbols stopped on the winning
line. For example, assuming that the total number of symbols on each reel is 22 and
half the symbols, i.e., 11 symbols are "blank" symbols, the probability of obtaining
a combination of "blank" symbols on all the reels is as high as (1/2)³ = (1/8).
[0005] Such a high probability of obtaining a combination of two or three "blank" symbols
at the winning line will reduce a player's expectation of winning and he will tend
to lose interest after a short time. This problem also occurs with the more usual
slot machines which use only hit game symbols.
[0006] The above and other objects and advantages of the present invention are achieved
through provision of means for determining if a lost game is to be set, means responsive
to a lost game determined by said slot game determining means for determing the symbols
of each row so as to obtain a lost game symbol combination nearest to a hit game symbol
combination at a high probability, and means for controlling each row to stop on a
prize-winning line and obtain the determined symbol combination.
[0007] Thus, lost game symbol combinations which are nearer to hit game symbol combinations
will appear at a higher probability so as to maintain a player's interest in the game.
[0008] The invention will be further described by way of non-limitative example with reference
to the accompanying drawings, in which:
Fig. 1 is a perspective view of an embodiment of a slot machine according to the present
invention;
Fig. 2 is a block diagram showing the circuit arrangement of the slot machine shown
in Fig. 1;
Fig. 3 shows one example of symbol sheets on the reels in the developed form;
Fig. 4 is a flow chart showing a process of a hit game and a process of a lost game
with three "blanks";
Fig. 5 is a flow chart showing a process of a lost game with two "blanks"; and
Fig. 6 is a flow chart showing a process of a lost game with one "blank".
[0009] Referring to Fig. 1 showing a perspective view of a slot machine according to the
present invention, three reels 4, 5 and 6 driven by respective stepper motors are
mounted within the main frame 2 of the slot machine. Each reel 4 to 6 has a cylindrical
reel member about which a symbol sheet 7 to 9 as shown in Fig. 3 in a developed form
is wound.
[0010] The symbol sheets 6 to 9 have the same symbol arrangement. Namely, "BAR" symbols
10 and "blank" symbols 11 represented by white areas are alternately disposed on each
symbol sheet. Reference numerals 7a to 9a represent areas which are used to bond both
ends of respective symbol sheets wound about the reel members. By rolling the symbol
sheets 7 to 9 about each peripheral outer surface of the reel member, the reels 4
to 6 are obtained with the eleven "BAR" symbols 10 and the eleven "blank" symbols
11 disposed alternately on the reel members.
[0011] The slot machine is provided with a front panel 3 capable of being opened and closed.
Three display windows 12 are formed in the front panel 3 in correspondence with the
three reels 4 to 6 the partial areas of which can be observed through the display
windows 12. A prize-winning line 13 is formed at the center of the display windows
12. A hit game or a lost game is determined based on a combination of symbols stopped
at the prize-winning line 13. A plurality of winning lines may be used each of which
is made effective in accordance with the number of inserted coins. Further, narrower
display windows may be used to allow the observation of only one symbol per one reel.
In this case, the prize-winning line can be omitted since such narrow display windows
serve per se as the prize-winning line.
[0012] As coins are inserted from a coin inlet 15, the start lever 16 is unlocked. Upon
activation of the start lever 16, the reels 4 to 6 start rotation at the same time.
The reels 4 to 6 are automatically stopped at random timings. If a combination of
symbols stopped at the winning line 13 coincides with a hit game symbol combination,
a hit game is set and a predetermined number of coins are paid out. In this embodiment,
a combination "BAR"-"BAR"-"BAR" is a hit game symbol combination so that when this
combination is obtained, coins are ejected out onto a saucer 17. If three "BAR" symbols
with the same numeric value stop on the winning line, the number of dividend coins
is multiplied by that number. If the combination of symbols on the prize-winning line
13 includes at least one "blank" symbol 11, then a lost game flag is set.
[0013] Fig.2 shows a control circuit of the slot machine. A central processing unit (CPU)
20 controls the rotation and stop of the reels 4 to 6. CPU 20 is connected via an
input/output interface 21 to a start signal generator 23, drivers 24 to 26 and counters
28 to 30. The start signal generator 23 supplies a game start process signal to CPU
20 when the start lever 16 is activated. The drivers 24 to 26 supply drive pulses
to the stepper motors 31 to 33 which drive the reels 4 to 6, respectively.
[0014] The counters 28 to 30 count the drive pulses supplied from the drivers 24 to 26 to
the respective stepper motors 31 and 33. The count values are fed back to CPU 20.
