FIELD OF THE INVENTION
[0001] The present invention relates to a gaming machine comprising provided with a variable
display device which displays a plurality of variably displayed symbols and an image
display device which displays variable display images of the plurality of symbols.
RELATED ART
[0002] There has been a gaming machine which displays a game image (for example, a card
image and a variable display image composed of a plurality of symbols) and performs
a game utilizing the game image. There has been a gaming machine of this kind which
notifies a player of information relating to game contents and information of change
of the game contents by an effect image specifically determined. For example, Japanese
unexamined patent publication No. 2003-180908 discloses a gaming machine (hereafter
referred to as "conventional machine") which notifies beforehand a change (shift)
to a predetermined number of variable display games (may also be called "free game")
in which no game media are necessary when a predetermined symbol is stopped and displayed.
[0003] However, the conventional machine can only notifies a specific effect image (specific
symbol being stopped and displayed) that has been predetermined in the conventional
machine although it notifies the shift. Therefore, contents of the effect have little
variation and are monotonous although the effect is conducted such that the player
will be bored if the game is repeated and no incentive to continue to play the game
is not provided to the player.
SUMMARY OF THE INVENTION
[0004] In the present invention, it is an object to provide a gaming machine in which an
effect display mode for showing information about the game can be selected by the
player such that the player's taste and wish may be reflected on the image, thereby
allowing the effect display mode to vary in order to provide an incentive to play
the game repeatedly.
[0005] In the present invention, the gaming machine comprises:
display means for displaying a circumferentially-arranged image having a plurality
of symbols arranged circumferentially; reading means for reading identification information
from a game article storing the identification information distinguishable from others;
change means for conducting array change of symbols in the circumferentially-arranged
image when the identification image is read by the reading means; and display means
for displaying a changed circumferentially-arranged image after the change means conducts
the array change.
[0006] In this gaming machine, since the changed circumferentially-arranged symbol array
is displayed when the identification information is read from the game article, the
circumferentially-arranged symbol array can be changed depending on whether the player
allow the game article to be read or not. Therefore, the player can choose the circumferentially-arranged
symbol either before or after the change to be displayed by allowing the game article
to be read or not.
[0007] Further, the above-mentioned display control means may cause the display means to
display a symbol determination image specifying an image corresponding to at least
one of the game contents such as a game number, a payout number and a payout rate.
[0008] In this gaming machine, there will be generated a relationship between the image
in the circumferentially-arranged symbol array and the game contents such that the
display of the symbol determination image may notify the player of the game contents.
[0009] Further, the above-mentioned change means may conduct the array change in accordance
with the array pattern corresponding to the identification information having been
read by the reading means among the plurality of array patterns corresponding to the
identification information.
[0010] For such a gaming machine, the number of the options of the circumferentially-arranged
image the player can choose is increased.
[0011] Further, the above-mentioned display control means may cause the changed circumferentially-arranged
image after the circumferentially-arranged image before the change and a symbol shift
image showing a moving state of each symbol constituting the circumferentially-arranged
image.
[0012] In such a gaming machine, since the change display includes movement of a symbol
array constituting the circumferentially-arranged image, the player may grasp the
array change with ease.
[0013] The circumferentially-arranged image may comprise: any one of a circular area of
a wheel to be used in a roulette game, a circular area of a dart board to be used
in a dart game, and another circular area, each circular area being composed of radially-divided
sectors, in which numerical symbols are arranged respectively.
[0014] In such gaming machine, the player can easily grasp the array of the numerical symbols
and the array change.
[0015] The gaming machine may be characterized by comprising: game progress control means
for controlling progress of a game in a special game mode in which game media are
not necessary for starting the game and a base game mode in which game media are necessary
for starting the game; and shift means for shifting from the base game mode to the
special game mode upon satisfaction of a shift condition, wherein the symbol determination
image specifying a symbol corresponding to a game number in the special game mode
from a plurality of symbols in the circumferentially-arranged image is displayed on
the display means.
[0016] In such a gaming machine, the arrangement of the circumferentially-arranged image
is changed when the identification information is read from the game article, thereby
allowing the player to get options. And the player is notified of the game number
by specifying a symbol corresponding to the game number in the symbol determination
image.
