BACKGROUND OF THE INVENTION
Field of the Invention
[0001] The present invention relates to a gaming machine such as a slot machine or a Japanese
pinball machine (a so-called "pachinko machine", which will be simply referred to
as "pinball machine") including a variable display means for variable displaying various
symbols provided for playing a game and a control means such as a microcomputer for
controlling the various display.
Description of the Related Art
[0002] Hitherto, as a conventional gaming machine of the above described type, for example,
a slot machine including stopping means has been known (a so-called "pinball slot
machine" or a so-called "Pachi-Slot machine" in Japan). FIG. 43 shows a conventional
pinball slot machine X.
[0003] The pinball slot machine X has a variable display means having the configuration
wherein three rotation reels 104 to 106 for displaying various display of a plurality
of symbols are disposed in display windows 101 to 103 provided in a front panel 100
and reel stop buttons 107 to 109 for stopping the rotation reels 104 to 106 are provided.
When a predetermined symbol combination becomes complete through the variable display
means, the player gains a prize.
[0004] Printed in front of the front panel 100 are a one-medal pay line 111 at the middle
stage which becomes activated with insertion of one medal, two two-medal pay lines
112a an 112b which become activated with insertion of two medals, and two three-medal
pay lines 113a an 113b which become activated with insertion of three medals for nine
symbols (three columns X three rows) displayed through the display windows 101 to
103. In the figure, numeral 114 denotes a game medium (such as medal, coin, or the
like) slot and numeral 115 denotes a start lever for starting a game. In addition
to the above-described variable display means having the mechanical configuration
using the rotation reels 104 to 106, a variable display means having a display screen
such as a liquid crystal screen, on which various display of symbols can be produced
is also available.
[0005] As a gaming manner, a game is started as the player inserts game medium into the
game medium slot 114. As the player handles the start lever 115, control means controls
the variable display means for rotating the reels 104 to 106, thereby producing various
display of symbols.
[0006] For the symbols variably displayed, the rotating reels 104 to 106 are stopped in
order automatically in a given time or as the player operates the reel stop buttons
107 to 109. At this time, if the symbols on the reels 104 to 106 appearing in the
display windows 101 to 103 become a specific combination (winning symbol combination)
, game medium are paid out to the player as the prize of the win.
[0007] The pinball slot machine X has different winning game states. Particularly, in some
pinball slot machines, when the winning game of a predetermined winning combination
is completed, the player is placed in a gaming state in which the player is given
a better condition than the usual state for a predetermined time period in addition
to paying out a predetermined number of medals. Such winning combinations include
a winning combination for allowing the player to play a predetermined number of games
giving a relatively large prize to the player, which will be hereinafter referred
to as big bonus (BB), and a winning combination for allowing the player to play a
predetermined number of games giving a relatively small prize to the player, which
will be hereinafter referred to as regular bonus (RB).
[0008] In the pinball slot machine X, internal lottery processing (simply, internal lottery)
is performed and the symbol combination stopped and displayed along the line of the
pay lines 111 to 113 made activated, which will be hereinafter referred to as activated
line, is determined based on the lottery result and a stop operation timing of the
reel stop buttons 107 to 109 pressed by the player. That is, to complete a winning
game for paying out medals or coins to the player, it is required that the winning
combination be won according to the internal lottery processing, which will be hereinafter
referred to as internal winning, and that the player perform stop operation at the
timing at which the symbol combination indicating completion of the winging game of
the winning combination gaining the internal winning, which will be hereinafter referred
to as symbol combination, can be stopped on the activated line.
[0009] That is, even if the internal winning is accepted, if the player cannot perform the
stop operation at a good timing, the player cannot complete the winning game. Thus,
the gaming machines requiring that the player have a technique for performing the
stop operation at the good timing (the relative importance of intervention of the
technique called "observation push" is high) are mainstream at present.
[0010] In such gaming machines, recently, various techniques for designing the front panel
100 and displaying the pay lines 111 to 113 and symbols have been proposed to enhance
the game amusement and easily determine a winning game.
[0011] For example, in a gaming machine described in JP-A-4-220276, three sets of liquid
crystal shutters are placed in rows in front of display windows corresponding to three
rotation reels and when each game is over, the symbols corresponding to the winning
symbol combination are displayed through the display window; on the other hand, the
liquid crystal shutters corresponding to the remaining six symbols which are not the
winning symbol combination are switched to opacity, so that only the three winning
game symbols corresponding to the winning symbol combination on the pay line are displayed
on the symbol display window.
[0012] In a gaming machine described in JP-A-2000-350805, an optically transparent information
display panel including a matrix display unit that can display a dot pattern with
a plurality of rows and a plurality of columns of dots is provided at the rear of
a front panel or in the proximity of the rear of the front panel and moreover the
information display panel is implemented as a transparent EL (electro-luminescent)
panel for displaying optically transparent characters and symbols in dot patterns.
SUMMARY OF THE INVENTION
[0013] In the above-described gaming machine including the liquid crystal shutters (JP-A-4-220276),
the symbols which do not correspond to the winning game are hidden and the symbols
corresponding to the winning game combination can be clearly displayed, however, other
lines than the activated line are also displayed and a large number of lines are always
displayed. Thus, the symbols on the reels become hard to see and various indicator
lamps and indicators need to be added, resulting a problem that the structure of the
gaming machine becomes complicated.
[0014] In the gaming machine including the information display panel (JP-A-2000-350805),
it is possible only to display the activated line and to extensively display an effect
image. However, because of the optically transparent panel, the symbols on the reels
are always seen through the dot patterns and an effect image is always transparent-displayed
and it is feared that the effect image may overlap the symbols on the reels, making
them hard to see.
[0015] Moreover, the related techniques described above are the technique for switching
the liquid crystal shutters to opacity for enhancing the visibility of the necessary
symbols on the reels and the technique using the optically transparent information
display panel for the player to see any other information image while seeing through
the symbols on the reels; the related techniques lack the technical philosophy of
displaying a necessary image more sharply and impactfully and do not make a strong
appeal of amusement of playing a game to the player.
[0016] It is therefore an object of the invention to provide a gaming machine for scaling
up or down display of symbols on reels and an effect image displayed with the symbols
seen through the image for more enhancing amusement of the game.
[0017] According to the invention, there is provided a gaming machine including: variable
display means for variably displaying a plurality of symbols; front display means
provided in front of the variable display means and configured to enable a player
to see at least one of the symbols therethrough, and to display various images; symbol
combination determination means configured to determine a symbol combination; stop
control means configured to stop at least one of the symbols of the variable display
means based on the determination result of the symbol combination determination means;
game medium payout means configured to pay out a game medium to the player in a case
where a stop state of the variable display means stopped by the stop control means
corresponds to a predetermined stop state; and display scaling means configured to
scale up or down the display displayed behind the display scaling means.
[0018] The display scaling means may include a convex lens or a Fresnel lens.
[0019] Further, the distance between the display scaling means and the front display means
may be made relatively variable.
BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In the accompanying drawings:
FIG. 1 is a perspective view of a slot machine according to an embodiment of the invention;
FIG. 2 is a front view of the slot machine according to the embodiment of the invention;
FIG. 3 is a block diagram to show the configuration of an electric circuit of the
slot machine according to the embodiment of the invention;
FIG. 4 is a block diagram to show the configuration of a sub-control circuit of the
slot machine according to the embodiment of the invention;
FIG. 5 is a drawing to show symbol rows arranged on reels;
FIG. 6 is a drawing to show winning combinations and numbers of payout medals corresponding
to winning symbol combinations;
FIG. 7 is a drawing to show an example of a ceiling indication meter;
FIGS. 8A through 8C are drawings to show an example of images for notifying the player
of stop order;
FIGS. 9A and 9B are drawings to show probability lottery tables;
FIG. 10 is a drawing to show a stop control table number section table;
FIG. 11 is a drawing to show the relationship between the stop button push order and
completion/incompletion of winning game for each stop table number;
FIG. 12 is a drawing to show an example of a stop control table;
FIG. 13 is a drawing to show an example of a stop control table;
FIG. 14 is a drawing to show an example of a stop control table;
FIG. 15A is a drawing to show a ceiling-number-of-AT-times selection table and FIG.
15B is a drawing to show an AT activation lottery table;
FIG. 16A is a drawing to show a ceiling activation value selection table and FIG.