A reset signal outputted from each photosensor 35 to 37 is applied to a reset terminal
"R" of each counter 28 to 30. Upon reception of the reset signal, the count value
of each counter 28 to 30 is reset to a preset value, e.g. "0". Each photosensor 35
to 37 generates a reset signal when it photoelectrically detects that each light shielding
tongue 4a to 6a projected at the reference position of each reel 4 to 6 passes through
the photosensor. Then, the counter 28 to 30 is reset to "0" every one rotation of
the reel 4 to 6.
[0015] CPU 20 executes a game process sequence program written in a program memory 41 in
response to master clock pulses from a clock pulse generator 40. A random number sampling
circuit 42 supplies random numbers to CPU 20 at necessary stages during executing
a game process sequence program. For instance, random numbers for determining if a
present game is to be set as a hit game or not, or for determining what type of symbols
are to be displayed in case of a lost game, are supplied to CPU 20.
[0016] When determining if there is a hit game or not, a prize-winning probability table
43 is referred to. The table 43 stored in a ROM stores the random numbers to be generated
from the random number sampling circuit 42 by grouping them into a big hit area, a
middle hit area, a small hit area, and a lost game area. For instance, of random numbers
having a range from "0" to "9999", the big hit area is assigned the range from "0"
to "49", the middle hit area the range from "50" to "249", the small hit area the
range from "250" to "1499", and the lost game area the range from "1500" to "9999".
The occurrence and type of a hit game or a lost game are determined based on what
area the random number obtained from the random number sampling circuit 42 belongs
to.
[0017] The big hit corresponds to a hit game symbol combination of three "CRAZY BAR" symbols
which results in a pay-out of, e.g., 100 coins per one coin inserted. The middle hit
corresponds to a hit game symbol combination of three "same numeric value BAR" symbols
which results in a pay-out of, e.g., 6 coins multiplied by the number. The small hit
corresponds to a hit game symbol combination of three symbols including "BAR" and
"numeric value BAR" symbols which results in a pay-out of, e.g., 6 coins.
[0018] A blank number probability table 44 stopped in a ROM is referred to by CPU 20 while
it executes a lost game process. In particular, if the random number falls within
the range from "1500" to "9999", a lost game process is performed. In this case, the
number of "blank" symbols on the winning line 13 is determined by referring to the
table 44. A random number is again sampled by the random number sampling circuit 42
and used in referring to the blank number probability table 44.
[0019] Similar to the prize-winning probability table 43, the blank number probability table
44 stores the random numbers to be generated from the random number sampling circuit
42 by grouping them into a "three blank" area, a "two blank" area and a "one blank"
area. For instance, of random numbers having a range from "0" to "9999", the "three
blank" area is assigned the range from "0" to "499", the two blank" area the range
from "500" to "3999", and the one blank" area the range from "4000" to "999". Accordingly,
the probability of obtaining a lost game with "three blanks" is "1/20" the total number
of lost games, and has the lowest probability among three types of lost games. The
probability of a lost game with "one blank" is "1/6" which is highest. In determining
the number of blanks, only the least significant digit of a random number (decimal)
generated by the random number sampling circuit 42 may be used while using a blank
number probability table which groups the numbers 0 to 9 into the "three blank", "two
blank" and "one blank" areas, to thus allow a smaller capacity of a table memory.
[0020] A reel selection table 45 is used for determining on which reel a single "BAR" symbol
or a single "blank" symbol is to be displayed after a lost game combination with "two
blank" symbols or "one blank" symbol was determined using the blank number probability
table 44. The reel selection table 45 stored in ROM stores the random numbers to be
generated by the random number sampling circuit 42 by grouping them into approximately
three areas respectively assigned to the reels 4 to 6. With the same manner as in
the case of the blank number probability table, the capacity of the reel selection
table 45 may be made smaller.
[0021] The operation of the slot machine constructed as above will be described. Upon activation
of the start lever 16 after inserting coins, a start signal is supplied from the start
signal generator 23 to CPU 20 which then starts executing the game process sequence
program read out from the program memory 41.
[0022] CPU 20 supplies master pulses with gradually increasing periods via the input/output
interface 21 to the drivers 24 to 26 for driving the stepping motors. The drivers
24 to 26 supply drive pulses to the stepping motors 31 to 33 in response to the master
pulses. The stepping motors 31 to 33 are thus activated to start rotating the reels
4 to 6. After a predetermined time, the frequency of the master clock pulses becomes
constant so that the reels 4 to 6 continue to rotate at a constant speed.
[0023] The numbers of clock pulses supplied to the respective stepping motors 31 to 33 are
counted by the counters 28 to 30, while the counts of the counters 28 to 30 are reset
on every rotation of the wheels 4 to 6. Since the relation between the positions of
the light shielding tongues 4a to 6a of the reels 4 to 6 and the positions of symbols
on the reels are previously known, and the counts of the counter 28 to 30 are reset
on every rotation of the reels, the rotary positions of the reels 4 to 6 can be determined
based on the counts of the counters 28 to 30. On the contrary, by stopping the supply
of drive pulses when the counts of the counters 28 to 30 reach predetermined values,
it is possible to stop the reels 4 to 6 at proper positions.
[0024] While the reels 4 to 6 are rotating, a first random number R1 is sampled by the random
number sampling circuit 42. When the reels rotate at a low speed, the reel stop control
process shown in Fig.4 starts. First, the sampled random number R1 is used in referring
to the prize-winning probability table 43 so that the sampled random number is determined
if it corresponds to a hit game or a lost game. If the random number R1 corresponds
to any one of the big hit area from "0" to "49", middle hit area from "50" to "249"
and small hit area from "250" to "1499", CPU 20 sets a big hit flag, middle hit flag,
or small hit flag in accordance with the corresponding area, into a predetermined
register.
[0025] Upon setting a hit flag, CPU 20 executes a hit game process and controls to stop
the reels 4 to 6 so as to obtain a hit corresponding to the set flag. The stop control
of the reels are conducted as well known based on the counts of the counters 28 to
30.
[0026] If the sampled random number is within the range from "1500" to "9999", CPU 20 sets
a lost game flag into a predetermined register to thereafter execute a lost game process.
[0027] To start the lost game process, CPU 20 again causes the random number sampling circuit
42 to sample a random number R2 which is used in referring to the blank number probability
table 44. If the sampled random number R2 is within the range from "0" to "499", a
lost game process with "three blank" symbols is executed.
[0028] In the lost game process with "three blank" symbols, the stepping motors 31 to 33
are controlled to stop all the reels 4 to 6 with the "blank" symbols 11 aligned on
the winning line 13, based on the counts fed back from the counters 28 to 30. The
lost game process with "three blank" symbols is limited to the random number R2 within
the range from "0" to "499", so that the probability of such lost game is low at "1/20"
the total occurrences of lost games.
[0029] If the random number R2 is within the range from "500" to "3999", a lost game process
with "two blank" symbols is executed. As shown in the flow chart of Fig.5, in the
lost game process with "two blank" symbols, a random number R3 is again sampled by
the random number sampling circuit 42 which is used in determining to which reel among
the three reels 4 to 6 a "BAR" symbol 10 is to be assigned. The random number R3 is
used in referring to the reel selection table 45 so that one of the reels is selected
at a probability of "1/3". The selected reel is controlled such that the "BAR" symbol
10 stops on the prize-winning line 13. The other two reels are controlled such that
the "blank" symbols 11 stop on the prize-winning line 13. The probability of occurrence
of a lost game with "two blank" symbols is "17/60" the total occurrences of lost games.
[0030] If the random number R2 is within the range from "4000" to "9999", a lost game with
"one blank" symbol is executed. Similar to the case of the lost game with "two blank"
symbols, a random number R3 is sampled and used in determining to which reel among
the three reels 4 to 6 a "blank" symbol 11 is to be assigned. The selected reel is
controlled such that the "blank" symbol 11 stops on the prize-winning line 13. The
other two reels are controlled such that the "BAR" symbols 10 stop on the prize-winning
line 13. The probability of occurrence of a lost game with "one blank" is "2/3" the
total occurrences of lost games, which is the highest probability among three types
of lost games.
[0031] With the above lost game processes, the probability of obtaining a symbol combination
with the least number of lost game symbols becomes high. The probabilities of the
lost game processes with "two blank" and "three blank" symbols may be set to the same
value so long as the object of the invention is being achieved, i.e., so long as the
occurrence probability of a game lost symbol combination with a greatest deviation
from the hit game symbol combination is being suppressed to a minimum. As above, the
player is given an impression that the game was lost at the last moment, to thus cause
the player to expect to win the next game. In the lost game process with "one blank"
symbol, the reel to which the "blank" symbol is to be assigned is arranged to be changed
randomly among the three reels during games so that it does not give unnatural impression
to the player.
[0032] In the above embodiment, the blank number probability table 44 may be omitted on
condition that the number of "blank" symbols in the lost game process is arranged
to be determined from the prize-winning probability table 43 which is modified to
further group the lost game range from "1500" to "9999" into similar areas to those
in the blank number probability table which is accessed using the first sampled random
number R1. Also, the reel selection table 45 may be omitted on condition that various
lost game symbol combinations are assigned to the lost game range to identify a reel
to which a "BAR" symbol or a "blank" symbol is assigned.