16B is a drawing to show a ceiling meter shift selection table;
FIG. 17 is a drawing to show examples of commands transmitted from a main control
circuit to the sub-control circuit;
FIG. 18 is a drawing to show examples of commands transmitted from the main control
circuit to the sub-control circuit;
FIG. 19 is a flowchart to show processing of the main control circuit;
FIG. 20 is a flowchart to show processing of the main control circuit;
FIG. 21 is a flowchart to show processing of the main control circuit;
FIG. 22 is a flowchart to show processing of the main control circuit;
FIG. 23 is a flowchart to show processing of the main control circuit;
FIG. 24 is a flowchart to show processing of the main control circuit;
FIG. 25 is a flowchart to show stop control table selection processing;
FIG. 26 is a flowchart to show processing of the sub-control circuit;
FIG. 27 is a flowchart to show processing of the sub-control circuit;
FIGS. 28A through 28D are flowcharts to show number-of-inserted-medals update processing,
number-of-bet-medals determination processing, total-number-of-bet-medals update processing,
and the total-number-of-payout-medals update processing;
FIG. 29 is a flowchart to show ceiling meter indication processing;
FIG. 30 is a flowchart to show ceiling AT activation check processing;
FIG. 31 is a flowchart to show ceiling activation value selection processing;
FIG. 32 is a flowchart to show AT execution processing;
FIG. 33 is a flowchart to show push order notification processing;
FIG. 34 is a flowchart to show AT activation lottery processing;
FIG. 35 is a schematic representation of a panel display unit;
FIG. 36 is a rear view of the panel display unit;
FIG. 37 is a side view of the panel display unit;
FIG. 38 is a cross-sectional view of the panel display unit taken on line XXXVIII-XXXVIII
in FIG. 36;
FIGS. 39A and 39B are schematic representations to show normal display state and scaled-up
display state;
FIG. 40 is a schematic representation of display scaling means according to another
embodiment of the invention;
FIG. 41 is a schematic representation of display scaling means according to another
embodiment of the invention;
FIG. 42 is a schematic representation of display scaling means according to another
embodiment of the invention; and
FIG. 43 is a schematic representation to show an example of a gaming machine in a
related technique.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0021] A gaming machine of the invention includes: variable display means for variably displaying
a plurality of symbols; front display means provided in front of the variable display
means and configured to enable a player to see at least one of the symbols therethrough,
and to display various images; symbol combination determination means configured to
determine a symbol combination; stop control means configured to stop the various
display of the variable display means based on the determination result of the symbol
combination determination means; game medium payout means configured to pay out a
game medium to the player in a case where a stop state of the variable display means
stopped by the stop control means corresponds to a predetermined stop state; and display
scaling means configured to scale up or down the display displayed behind the display
scaling means.
[0022] That is, the gaming machine includes the variable display means having a plurality
of rotation reels with symbols drawn thereon and the front display means made up of
a panel display, being provided in front of the variable display means for enabling
the player to see the symbols through the front display means and making it possible
to produce some information display containing images and alternative lamps in various
images and moreover includes the display scaling means for making it possible to scale
up or down display on the front display means and the symbols on the rotation reels
seen through the front display means.
[0023] As display of the necessary image is thus scaled up or down, a stronger impact is
given to the player; and as an effect image is scaled up, sharper display is produced,
so that amusement of the gaming machine for the player to enjoy the effect image is
still more enhanced and it is made possible for the player to be satisfied with playing
a game without getting tired of the game.
[0024] As the display scaling means, a convex lens or a Fresnel lens can be provided and
it is made possible to scale up or down display according to a simple configuration.
[0025] In the above configuration, the distance between the display scaling means and the
front display means is made preferably to be variable, and an appropriate move mechanism
for this purpose is provided. For example, to move the display scaling means, a motor
and the like may be used as the drive source for moving the display scaling means
and the display scaling means may be moved in the back and forth direction through
an actuator drivingly associated with the motor.
[0026] Alternatively, it is also possible to configure the display scaling means so as to
form in a proper size to be usually stored in a hidden position and to be moved in
parallel with a panel of display means as required for scaling up or down any desired
part in a spot-like manner.
[0027] A liquid crystal panel or an EL (electro-luminescence) panel can be preferably used
as the panel display of the display means and the following structure can be adopted.
[0028] For example, assuming that the liquid crystal panels are used as the panel display,
the liquid crystal panels are disposed as two layers and the liquid crystal panel
placed on the rotation reel side is formed with a cut-off portion through which the
symbols on the rotation reels can be exposed.
[0029] According to the configuration, the player can see the symbols on the rotation reels
through one liquid crystal panel and thus if the two liquid crystal panels are used
to display an image, the symbols on the rotation reels are always displayed comparatively
sharply.
[0030] A shape of a hole and a size of a cut-off portion may be configured appropriately.
For example, one hole shaped like a large rectangle through which the whole of three
rotation reels can be seen may be adopted or three slip-shaped holes may be provided
with a one-to-one correspondence with the three rotation reels. Alternatively, three
symbols can be seen on one rotation reel, generally, and thus nine comparatively small
rectangular holes to such an extent that each symbol can be seen therethrough may
be adopted.
[0031] A gaming machine according to an embodiment of the invention will be discussed more
specifically with reference to the accompanying drawings.
[0032] FIG. 1 is a perspective view to show the appearance of a gaming machine 1 of a first
embodiment according to the invention. FIG. 2 is a front view of the gaming machine
1 of a first embodiment according to the invention.
[0033] The gaming machine 1 is a so-called "pinball slot machine" (Pachi-Slot machine) including
three rotation reels for producing various display of symbols and allows the player
to play a game using game medium such as a card storing information of the game play
value given to the player as well as coins, medals, and tokens. In the following description,
it is assumed that the player uses medals.
[0034] A panel display unit 5 implemented as a liquid crystal display as front display means
is provided at the front of a cabinet 2 forming the whole of the gaming machine 1.
[0035] In the cabinet 2, three rotation reels 3L, 3C, and 3R each with a symbol row made
up of different types of symbols drawn on the outer peripheral surface are provided
in a row for rotation for providing variable display means. The player can observe
the symbols on the reels through display windows 4L, 4C, and 4R seen through the panel
display unit 5. Each reel rotates at a constant speed (for example, 80 revolutions
per minute).
[0036] Although the internal configuration of the panel display unit 5 forming the main
part of the invention is described later in detail, the panel display unit 5 is provided
fully with a screen 5a through which the rotation reels 3L, 3C, and 3R can be seen,
as shown in the figure: When viewed from the player, the following components appear.
[0037] The vertically oriented rectangular display windows 4L, 4C, and 4R are seen at the
center of the display screen 5a, and a center line 8a, a top line 8b, and a bottom
line 8c in the horizontal direction and a cross down line 8d and cross up line 8e
in the slanting directions as pay lines are visible in the display windows 4L, 4C,
and 4R. As the pay lines, one, three, or five lines are made activated as the player
operates a 1-BET switch 11, a 2-BET switch 12, or a MAX-BET switch 13, which will
be described later, or inserts medals into a medal insertion slot 22. Which pay lines
are made activated is indicated as the corresponding lines are lighted and a BET lamp
9a, 9b, or 9c, which will be described below, is lighted.
[0038] That is, the 1-BET lamp 9a, the 2-BET lamp 9b, the MAX-BET lamp 9c, and a deposited-number-of-game-play-medals
display unit 19 are provided on the left of the display windows 4L, 4C, and 4R. The
1-BET lamp 9a, the 2-BET lamp 9b, or the MAX-BET lamp 9c is lighted in response to
the number of medals bet to play one game, which will be hereinafter referred to as
the BET count. In the embodiment, one game is over when all reels stop or when game
medium have been paid out if game medium are paid out. When the BET count is "1" and
one pay line is made activated, the 1-BET lamp 9a is lighted; when the BET count is
"2" and three pay lines are made activated, the 2-BET lamp 9b is lighted; and when
the BET count is "3" and all the five pay lines are made activated, the MAX-BET lamp
9c is lighted. A game play start indicator lamp 25 provided below the BET lamps 9a,
9b, and 9c is lighted when at least one pay line is made activated. Further, the deposited-number-of-game-play-medals
display unit 19 displays the deposited number of medals.
[0039] A WIN lamp 17, a payout display unit 18, and a game play medal insert lamp 24 are
provided on the right of the display windows 4L, 4C, and 4R. The WIN lamp 17 is lighted
at a predetermined probability when the internal winning is accepted as BB or RB.
The WIN lamp 17 is also lighted when the winning game of BB or RB is complete. The
payout display unit 18 is made up of seven-segment LEDs for displaying the number
of medals paid out when the winning game is complete. The game play medal insert lamp
24 is blinked when insertion of game play medals can be accepted.
[0040] A number-of-bonus-game-operation-times display unit 20 is provided in the upper right
corner of the display screen 5a. The number-of-bonus-game-operation-times display
unit 20 displays the number of RB games that can be played, the possible number of
winning games of RB (described later).
[0041] A game play stop indicator 31, a replay indicator 32, an RB operation indicator 33,
and a BB operation indicator 34 are provided in a row in the upper left corner of
the display screen 5a. The game play stop indicator 31 is lighted when the time interval
between the preceding drum rotation and the current drum rotation is less than a predetermined
time (in the embodiment, 4.1 seconds). The replay indicator 32 is lighted when replay
is operated. The RB operation indicator 33 is lighted during the RB operation. The
BB operation indicator 34 is lighted during the BB operation.
[0042] The display screen 5a also displays the "stop order" required for realizing completion
of the winning game when the internal winning of "small prize of bell" is accepted
in "stop operation assistance time period" (described later).
[0043] A frontward projection portion 10 of a horizontal plane is formed below the display
windows 4L, 4C, and 4R seen through the display screen 5a, and an indication section
2a for indicating information concerning the gaming machine 1 is provided between
the frontward projection portion 10 and the display windows 4L, 4C, and 4R.
[0044] A medal insertion slot 22 is provided on the right of the indication section 2a,
and the 1-SET switch 11, the 2-BET switch 12, and the MAX-BET switch 13 are provided
at the lower position to the left of the indication section 2a. A cross button 26,
a "O" button 27, and a "X" button 28 are provided at the upper position to the left
of the indication section 2a.
[0045] The 1-BET switch 11 enables the player to bet one of the credited medals by one push
operation on a game. The 2-BET switch 12 enables the player to bet two of the credited
medals by one push operation on a game. The MAX-BET switch 13 enables the player to
bet as many medals as the maximum number of medals that can be bet on a game by one
push operation. As the player operates any of the BET switches, the corresponding
pay lines are made activated as described above.
[0046] The player can switch the display screen 5a and make entry by operating the cross
button 26, the "O" button 27, and the "X" button 28.
[0047] A deposited medal adjusting switch 14 for the player to switch between credit and
payout of the medals obtained by playing games by pushbutton operation is provided
on the left of the front of the frontward projection portion 10. As the deposited
medal adjusting switch 14 is switched, medals are paid out from a game play medal
payout opening 15 in a lower part of the front and are stored in a game play medal
tray 16. On the right of the deposited medal adjusting switch 14, a start lever 6
for rotating the reels for starting various display of symbols in the display windows
4L, 4C, and 4R (starting a game) as the player operates the start lever 6 is attached
so that it can be turned in a predetermined angle range.
[0048] A door opening/closing and closing release device 29 is provided to the right of
the front of the frontward projection portion 10. As the door opening/closing and
closing release device 29 is turned to the right with a predetermined key, the front
door is opened/closed; as the device 29 is turned to the left, closing is released.
[0049] Speakers 21L and 21R are provided on the upper left and right of the cabinet 2, and
a payout table panel 23 for displaying winning symbol combination and the number of
payout medals is provided between the two speakers 21L and 21R. Three stop buttons
7L, 7C, and 7R for stopping rotation of the three rotation reels 3L, 3C, and 3R are
provided at the center of the front of the frontward projection portion 10 and below
the indication section 2a.
[0050] The invention is characterized by the fact that the described gaming machine 1 includes
display scaling means for making it possible to scale up and down display on the front
display means and/or the variable display means.
[0051] Referring to FIGS. 35 through 39, the display scaling means of the main part of the
invention will be discussed in detail while the configuration of the panel display
unit 5 will be described. In the description that follows, a flat panel display is
a two-layer liquid crystal panel having liquid crystal panels 501 and 502, and the
second liquid crystal panel 502 placed on the side of the rotation reels 3L, 3C, and
3R is formed with a cut-off portion through which the symbols on the rotation reels
3L, 3C, and 3R can be exposed. According to the configuration, the player can see
the symbols on the rotation reels 3L, 3C, and 3R through the first liquid crystal
panel 501. As a result, even in a case where the two liquid crystal panels 501 and
502 are used to display an image, the symbols on the rotation reels 3L, 3C, and 3R
are always displayed comparatively sharply.
[0052] As shown in FIG. 35, the panel display unit 5 according to the embodiment has a multi-layer
structure implemented as a multi-layer panel body 5' including, from the outermost
side (front), transparent protective glass 500, the first and second liquid crystal
panels 501 and 502 substantially constituting the front display means and an acrylic
plate 503 having a predetermined thickness forming a part of a backlight structure.
Moreover, a Fresnel lens 504 that can be moved back and forth by a scaling mechanism
section A is disposed between the first and second liquid crystal panels 501 and 502.
In the embodiment, the scaling mechanism section A and the Fresnel lens 504 substantially
make up display scaling means. A transparent acrylic plate may be used in place of
the protective glass 500.
[0053] The multi-layer panel body 5' is attached to a front opening 2b of the cabinet 2
so as to face from the back of the front opening 2b, and the portion exposed from
the cabinet 2 forms the display screen 5a. Numerals 2c and 2c' denote upper and lower
panel mounting bosses and numeral 2d denotes a panel mounting screw.
[0054] A cold-cathode tube 2e for functioning as a backlight of the first and second liquid
crystal panels 501 and 502 and a cold-cathode tube 2f capable of applying light to
the symbols on the rotation reels 3L, 3C, and 3R are placed side by side in the lower
part inside the multi-layer panel body 5'. The cold-cathode tube 2e applies light
toward an end part of the acrylic plate 503 for allowing light to pass through the
acrylic plate 503, thereby illuminating the full face of the acrylic plate 503. In
the figure, numeral 2g denotes a shade disposed so as to involve the cold-cathode
tubes 2e and 2f for making it possible to efficiently guide light of the cold-cathode
tubes 2e and 2f to the acrylic plate 503 and the rotation reels 3L, 3C, and 3R. The
shade 2g is bent roughly in a U-lettered shape in cross section and is fastened to
the lower panel mounting boss 2c' together with the multi-layer panel body 5'.
[0055] The display scaling means of the main part of the invention will be discussed in
detail. As shown in FIGS. 35 through 38, the Fresnel lens 504 is formed like a rectangular
shape of roughly the same dimensions as the first and the second liquid crystal panels
501, 502, is retained by a lens frame 507, and is disposed so as to be able to move
back and forth between a front frame 505 and a rear frame 506.
[0056] Anchor pins 508 are projected in the proximity of the four corners of the lens frame
507 and on the other hand, hold pieces 509 each shaped roughly like a letter L are
formed in the proximity of the four corners of the front frame 505 and each horizontal
long hole 510 into which the anchor pin 508 is inserted for regulating the move direction
of the anchor pin 508 is made in the side part of each hold piece 509 and further
tab pieces 511 that can be superposed inside of the hold pieces 509 are provided in
the proximity of the four corners of the rear frame 506. Each tab piece 511 is formed
with an inclined long hole 512 into which the anchor pin 508 is inserted for functioning
as a cam for relatively moving the anchor pin 508 along a slope.
[0057] A long hole 513 is made in an upper frame part 506a of the rear frame 506 and a motor
shaft M1 of a motor M substantially implementing the scaling mechanism section A is
inserted into the long hole 513. Moreover, a cam 514 eccentric with respect to the
shaft core and having a peripheral surface touching the upper and lower inner margins
of the long hole 513 is attached to the motor shaft M1.
[0058] Therefore, when the motor M is run, as shown in FIG. 37, the cam 514 moves the rear
frame 506 up and down. As a result, the inclined long hole 512 relatively moves the
Fresnel lens 504 back and forth through the anchor pin 508. The move direction of
the anchor pin 508 is regulated by the horizontal long hole 510 made in the hold piece
509 of the front frame 505 and therefore the Fresnel lens 504 makes a back-and-forth
horizontal move.
[0059] As the Fresnel lens 504 moves back and forth, the distance from the first liquid
crystal panel 501 becomes relatively variable and the displayed symbols on the rotation
reels 3L, 3C, and 3R of variable display means can be scaled up or down on the display
screen 5a as shown in FIGS. 39A and 39B. By positioning the Fresnel lens 504 at the
center as the standard position, as the Fresnel lens 504 is moved forward, the displayed
symbols can be scaled up; as the Fresnel lens 504 is moved backward, the displayed
symbols can be scaled down.
[0060] In the embodiment, the Fresnel lens 504 is disposed behind the first liquid crystal
panel 501. However, as the Fresnel lens 504 is disposed in front of the first liquid
crystal panel 501, it is made possible to scale up or down an image displayed by the
first liquid crystal panel 501.
[0061] FIG. 40 shows a scaling mechanism section A according to another embodiment of the
invention. A panel display unit 5 has a multi-layer structure including a first liquid
crystal panel 501, a front frame 505, a Fresnel lens 504, a second liquid crystal
panel 502, an acrylic plate 503, and a rear frame 506.
[0062] In the embodiment, as shown in the figure, four bolt shafts M1' joined at base ends
to a motor M' are disposed so as to pierce the rear frame 506 and on the other hand,
a screw boss 521 provided on a lens frame 507 of the Fresnel lens 504 is screwed into
each bolt shaft M1'. As the bolt shaft M1' rotates, the Fresnel lens 504 can be moved
back and forth, and a spring 522 is placed between the lens frame 507 and the front
frame 505. Numeral 523 denotes a spring disposing seat.
[0063] According to the configuration, as the motor M' is driven, the distance between the
Fresnel lens 504 and the first liquid crystal panel 501 becomes relatively variable
and still symbols displayed on rotation reels 3L, 3C, and 3R can be scaled up or down.
Also in the embodiment, by positioning the Fresnel lens 504 at the center as the standard
position, as the Fresnel lens 504 is moved forward, the displayed symbols can be scaled
up; as the Fresnel lens 504 is moved backward, the displayed symbols can be scaled
down.
[0064] A scaling mechanism section A shown in FIG. 41 will be discussed as still another
embodiment of the invention. Also in the embodiment, a panel display unit 5 has a
multi-layer structure including a first liquid crystal panel 501, a front frame 505,
a Fresnel lens 504, a second liquid crystal panel 502, an acrylic plate 503, and a
rear frame 506.
[0065] In the embodiment, as shown in the figure, the front frame 505 and the rear frame
506 are joined by four connecting rods 525, and a lens frame 507 provided with an
inch worm motor M" using a piezoelectric element is attached to the connecting rods
525.
[0066] According to the configuration, as the inch worm motor M" is driven, the Fresnel
lens 504 can be moved back and forth together with the lens frame 507.
[0067] In the embodiments described above, the Fresnel lens 504 is used as one component
of the scaling means, but a convex lens can also be used.
[0068] The convex lens is comparatively thick. Thus, in a case where the convex lens is
used, it is preferable to adopt a configuration to produce scaled-up display in a
spot-like manner.
[0069] As shown in FIG. 42, an arm 531 is joined through an inch worm motor M" to a shaft
530 placed between a front frame 505 and a rear frame 506 for rotation, and a spot
convex lens 532 is provided at the tip of the arm 531. The shaft 530 is joined at
the base end to a motor M' through a gear mechanism 533. In the figure, numeral 534
denotes a bearing of the shaft 530.