[0033] In the reel of the above embodiment, both the hit game and lost game symbols are
used. However, the present invention is also applicable to those slot machines using
only hit game symbols wherein a hit game is set for the case that all symbols on a
prize-winning line are identical or for the case that symbols of a predetermined number
or more are on the prize-winning line. In particular, in the usual three reel type
slot machine using "cherry", "water melon", "lemon" and "bell" symbols, if three same
symbols, e.g., "water melon" symbols are aligned on the prize-winning line, a predetermined
number of coins are paid out. A symbol combination of "water melon", "water melon"
and "lemon" at a lost game will give the player an expectation that the next game
will become a hit game than a symbol combination of "water melon", "bell", and "lemon".
Therefore, the probability of obtaining a combination with a single symbol different
from a hit game symbol combination ("water melon", "water melon", and "lemon") is
set higher than that with two symbols different from the hit game symbol combination
("water melon", "bell", and "lemon"). The present invention is also applicable to
such arrangement.
[0034] The present invention is applicable to video type slot machines which give graphics
display of symbols on a CRT, and to those using four reels or more. Similar functions
to the above embodiment can be obtained when applying the present invention to slot
machines provided with reel stop buttons in which reel positions are controlled by
the amount corresponding to one to two symbol frames in accordance with the stop button
operation timings. Obviously many modifications and variations of the present invention
are possible in the light of the above teachings. It is therefore to be understood
that within the scope of the appended claims the invention may be practiced otherwise
than as specifically described.
1. A slot machine having a plurality of symbol rows each having hit game symbols and
lost game symbols, wherein when all the symbol rows previously moving stop, a lost
game is set if at least one lost game symbol is included within a plurality of symbols
on a prize-winning line, and a hit game is set if all symbols on the prize-winning
line are hit game symbols, comprising:
means for determining if a lost game is set or not;
means responsive to a lost game set by said lost game determining means for determining
symbols of said respective symbol rows so as to obtain a higher probability of occurrence
of a combination of less lost game symbols stopped on said prize-winning line; and
means for controlling to stop said symbol rows so as to stop said symbols determined
by said symbol determining means on said prize-winning line.
2. A slot machine according to claim 1, wherein said symbol determining means comprises
means for determining the number of lost game symbols to be stopped on said prize-winning
line; and means for determining the assignment of lost game symbols to said symbol
rows if the number of symbols determined by said symbol number determining means is
smaller than the total number of said symbol rows.
3. A slot machine according to claim 2, wherein said lost game symbol number determining
means and said symbol assignment determining means perform said determination in accordance
with a sampled random number.
4. A slot machine according to claim 3, wherein said lost game symbol number determining
means includes a lost game probability table which divides natural numbers "0" to
"N" of said random number into a plurality of groups, and indicates a relation between
said groups and the number of lost game symbols.
5. A slot machine according to claim 4, wherein said symbol assignment determining
means includes a symbol row selection table which divides natural numbers of "0" to
"N" of said random number into a plurality of groups, and indicates a relation between
said groups and said symbol rows.
6. A slot machine according to claim 5, wherein the number of said symbol rows is
three.
7. A slot machine according to claim 6, wherein said symbol assignment determining
means determines one symbol row for a hit game symbol and assigning the remaining
two symbol rows with said lost game symbols by referring to said symbol row selection
table if the number of lost game symbols are two, and if the number of lost game symbols
is one, determines the symbol row to be assigned with said lost game symbol by referring
to said symbol row selection table.
8. A slot machine according to claim 7, wherein said lost game symbol is a blank symbol.
9. A slot machine according to claim 8, wherein said hit game symbol is a letter "BAR"
symbol.
10. A slot machine according to claim 9, wherein said hit game symbol includes a letter
"BAR" symbol with a numeric value, and wherein if three "BAR" symbols with a same
numeric value are on said prize-winning line, a winning dividend is multiplied by
said numeric value.
11. A slot machine according to claim 10, wherein said symbol row is constructed of
a rotatable reel and a plurality symbols depicted on the circumferential outer surface
of said reel.
12. A slot machine according to claim 11, wherein said reel is rotated by a pulse
motor.
13. A slot machine wherein when a plurality of symbol rows under rotation stop and
a combination of a plurality of symbols stopped on a prize-winning line constitutes
a hit game symbol combination, coins corresponding in number to a rank of the hit
game symbol combination are paid out, comprising:
means for determining if a lost game is set or not;
means responsive to a lost game set by said lost game determining means for determining
symbols of said respective symbol rows so as to obtain a highest probability of occurrence
of a combination of less lost game symbols nearest to said hit game symbol combination;
and
means for controlling to stop said symbol rows so as to stop said symbols determined
by said symbol determining means on said prize-winning line.
14. A slot machine according to claim 13, wherein said symbol determining means determines
symbols, if the number of said symbol rows are three, such that the probability of
occurrence of a lost game symbol combination with one different symbol from said hit
game symbol combination is set higher than that of a lost game symbol combination
with three different symbols from said hit game symbol combination.