[0070] According to the configuration, the spot convex lens 532 can be moved in parallel
with panel display unit 5. The motor M' is drive as required and the spot convex lens
532 is rotated and moved in the area of display screen 5a and further the inch worm
motor M" is driven as required, thereby moving the spot convex lens 532 back and forth,
making it possible to produce scaled-up display in a spot-like manner under an appropriate
magnification.
[0071] In the example shown in the figure, the spot convex lens 532 is singly used. However,
the spot convex lenses 532 can be provided in a one-to-one correspondence with a plurality
of shafts 530 provided between the front frame 505 and the rear frame 506 for increasing
the number of spots where scaled-up display can be produced.
[0072] The motors M and M' and the inch worm motor M" described above are controlled by
a control signal from a microcomputer 40 (described later).
[0073] In the description of the configurations in the embodiments, the first and second
liquid crystal panels 501 and 502 are used as the front display means. However, an
EL (electro-luminescent) panels can also be used in place of the liquid crystal panels.
In any way, to use such electronic displays, slim and compact display means can be
formed and moving image display is made possible, making it possible to produce extensive
information display.
[0074] Thus, in the embodiment, the panel display unit 5 is provided with the display scaling
means, whereby it is made possible to scale up or down display of the necessary image
and a stronger impact is given to the player; as the image is scaled up, and sharper
display is produced. Therefore, the amusement of the gaming machine for the player
to enjoy an effect image is still more enhanced, and it is made possible for the player
to be satisfied with playing a game without getting tired of the game.
Further, as described above, by superposing the first and second liquid crystal
panels 501 and 502 on each other and displaying the same images at the same positions
of the first and second liquid crystal panels 501 and 502, the images overlap and
can be displayed more clearly. Further, by displaying a different image on one liquid
crystal panel, both images are displayed as they are combined and magical display
is made possible. Specifically, while displaying character image and text information
and further the pay lines, lamps, and display parts on the first liquid crystal panel
501, a background image can be displayed on the second liquid crystal panel 502. As
the image on the other liquid crystal panel 502 (501) is changed with the image on
one liquid crystal panel 501 (502) intact, it is made possible to produce extensive
video display including magical display.
[0075] The two liquid crystal panels 501 and 502 are thus superposed on each other for producing
image display, whereby clearer display and at times, more extensive display is made
possible. As a result, enjoyment in gaming for the player can be increased and it
becomes possible to display even information notification impressively.
[0076] By configuring so as that the video display is not produced in the range of the second
liquid crystal panel 502 corresponding to the rotation reels 3L, 3C, and 3R and the
symbols on the rotation reels 3L, 3C, and 3R can be seen through the second liquid
crystal panel 502, the symbols on the rotation reels 3L, 3C, and 3R can be sufficiently
seen through the first liquid crystal panel 501, so that symbol variation on the rotation
reels 3L, 3C, and 3R can also be visually recognized at all times.
[0077] Moreover, the display scaling means makes it possible to give the player a stronger
impact with the symbol display.
[0078] Operation of the player for operating the start lever 6 for rotating the three reels
3L, 3C, and 3R and operating the three stop buttons 7L, 7C, and 7R for stopping rotation
of the reels 3L, 3C, and 3R will be discussed.
[0079] In the embodiment, the stop operation performed when all reels 3L, 3C, and 3R rotate
is called "first stop operation," the stop operation next performed is called "second
stop operation," and the stop operation performed following the second stop operation
is called "third stop operation." Operating the left stop button 7L as the first stop
operation is called "forward push." Operating the center stop button 7C as the first
stop operation is called "center push." Operating the right stop button 7R as the
first stop operation is called "reverse push."
[0080] Since the gaming machine 1 is provided with the three stop buttons 7L, 7C, and 7R,
there are six different operation orders of the stop buttons. Then, the operation
orders are distinguished from each other as follows: The left stop button 7L is abbreviated
to "left," the center stop button 7C to "center," and the right stop button 7R to
"right." To indicate the stop order, the abbreviations of the stop buttons 7L, 7C,
and 7R are listed from left to right in the stop operation order. For example, when
the player operates the left stop button 7L as the first stop operation, the center
stop button 7C as the second stop operation, and the right stop button 7R as the third
stop operation, the stop order is indicated as "left center right." In the embodiment,
the six different stop orders of "left center right," "left right center, "center
left right," "center right left, " "right left center, " and "right center left" are
available.
[0081] FIG. 5 shows symbol rows each made up of 21 symbols represented on each reel 3L,
3C, 3R. The symbols are given code numbers from "00" to "20" and are stored in ROM
32 described later as a data table. The symbol rows each made up of symbols of "blue
7," "red 7," "BAR," "bell, "plum," "Replay," and "cherry" are represented on the reels
3L, 3C, and 3R. The reels 3L, 3C, and 3R are rotated so that the symbol rows move
in the arrow direction.
[0082] A table in FIG. 6 lists the winning combinations and the numbers of payout medals
corresponding to the winning symbol combinations in each gaming state.
[0083] The gaming state is classified into the three states of ordinary gaming state (the
mode in which the gaming machine (player) is in the state is also represented as "during
general gaming"), ordinary gaming state in BB (the mode in which the gaming machine
(player) is in the state is also represented as "during BB operation"), and RB gaming
state (the mode in which the gaming machine (player) is in the state is also represented
as "during RB operation"). Usually, the mode in which the gaming machine (player)
is in the ordinary gaming state is represented as "during general gaming," the mode
in which the gaming machine (player) is in the ordinary gaming state in BB is represented
as "during BB operation, " and the mode in which the gaming machine (player) is in
the RB gaming state is represented as "during RB operation."
[0084] The ordinary gaming state may be further classified depending on whether or not the
internal winning of BB or RB is accepted. However, the winning combinations having
the possibility of accepting internal winning are similar and therefore the gaming
state is classified into the three states in the table.
[0085] The types of winning combinations having the possibility of accepting internal winning
are determined according to a probability lottery table (described later) and the
probability lottery table is provided for each gaming state. That is, the types of
prizes having the possibility of accepting internal winning become the same for games
in the same gaming state.
[0086] As shown in FIG. 6, when "blue 7-blue 7-blue 7" or "red 7-red 7-red 7" is placed
in a row along the activated line in the ordinary gaming state, a winning game of
BB is complete and 15 medals are paid out to the player and the gaming state of the
next game enters the BB gaming state.
[0087] The RB gaming state occurs when the symbol combination along the activated line is
"BAR-BAR-BAR" in the ordinary gaming state or when the symbol combination along the
activated line is "Replay-Replay-Replay" in the ordinary gaming state in BB (JAC IN).
At this time, 15 medals are paid out to the player. The RB gaming state is a gaming
state in which the player easily gains a prize of paying out 15 medals to the player
with completion of the predetermined symbol combination "Replay-Replay-Replay" as
the player bets one medal. The maximum number of games that can be played by the player
in one RB gaming state (the number of RB games that can be played) is 12. The number
of winning games that can be gained in the RB gaming state (the possible number of
winning games of RB) is up to eight. That is, the RB gaming state exits if the number
of games reaches 12 or if the number of winning games reaches eight. When the RB gaming
state exits, a transition to the ordinary gaming state is made.
[0088] One BB exits if the player has played 30 games in the ordinary gaming state in BB
or if a transition to the RB gaming state is made three times and the third RB exits.
When the BB gaming state exits, a transition to the ordinary gaming state is made:
[0089] When the symbol combination along the activated line is "Replay-Replay-Replay" in
the ordinary gaming state, a winning game of replay is complete. when a winning game
of replay is complete, as many medals as the number of inserted medals are automatically
inserted, so that the player can play a game without consuming medals.
[0090] As symbol combination "bell-bell-bell" is placed in a row along the activated line
in the ordinary gaming state or the ordinary gaming state in BB, a winning game of
small prize of bell is complete. When the internal winning of small prize of bell
is accepted, whether or not the winning game is complete is determined by the table
number (described later) and the stop order of the stop buttons 7L, 7C, and 7R by
the player. Specifically, the symbol combination "bell-bell-bell" is placed in a row
along the activated line and the winning game of small prize of bell is complete only
if the player operates the stop buttons 7L, 7C, and 7R in the stop order of the six
stop orders corresponding to the table number. If the player operates the stop buttons
7L, 7C, and 7R in any order other than the stop order corresponding to the table number,
the winning game of small prize of bell becomes incomplete.
[0091] It is possible to realize completion of winning games of "small prize of cherry,"
"small prize of plum," and the like, in the ordinary gaming state or the ordinary
gaming state in BB. The numbers of medals paid out to the player are as shown in the
figure.
[0092] In the ordinary gaming state, "stop operation assistance time period (in which referred
to as "AT" in later description) " is provided for notifying the player of the stop
order for realizing completion of a winning game when the internal winning of small
prize of bell is accepted. When the internal winning of small prize of bell is accepted
in the time period, the player can surely realize completion of a winning game.
[0093] FIG. 7 is a drawing to describe an example of "ceiling indication meter" of indication
means for indicating the progress until a relief measure occurs. The scale shown in
the figure indicates the difference between the total number of medals used for playing
games and the total number of payout medals. That is, usually, the number of used
medals is greater than the number of payout medals during the general gaming and thus
the scale of the meter grows until a bonus is won. The scale of the meter starts at
"1" when BB exits, and when the scale reaches "8", a relief measure (so-called "ceiling")
is act ivated.
[0094] In the embodiment, the ceiling indication meter is displayed on the display screen
5a. At this time, the second liquid crystal display 502 is driven and the background
of the scale portion is masked, whereby the liquid crystal display can be recognized
remarkably clearly. In a case where the Fresnel lens 504 is disposed in front of the
first liquid crystal display 501, the display scaling means according to the invention
can be used to produce scaled-up display.
[0095] Hereinafter, the images (stop order notification images) displayed on the display
screen 5a when the internal winning of small prize of bell is accepted in the assistance
time period will be discussed with reference to FIG. 8.
[0096] Also in this case, the second liquid crystal display 502 is driven and the background
of the scale portion is masked, whereby the image for notifying the player of the
stop order on the liquid crystal display can be recognized extremely clearly and can
also be scaled up. In FIG. 8, the stop order required for a winning game is "left
right center."
[0097] FIG. 8A shows the image displayed at the game start time. The symbol of a bell is
displayed in the left symbol display area of the image, indicating that the internal
winning of small prize of bell is accepted. Further, a message of "=LEFT= PUSH!" is
displayed below the symbol of the bell, notifying the player that the stop operation
required for a winning game is to operate the left stop button 7L as the first stop
operation.
[0098] FIG. 8B shows the image displayed after the player performs the first stop operation.
Another symbol of a bell is displayed in the right symbol display area of the image
and a message of "=RIGHT= PUSH!" is displayed below the symbol of the bell, notifying
the player that the player is to operate the right stop button 7R as the second stop
operation.
[0099] FIG. 8C shows the image displayed after the player performs the second stop operation.
Another symbol of a bell is displayed in the center symbol display area of the image
and a message of "=CENTER= PUSH!" is displayed below the symbol of the bell, notifying
the player that the player is to operate the center stop button 7C as the third stop
operation. If the player performs the first stop operation and the second stop operation
responsive to the messages displayed on the display screen 5a, "bell-bell-bell" is
placed in a row along the activated line and the winning game of small prize of bell
is complete after the player performs the third stop operation.
[0100] In FIGS. 8A through 8C, the player is notified of the stop button to next operate
in order as the stop order notification mode. However, the player may be notified
of the stop order at a time at the game start time. For example, the stop order can
also be displayed as "left right center" on the display screen 5a.
[0101] FIG. 3 shows the circuit configuration including a main control circuit 81 for controlling
the game processing operation of the gaming machine 1, peripherals (actuators) electrically
connected to the main control circuit 81, and a sub-control circuit 82 for controlling
the panel display unit 5 of liquid crystal display and the speakers 21L and 21R based
on a control command transmitted from the main control circuit 81.
[0102] The main control circuit 81 includes the microcomputer 40 placed on the circuit board
as the main component and a random number sampling circuit. The microcomputer 40 includes
a CPU 41 for performing the control operation in accordance with a preset program,
and ROM 42 and RAM 43, both of which are provided as a storage.
[0103] Connected to the CPU 41 are a clock pulse generation circuit 44 for generating a
reference clock pulse, a frequency divider 45, a random number generator 46 for generating
sampled random numbers, and a sampling circuit 47. For sampling random numbers, random
number sampling may be executed in the microcomputer 40, namely, the operation program
of the CPU 41. In this case, the random number generator 46 and the sampling circuit
47 can be omitted or can also be left for backup of the random number sampling operation.
[0104] The ROM 42 of the microcomputer 40 stores probability lottery tables used to determine
random number sampling performed each time the player operates the start lever 6 (start
operation), stop control tables for determining the reel stop state in response to
operation of the stop buttons, various control commands to be transmitted to the sub-control
circuit 82, and the like. The commands include a demonstration display command, a
start command, an all reel stop command, a winning symbol combination (prize) command,
and the like. The commands will be discussed later. The sub-control circuit 82 does
not input commands and information, to the main control circuit 81 and one-way communications
are conducted from the main control circuit 81 to the sub-control circuit 82.
[0105] In the circuitry shown in FIG. 3, the actuators whose operation is controlled by
a control signal from the microcomputer 40 include a hopper (containing a drive section
for paying out medals) 50 as game play value giving means for storing medals and paying
out a predetermined number of medals according to an instruction of a hopper drive
circuit 51, stepping motors 59L, 59C, and 59R for rotating the reels 3L, 3C, and 3R,
and the motor M (M', M") of the display scaling means.
[0106] Further, a motor drive circuit 59 for driving and controlling the stepping motors
59L, 59C, and 59R, a hopper drive circuit 51 for driving and controlling the hopper
50, a individual lamp drive circuit 55 for driving and controlling the various lamps,
and a individual display unit drive circuit 58 for driving and controlling the various
display units are connected to the output section of the CPU 41 through an I/O port
48. Each of these drive circuits receives a control signal such as a drive command
output from the CPU 41 and controls the operation of the corresponding actuator.
[0107] The main input signal generation means for generating an input signal required for
generating a control command by the microcomputer 40 include a start switch 6S, the
1-BET switch 11, the 2-BET switch 12, the MAX-BET switch 13, the deposited medal adjusting
switch 14, an inserted medal sensor 22S, a reel stop signal circuit 56, a reel position
detecting circuit 60, and a payout completion signal circuit 61. These components
are also connected to the CPU 41 through the I/O port 48.
[0108] The start switch 65 detects the player operating the start lever 6. The inserted
medal sensor 22S detects a medal inserted to the medal insertion slot 22. The reel
stop signal circuit 56 generates a stop signal as the player operates each stop button
7L, 7C, 7R. The reel position detecting circuit 60 receives a pulse signal from a
reel rotation sensor and supplies a signal for detecting the position of each reel
3L, 3C, 3R to the CPU 41. The payout completion signal circuit 61 generates a signal
for detecting completion of medal payout when the count of a medal detection unit
50S (the number of medals paid out from the hopper 50) reaches the specified number
of medals.
[0109] In the circuitry shown in FIG. 3, the random number generator 46 generates random
numbers contained in a given numeric value range and the sampling circuit 47 samples
one random number at the appropriate timing after the player starts the start lever
6. The symbol combination is determined based on the random number thus sampled and
the probability lottery table stored in the ROM 42. After the symbol combination is
determined, randomnumber sampling is again performed to select a stop control table.
[0110] After rotation of each of the reels 3L, 3C, and 3R is started, the number of drive
pulses supplied to each of the stepping motors 59L, 59C, and 59R and the counts are
written into a predetermined area of the RAM 43. A reset pulse is obtained every revolution
of the reel 3L, 3C, 3R and the reset pulses are input to the CPU 41 through the reel
position detecting circuit 60. The drive pulse counts written in the RAM 43 are cleared
to "0" according to the reset pulses thus obtained. Accordingly, the counts corresponding
to the rotation positions of the reels 3L, 3C, and 3R within the range of one revolution
are stored in the RAM 43.
[0111] A symbol table is stored in the ROM 42 to relate the rotation positions of the reels
3L, 3C, and 3R and the symbols drawn on the outer peripheral surfaces of the reels
to each other. In the symbol table, the code numbers given in sequence every given
rotation pitch of each reel 3L, 3C, 3R based on the rotation position where the reset
pulse is generated and the symbol codes indicating the symbols provided in one-to-one
correspondence with the code numbers are related to each other.
[0112] Further, a winning symbol combination table is stored in the ROM 42. The winning
symbol combination table lists the symbol combinations of winning games, the numbers
of payout medals for the winning games, and the winning game determination codes representing
the winning games in association with each other. The winning symbol combination table
is referenced at the stop control time of the left reel 3L, the center reel 3C, the
right reel 3R and when the winning game is confirmed after all reels are stopped.
[0113] When the internal winning is accepted according to lottery processing based on the
random number sampling (probability lottery processing), the CPU 41 sends the stop
control signal of the reels 3L, 3C, and 3R to the motor drive circuit 49 based on
the operation signal sent from the reel stop signal circuit 56 at the timing at which
the player operates the stop buttons 7L, 7C, and 7R, and the selected stop control
table.
[0114] In the stop state indicating completion of the winning game of symbol combination,
the CPU 41 supplies a payout command signal to the hopper drive circuit 51 for paying
out a predetermined number of medals to the player from the hopper 50. At the time,
the medal detection unit 50S counts the number of medals paid out from the hopper
50. When the count reaches the specified number of medals, a medal payout completion
signal is input to the CPU 41, which then stops driving the hopper 50 through the
hopper drive circuit 51 and terminates the medal payout processing.
[0115] FIG. 4 is a block diagram to show the configuration of the sub-control circuit 82.
The sub-control circuit 82 performs display control of various lamp indications (1-BET
lamp 9a, 2-BET lamp 9b, MAX-BET lamp 9c, and WIN lamp 17), various display units (payout
display unit 18, deposited-number-of-game-play-medals display unit 19, and number-of-bonus-game-operation-times
display unit 20), and other extensive images on the panel display unit 5 and also
performs drive control of the second liquid crystal panel 502 and output control of
sound from the speakers 21L and 21R based on the control commands from the main control
circuit 81. In a case where the shutter is mechanically structured, the sub-control
circuit 82 is configured to execute other controls such as a control of a motor as
a shutter drive source.
[0116] The sub-control circuit 82, which is implemented on a separate circuit board from
the circuit board implementing the main control circuit 81, is made up of a microcomputer
(sub-microcomputer) 83 as the main component, an image control circuit 91 as display
control means of the panel display unit 5, a sound source IC 88 for controlling sound
output from the speakers 21L and 21R, and a power amplifier 89.
[0117] The sub-microcomputer 83 includes a sub-CPU 84 for performing the control operation
following a control command transmitted from the main control circuit 81, program
ROM 85 as storage means, and work RAM 86. The sub-control circuit 82 does not include
a clock pulse generation circuit, a frequency divider, a random number generator,
or a sampling circuit, but executes random number sampling in an operation program
of the sub-CPU 84.
[0118] The sub-microcomputer 83 includes a number-of-notification-times counter and a number-of-AT-times
stock counter in a predetermined storage area. The number-of-notification-times counter
stores the remaining number of notification times of the push order in the stop operation
assistance time period. When the value of the counter is "1" or more, the gaming machine
(player) is in the stop operation assistance time period. The number-of-AT-times stock
counter stores information concerning the remaining number of times of occurrence
of the stop operation assistance time period.
[0119] The program ROM 85 stores a control program executed in the sub-CPU 84. The work
RAM 86 is used as temporary storage means for the sub-CPU 84 to execute the control
program.
[0120] The image control circuit 91 includes an image control CPU 92, an image control work
RAM 93, image control program ROM 94, image ROM 96, video RAM 97, and an image control
IC 98. The image control CPU 92 determines the display contents on the panel display
unit 5 in accordance with an image control program stored in the image control program
ROM 94 based on the parameters set in the sub-microcomputer 83. The image control
program ROM 94 stores the image control program involved in display on the panel display
unit 5 and various selection tables. The image control work RAM 93 is used as temporary
storage means for the image control CPU 92 to execute the image control program. The
image control Ic 98 forms an image responsive to the display contents determined by
the image control CPU 92 and outputs the image to the panel display unit 5. The image
ROM 96 stores dot data for forming an image. The video RAM 97 is used as temporary
storage means for the image control IC 98 to form an image.
[0121] Hereinafter, the probability lottery tables will be discussed with reference to FIGS.
9A and 9B.
[0122] The probability lottery tables are referenced in probability lottery processing.
FIG. 9A shows the probability lottery table used during general gaming and FIG. 9B
shows the probability lottery table used during general gaming in BB for determining
the symbol combination of each game.
[0123] In each table, the random number range is from "0" to "16383" and one extracted from
the numeric values in the range is used to determine the symbol combination.
[0124] For example, if the extracted random number is "2851" during general gaming, the
symbol combination of the game becomes "bell." If the extracted random number lies
in the range of from "11036" to "16383" during general gaming, the symbol combination
of the game becomes "blank."
[0125] Hereinafter, the stop control tables used when the internal winning of small prize
of bell is accepted will be discussed with reference to FIGS. 10 to 14.
[0126] A stop control table number section table shown in FIG. 10 is a table for determining
the stop control table referenced for performing stop control of the reels 3L, 3C,
and 3R if the internal winning of small prize of bell is accepted. That is, if the
internal winning of small prize of bell is accepted, any one of the six stop control
tables is referenced and stop control is performed based on the stop control table.
[0127] FIG. 11 shows the relationship between the stop control order of the reels 3L, 3C,
and 3R in each table selected in FIG. 10 and completion/incompletion of winning game.
For example, when the table number selected according to the stop control table number
section table in FIG. 10 is "1", if the stop order is "left center right," the player
wins the game of bell. However, if the stop order is not "left center right," the
player loses the game of bell. That is, to win the game of bell, the symbol combination
needs to be bell and the player needs to stop the reels 3L, 3C, and 3R in the stop
order corresponding to the stop control order in the corresponding table number.
[0128] Specific stop control of the reels 3L, 3C, and 3R when the symbol combination is
bell will be discussed with reference to FIGS. 12 through 14.
[0129] The stop control table lists the stop operation positions and the stop control positions
of the reels 3L, 3C, and 3R. The stop operation position represents the code number
of the symbol positioned on the center line 8a (specifically, the symbol whose center
is positioned above the center line 8a and is nearest to the position of the center
line 8a) when the player operates the stop button 7L, 7C, 7R provided corresponding
to the reel 3L, 3C, 3R. The stop control position represents the code number of the
symbol stopped and displayed at the position of the center line 8a when each of the
reels stopped by the player actually stops. In the embodiment, the number of slide
frames is four at the maximum. For example, when "cherry" with code number 12 arrives
at the position of the center line 8a while the right reel 3R is rotating, if the
player operates the stop button 7R, stop control of the right reel 3R can be performed
so as to stop and display "blue 7" with code number 08 at the position of the center
line 8a.
[0130] FIG. 12 shows a winning stop control table. The winning stop control table is used
when stop control of the reels is performed so that "bell-bell-bell" is placed in
a row along the activated line and the winning game of small prize of bell is complete
after the internal winning of small prize of bell is accepted.
[0131] In FIG. 12, the stop control position of the left reel 3L is any of code number "03",
"08", "11", "15", or "19" and the symbols corresponding to these code numbers are
bell.
[0132] In FIG. 12, the stop control position of the center reel 3C is any of code number
"03", "07", "11", "15", or "19" and the symbols corresponding to these code numbers
are bell.
[0133] In FIG. 12, the stop control position of the right reel 3R is any of code number
"01", "05", "10", "14", or "18" and the symbols corresponding to these code numbers
are bell.
[0134] If the winning stop control table shown in FIG. 12 is thus used for stop control
of the reels 3L, 3C, and 3R, "bell-bell-bell" is stopped and displayed at the position
of the center line 8a, namely, at the centers of the display windows 4L, 4C, and 4R,
and the winning game is complete.
[0135] FIG. 13 shows a "forward push, center push losing stop control table". This table
is used when stop control of the reels is performed so that "bell-bell-bell" is not
placed in a row along the activated line (the winning game of small prize of bell
is incomplete) after the internal winning of small prize of bell is accepted. The
stop control positions corresponding to the stop operation positions of the left reel
3L and the center reel 3C are the same as those shown in FIG. 11.
[0136] In FIG. 13, the stop control position of the right reel 3R is any of code number
"02", "06", "11", "15", or "19" and the symbols corresponding to these code numbers
are "Replay."
[0137] If the forward push, center push losing stop control table shown in FIG. 13 is thus
used for stop control of the reels 3L, 3C, and 3R, "bell-bell" is stopped and displayed
at the centers of the display windows 4L and 4C, and "Replay" is stopped and displayed
at the center of the display window 4R and thus the winning game of small prize of
bell becomes incomplete.
[0138] FIG. 14 shows a reverse push losing stop control table. This table is used when stop
control of the reels is performed so that "bell-bell-bell" is not placed in a row
along the activated line (the winning game of small prize of bell is incomplete) after
the internal winning of small prize of bell is accepted. The stop control positions
corresponding to the stop operation positions of the center reel 3C and the right
reel 3R are the same as those shown in FIG. 11.
[0139] In FIG. 14, the stop control position of the left reel 3L is any of code number "04",
"09", "12", "17", or "20" and the symbols corresponding to these code numbers are
"Replay."
[0140] If the reverse push losing stop control table shown in FIG. 14 is thus used for stop
control of the reels 3L, 3C, and 3R, "Replay" is stopped and displayed at the center
of the left display window 4L and "bell-bell" is stopped and displayed at the centers
of the display windows 4C and 4R, and thus the winning game of small prize of bell
becomes incomplete.
[0141] In the embodiment, the six different stop orders are adopted and only when the player
performs stop operation in any one of the six stop orders, "bell-bell-bell" is placed
in a row along the activated line and the winning game is complete. Thus, whether
or not "bell-bell-bell" is placed in a row along the activated line may be determined
when the player performs the second stop operation. This case applies, for example,
if the table number "1" (the corresponding stop order is "left center right") is adopted
and the player operates the left reel 3L as the first stop operation. That is, if
the player performs the first stop operation, whether or not "bell-bell-bell" is placed
in a row along the activated line may be not necessarily clear. In the embodiment,
"bell-bell-bell" is always placed in a row along the center line 8a. Then, in the
embodiment, the two losing stop control tables are used as shown in FIGS. 12 and 13.
If the table number is 2, 3, 4, 5, or 6, as the player performs stop operation in
the stop order of "left right center," "center left right," "center right left," "right
left center," or "right center left," the winning game of small prize of bell becomes
complete.
[0142] A ceiling-number-of-AT-times selection table and an AT activation lottery table will
be discussed with reference to FIGS. 15A and 15B. The random number range is "0" to
"0495" for the ceiling-number-of-AT-times selection table and "0" to "255" for the
AT activation lottery table.
[0143] One AT corresponds to 10 games. The ceiling-number-of-AT-times selection table is
used to determine how many times the AT is to be generated. The number of AT times
selected in one AT lottery is any of one, two, five, 10, or 30.
[0144] In the table, the lottery value is subtracted from the extracted random number in
order from the top row to the bottom row and the value in the row where the result
becomes minus is adopted as the number of AT times. For example, if the extracted
random number is "4021", "2356" of the lottery value in the first row is subtracted
from "4021" and a value "1665" is obtained. Since this value is plus, further "1512"
of the lottery value in the second row is subtracted from "1665" and a value "153"
is obtained. Since this value is plus, further "196" of the lottery value in the third
row is subtracted from "153" and a value "-43" is obtained. Here, the minus value
results and thus the number of AT times becomes five.
[0145] The AT activation lottery table is used to determine whether or not one AT is to
be activated. The random number range is "0" to "255". Here, if activation is selected,
the number of stop button push order notification times is set to 10 (games) . That
is, here the AT is started. The lottery method is similar to that with the ceiling-number-of-AT-times
selection table described above.
[0146] A ceiling activation selection table and a ceiling meter shift selection table will
be discussed with reference to FIGS. 16A and 16B. The random number range is "0" to
"255" for the ceiling activation selection table. The numeric values listed in the
ceiling meter shift selection table are the numeric values each indicating the difference
between the total number of medals used for playing games and the total number of
payout medals, which will be hereinafter referred to as the medal number difference
value, used as the reference for determining whether or not the scale of the meter
is to be shifted.
[0147] The ceiling activation selection table is used after BB exits for determining the
medal number difference value to activate the next ceiling. When "1200" in the table
is selected, when the difference between the total number of medals used for playing
games and the total number of payout medals reaches "1200", the ceiling AT of a relief
measure is activated. Likewise, when "1500" is selected, the difference reaches "1500",
the ceiling AT is activated; and when "1800" is selected, the difference reaches "1800",
the ceiling AT is activated.
[0148] Next, the ceiling meter shift selection table is used to determine indication of
the ceiling meter level based on the selected medal number difference value to activate
the ceiling AT and the current medal number difference value. As a specific indication
method, the level in the row of the value closest to the current medal number difference
value and not exceeding it among the numeric values under the column of the current
selected medal number difference value to activate the ceiling AT is indicated. For
example, if the current selected medal number difference value to activate the ceiling
AT is "1200" and the current medal number difference value is "821", level 5 is indicated.
Here, if the medal number difference value reaches "900", the meter indication shifts
to level 6.
[0149] The commands will be discussed with reference to FIGS. 17 and 18. The commands are
transmitted only in one way from the main control circuit 81 to the sub-control circuit
82. The main control circuit 81 and the sub-control circuit 82 are connected by 16
data signal lines and one signal line. Each command is made up of two, four, or six
bytes; to transmit the command over the 16 data signal lines, the command is transmitted
in one, two, or three sequences as one command.
[0150] Among the commands, a start command will be discussed. The type of symbol combination
of the game and the gaming state and the stop control table number selected if the
symbol combination is bell are transmitted as one command. Other commands are similar
to the start command. FIGS. 17 and 18 show the commands by way of example; in addition
to the commands, information required for the sub-control circuit 82 to perform control
is transmitted.
[0151] Next, the control operation of the CPU 41 of the main control circuit 81 will be
discussed with reference to main flowcharts of FIGS. 19 through 25.
[0152] To begin with, power is turned on (step (ST) 1) and the CPU 41 initializes all output
ports (ST2). Subsequently, whether or not a power down error occurs is determined
(ST3). If a power down error occurs, the process proceeds to ST2; if a power down
error does not occur, the process proceeds to ST4. At ST4, the CPU 41 is initialized.
Subsequently, whether or not a RAM error occurs is determined (ST5). If a RAM error
occurs, the RAM error is indicated. Specifically, "rr" is indicated on medal payout
indicator made up of seven-segment LEDs. The RAM error is an error in which RAM 78
cannot normally be written or read.
[0153] If a RAM error does not occur, whether or not a setting key switch is on is determined
(ST6). If the setting key switch is on, six-stage setting processing is performed
and then the process goes to ST12. If the setting key switch is off, the process goes
to ST8. At ST8, whether or not battery backup is normal is determined. If battery
backup is normal, the return address and the unused area of the RAM 78 are cleared
and then all registers are restored to the output state at the power shutdown time
(ST9) and an input port is updated to the state at the power restoration time and
the state returns to the state at the power shutdown time (ST10).
[0154] If battery backup is not normal, the setup values are initialized (ST11). Subsequently,
all areas of the RAM 78 are cleared (ST12) . ST12 and the later steps are also executed
after the six-stage setting processing is performed if it is determined at ST6 that
the setting key switch is on. Subsequently, the setup values are stored (ST13) and
communication data is initialized (ST14). Then, the CPU 41 clears the RAM 78 at the
game over time (ST15). Subsequently, whether or not a request for automatic medal
inserted exists is determined (ST16). The case where a request for automatic medal
inserted exists is when a winning game of replay is complete in the preceding game
play. If a request for automatic medal inserted exists, as many medals as requested
are automatically inserted (ST17) and a game play medal insertion command is transmitted
to the sub-control circuit 82 and then the process proceeds to ST20. If a request
for automatic medal inserted does not exist, medal inserted from the medal insertion
slot and the BET button is accepted (ST19) and the process proceeds to ST20.
[0155] At ST20, whether or not the start lever is on is determined. If the start lever is
on, whether or not a time of 4.1 seconds has elapsed since the preceding game play
is determined (ST21) . Specifically, whether or not the time has elapsed is determined
based on the value of a one-play monitor timer set at ST24 described later. If the
time of 4.1 seconds has not elapsed since the preceding game play, the game start
wait time is consumed (ST22) and the process proceeds to ST23.
[0156] At ST23, the CPU 41 extracts a random number for lottery. Specifically, the CPU 41
extracts one from the random numbers ranging from "0" to "16383". Subsequently, the
one-play monitor timer is set (ST24) and gaming state monitor processing for determining
the current gaming state is performed (ST25) . Next, probability lottery processing
is performed (ST26). In the probability lottery processing, the symbol combination
is determined based on the random number extracted at ST23 and the probability lottery
table corresponding to the current gaming state determined in the gaming state monitor
processing. In the probability lottery table, the random numbers corresponding to
internal winning are predetermined for each winning combination as described above.
[0157] Next, the CPU 41 performs winning indicator lamp lighting lottery processing (ST27)
and performs stop control table selection processing (described later in detail) (ST28).
As transmission processing at the game play start time, a start command is transmitted
to the sub-control circuit 82 (ST29) for initializing to start reel rotation (ST30).
[0158] Next, the CPU 41 determines whether or not the stop button is on (ST31). If the stop
button is ON, the process proceeds to ST33; if the stop button is OFF, the process
proceeds to ST32. At ST32, whether or not the value of an automatic stop timer is
0 is determined. If the value of the automatic stop timer is 0, the process proceeds
to ST33; if the value of the automatic stop timer is not 0, the process proceeds to
ST31. At ST33, the number of slide frames is determined from winning request (symbol
combination) , the symbol position (rotation position of reel at the stop operation
time), and the selected stop control table.
[0159] The reel is rotated for as many frames as the number of slide frames determined at
ST33 (ST34). Next, a request for stopping the reel is set (ST35) and a reel stop command
is transmitted the sub-control circuit 82 (ST36).
[0160] Whether all reels stop is determined (ST37) . If all reels stop, the process proceeds
to ST38; if not all reels stop, the process proceeds to ST31. Effect processing at
the game over time is performed (ST38) and then winning game retrieval is executed
(ST39). Subsequently, whether or not a winning game flag is normal is determined (ST40).
If the winning game flag is normal, the process proceeds to ST42; if the winning game
flag is not normal, an illegal error is indicated (ST41).
[0161] Next, whether or not the number of medals paid out for the winning game is 0 is determined
(ST42). Specifically, whether or not the winning game of prize (except replay) is
complete is determined. If the winning game is complete, medals are deposited or paid
out in response to the state (during BB operation or during RB operation) and the
winning combination (ST43).
[0162] Next, the CPU 41 determines whether or not the state is during BB or RB operation
(ST44). If the state is during BB or RB operation, the process proceeds to ST45; if
the state is not during BB or RB operation, the process proceeds to ST48. At ST45,
the number of BB, RB games is checked. Whether or not BB exits is determined (ST46).
When BB exits, a BB exit command is transmitted and then the RAM at the BB exit time
is cleared (ST47) and the process proceeds to ST 49. If it is not determined at ST46
that BB exits, the process proceeds to ST49. If it is not determined at ST44 that
the state is during BB or RB operation, BB, RB winning game check processing is performed
(ST48) and the process proceeds to ST49. At ST49, bonus 7SEG control processing is
performed and the process proceeds to ST15.
[0163] Next, the stop control table selection processing performed at ST28 will be discussed.
To begin with, the CPU 41 determines whether or not the symbol combination of the
game is bell is determined (ST50). If the symbol combination of the game is bell,
the process proceeds to ST51; if the symbol combination of the game is not bell, the
process proceeds to ST52. At ST51, a random number is extracted and one stop control
table is selected based on the stop control table selection table. At ST52, the stop
control table predetermined for each symbol combination is selected.
[0164] Hereinafter, control processing of the sub-control circuit 82 will be discussed with
reference to FIGS. 26 through 34.
[0165] To begin with, an outline of the control processing of the sub-control circuit 82
will be discussed with reference to FIGS. 26 and 27. First, the sub-CPU 84 determines
whether or not a game play medal insertion command is received, namely, whether or
not game play medals used for playing one game have been inserted (ST101). The game
play medal insertion command contains information indicating the number of inserted
game play medals. When the game play medal insertion command is received, the process
proceeds to ST102. At ST102, the number of inserted medals changed during the start
lever acceptance state is updated. Then, the process returns to ST101.
[0166] If a game play medal insertion command is not received, whether or not a start command
is received, namely, whether or not one game is started is determined (ST 103) . If
a start command is received, the number of bet medals on the game (the number of used
game medium) is determined (ST104) and then the total number of bet medals is updated
(ST105). Next, processing concerning ceiling meter indication is performed (ST106),
whether or not ceiling AT is to be activated is checked (ST107), and AT execution
processing, namely, processing concerning push order notification is performed (ST108).
Then, the process returns to ST101.
[0167] If it is not determined at ST103 that a start command is received, whether or not
a winning game command is received, namely, whether or not a predetermined winning
combination is won is determined (ST109). If a winning game command is received, the
total number of payout medals is updated (ST110). Then, the process returns to ST101.
[0168] If it is not determined at ST109 that a winning game command is received, whether
or not a BB exit command is received, namely, whether or not BB exits in the game
is determined (ST111). If a BB exit command is received, the total number of bet medals
and the total number of payout medals stored in the RAM are cleared and the scale
of the ceiling meter is set to "1" for indication (ST112). As the total number of
bet medals and the total number of payout medals are cleared, determination as to
whether or not the relief measure is to be activated can be started after BB.
[0169] Ceiling activation value selection processing is performed for determining the next
ceiling activation value (ST113). If it is not determined at ST111 that a BB exit
command is received, ST112 and ST113 are skipped and the process returns to ST101.
[0170] FIGS. 28A through 28D describe the number-of-inserted-medals update processing at
ST102, the number-of-bet-medals determination processing at ST104, the total-number-of-bet-medals
update processing at ST105, and the total-number-of-payout-medals update processing
at ST110.
[0171] The number-of-inserted-medals update processing shown in FIG. 28A is to once store
the transmitted number of inserted medals in a predetermined area of the RAM (ST110).
The number-of-bet-medals determination processing shown in FIG. 28B is to determine
that the number of inserted medals stored in the RAM at ST110 is the number of bet
medals on the game and store the number of medals in the RAM (ST111) . The reason
why the number of inserted medals is monitored in the number-of-inserted-medals update
processing and the number of bet medals is determined after the start command is received
is that if the player operates the 1-BET switch 11, the 2-BET switch 12, or the MAX-BET
switch 13 and inserts game play medals, the number of inserted medals can be changed
before the player operates the start lever and therefore the number of bet medals
must be determined when the player operates the start lever.
[0172] In the total-number-of-bet-medals update processing shown in FIG. 28C, the number
of bet medals on the game determined at. ST111 is added to the total number of bet
medals (the number of used game medium). For example, if the number of bet medals
on the game is three, three is added. This processing is performed for each game,
whereby it is made possible to calculate the total number of bet medals. In the total-number-of-payout-medals
update processing shown in FIG. 28D, when medals are paid out, the number of payout
medals is added to the total number of payout medals. For example, if the winning
combination of plum is won, six is added; if the player does not win any games, "0"
is added. This processing is performed for each game, whereby it is made possible
to calculate the total number of payout medals.
[0173] FIG. 29 shows the ceiling meter indication processing at ST106. In the processing,
first the indication level of the ceiling meter is determined based on the number
of medals at each level corresponding to the setup ceiling number of medals based
on the ceiling meter shift selection table and the current medal number difference
value (ST118). Whether or not the current indicated level is to be shifted is determined
(ST119). If the level is to be shifted, the current level is incremented by one for
indicating the meter level (ST120); if the level is not to be shifted, the process
is returned to the main routine.
[0174] FIG. 30 shows the ceiling AT activation check processing at ST107. The ceiling AT
refers to the stop operation assistance time period activated as a relief measure.
The representation of "ceiling" is used because it is activated when a predetermined
value (setup ceiling value) is reached. The predetermined value is determined in the
ceiling activation value selection processing performed after BB exits; and is any
one of "1200", "1500", or "1800".
[0175] In the ceiling AT activation check processing, first whether or not the internal
winning of BB is accepted in the game or whether or not the current gaming state is
during BB internal winning is determined (ST121). If the internal winning of BB is
accepted in the game or the current gaming state is during BB internal winning, the
total number of bet medals and the total number of payout medals stored in the RAM
are cleared (ST122) and the process is returned to the main routine. In doing so,
once the internal winning of BB is accepted, unless the BB exits, the relief measure
is not activated.
[0176] If the internal winning of BB is not accepted in the game and the current gaming
state is not during BB internal winning, whether or not the current medal number difference
value reaches the setup ceiling value is determined (ST123). If the current medal
number difference value is equal to or greater than the setup ceiling value, the ceiling-number-of-AT-times
selection table is set (ST124), random number lottery is executed based on the table
(ST125), and the value selected by the lottery is added to the number-of-AT-times
stock counter (ST126). If it is determined at ST123 that the current medal number
difference value is less than the setup ceiling value, the process is returned to
the main routine.
[0177] FIG. 31 shows the ceiling activation value selection processing at ST113. This processing
is performed after BB exits for determining the number of games activated by the next
relief measure, namely, the ceiling value. In the processing, a random number lottery
is held based on the ceiling activation value selection table, any value of 1200,
1500, or 1800 is selected, and the selected value is held in the RAM until the next
BB exits and a new ceiling value is selected. The ceiling value is thus selected and
determined, whereby the ceiling value is not fixed, making the player hard to determine
when the next relieve measure will be activated.
[0178] FIG. 32 shows the AT execution processing at ST108.
[0179] First, whether or not the value of the number-of-notification-times counter is 1
or more is determined (ST201). If the number-of-notification-times counter is 1 or
more, push order notification processing is performed (ST204). If the number-of-notification-times
counter is less than 1, whether or not the value of the number-of-AT-times stock counter
is 1 or more is determined (ST202). If the value of the number-of-AT-times stock counter
is less than 1, the process is returned to the main routine; if the value of the number-of-AT-times
stock counter is 1 or more, AT activation lottery processing is performed (ST203).
[0180] If the number-of-notification-times counter is 1 or more, it means that the gaming
machine (player) is in the AT. If the value of the number-of-AT-times stock counter
is 1 or more, it means that the AT is concealed.
[0181] FIG. 33 shows the push order notification processing at ST204. First, the number-of-push-order-notification-times
counter is decremented by one (ST205) . whether or not the symbol combination of the
game is bell is determined (ST206) . If the symbol combination of the game is not
bell, the process is returned to the main routine. If the symbol combination of the
game is bell, the player is notified of information to complete the winning game of
bell based on the selected stop order control table number (ST207) and the process
is returned to the main routine.
[0182] FIG. 34 shows the AT activation lottery processing at ST203.
[0183] First, a random number lottery is held based on the AT activation lottery table (ST208).
Whether or not AT activation is accepted is determined as the result of the lottery
(ST209). If AT activation is not accepted, the process is returned to the main routine.
If AT activation is accepted, a value of 10 is added to the number-of-push-order-notification-times
counter (ST210), the value of the number-of-AT-times stock counter is decremented
by one (ST211), and the process is returned to the main routine.
[0184] In the processing described above, to produce various displays (indications) on the
panel display unit 5, the first and second liquid crystal panels 501 and 502 are driven
and controlled separately, whereby while the visibility of the portions of the rotation
reels 3L, 3C, and 3R is maintained good, it is made possible to display information
displayed on the display screen 5a more clearly and more extensively than in the related
techniques and it is also made possible to scale up display, by the display scaling
means as required, whereby a stronger impact is given to the player and the display
can be vividly retained in the players memory.
[0185] The invention has been described with reference to the embodiments, but is not limited
to the specific embodiments. In the embodiment, the total number of payout medals
and the total number of bet medals are cleared when the internal winning of BB is
accepted, during the internal winning of BB, or when the winning combination of BB
is won. However, the timing can be set arbitrarily and the step of clearing the total
number of payout medals and the total number of bet medals may be skipped.
[0186] In the embodiment, the stop operation assistance time period is activated each time
the medal number difference value reaches the predetermined number of medals. However,
the relief measure may be activated a predetermined number of times (for example,
only once) after BB exits.
[0187] In the AT, the player is notified of the push order for the game whose winning is
complete or incomplete depending on the push order. In addition, AT in which the player
is notified of symbol combination may be adopted. Further, as the advantageous situation
for the user, BB and RB, as well as AT can also be adopted if it enables the player
to gain a large number of game medium.
[0188] Further, the invention can be applied not only to pinball slot machines as in the
embodiments, but also to other types of gaming machines such as a pinball machine.
[0189] As described above, according to the invention, the gaming machine has variable display
means for producing various display of a plurality of symbols, front display means
being provided in front of the variable display means for enabling a player to see
symbols on the variable display means through the front display means, the front display
means being capable of displaying various images, symbol combination determination
means for determining a symbol combination, a plurality of operation means for the
player to stop the various display of the variable display means, stop control means
for performing stop control of the various display operation of the variable display
means based on the determination result of the symbol combination determination means
and operating the operation means, and game medium payout means for paying out game
medium to the player if the stop state of the variable display means stopped by the
stop control means is a predetermined stop state, and also includes display scaling
means for making it possible to scale up or down display on the front display means
and/or the variable display means. Thus, a stronger impact is given to the player
and as the image is scaled up, sharper display is produced, so that amusement of the
gaming machine for the player to enjoy an effect image is still more enhanced and
it is made possible for the player to be satisfied with playing a game without getting
tired of the game.
[0190] Although only some exemplary embodiments of the invention have been described in
detail above, those skilled in the art will readily appreciate that many modifications
are possible in the exemplary embodiments without materially departing from the novel
teachings and advantages of the invention. Accordingly, all such modifications are
intended to be included within the scope of the invention.
[0191] In the above description, it is described of the pinball slot machines that have
a plurality of stop buttons. However, the present invention can be applied to other
gaming apparatus that is configured without a stop button and is featured so that
the reels start spinning by activation of a start lever or a start button and stop
automatically after a prescribed time elapsed.