[0017] Further features of the present invention, its nature, and various advantages will
be more,apparent from the accompanying drawings and the following description of the
preferred embodiment.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018]
Fig. 1 is a perspective view showing a general configuration of a slot machine according
to an embodiment of the present invention.
Fig. 2 is a block diagram illustrating mainly an internal configuration.
Fig. 3 is a block diagram illustrating an example of an internal configuration of
an image control circuit.
Fig. 4 is a partially broken front view of a figure.
Fig. 5 illustrates an example of a figure present-absent array pattern table.
Fig. 6 illustrates an example of a figure ID array pattern table.
Fig. 7 illustrates an example of a relationship between the array pattern and symbol
arrangement.
Fig. 8 is a flow chart illustrating an operation procedure of a main process from
the start to the end of a slot game.
Fig. 9 is a flow chart illustrating an operation procedure of a bonus game process
according to the first operation contents.
Fig. 10 is a flow chart illustrating an operation procedure of a bonus game process
according to the second operation contents.
Fig. 11 is a flow chart illustrating an operation procedure of a bonus game process
according to the third operation contents.
Fig. 12 illustrates a general appearance of a circumferentially-arranged image before
a symbol array change.
Fig. 13 illustrates a general appearance of a circumferentially-arranged image (A
pattern) after a symbol array change.
Figs. 14A to 14C illustrate examples of images displayed in a array pattern effect
process and a game content determination effect process.
Figs. 15A to 15C illustrate examples of images displayed in a symbol shift effect
process.
DESCRIPTION OF THE PREFERRED EMBODIMENT
[0019] Hereinafter, an explanation will be made for a gaming machine of an embodiment according
to the present invention. In the following description, like element numerals are
used to describe like elements illustrated in one or more figures and duplicated explanation
may be omitted.
[0020] A slot machine according to the embodiment of the present invention is a coin-insertion
type of gaming machine with which it is required to input game media such as bills
and coins to start a game. And a usual variable display game (hereafter referred to
as "base game") is initiated with the slot machine when a player inputs game media
and conduct a predetermined operation. Then, a special game is triggered in the base
game when a predetermined condition is satisfied. A game mode where the base game
is conducted is referred to as a base game mode and a game mode where the special
game, which the base game mode is shifted to, is conducted is referred to as a special
game mode. In the present embodiment, the special game is a free game in which no
additional game media are inputted (or inserted) to initiate a variable display game.
The slot machine is configured to perform an effect to show circumferentially-arranged
image, symbol determination image and the like so as to notify the player of the number
of free games (hereafter referred to as "free game number") when the game is shifted
into the special game mode. The configuration of the slot machine 1 will be explained
in the following paragraphs.
(Overall Configuration of Slot Machine)
[0021] Fig. 1 is a perspective view to show the overall configuration of the slot machine.
The slot machine 1 is configured to perform a variable display game (being possibly
referred to as slot game) utilizing a variable display image of a plurality of symbols.
The slot machine 1 is provided with a figure installation unit 19 on which a figure
90 can be set as described later.
[0022] The slot machine 1 is also provided with a main display 3 including a liquid crystal
display device on the front face of the cabinet 2. It is also provided with a sub
display 4 including a liquid crystal display device in a similar manner on an upper
part above the main display 3.
[0023] The main display 3 includes nine variable display parts 3A, 3B, 3C, 3D, 3E, 3G, 3H
and 3I being arranged in three rows and three columns. The main display 3 is configured
to show a variable display image (a reel image showing varying symbols as if the mechanical
reel were rotated) showing a plurality of symbols moving down in each variable display
part 3A to 3I in either base game mode or special game mode. As shown in Fig. 1, since
the slot machine 1 has nine variable display parts 3A to 3I, eight activation lines
are set in total as three vertical, three horizontal and two diagonal lines can be
drawn in the variable display parts 3A to 3I.
[0024] The sub display 4 as display means of this embodiment displays a roulette image 100
as a circumferentially-arranged image of this embodiment mimicking the wheel utilized
in the roulette game when a shift condition to the special game mode is satisfied,
details of which will be described later. Subsequently, a symbol determination image
106 is displayed to specify the numerical symbol corresponding to the symbol of this
embodiment as if the knife having been thrown by the venturer had hit the roulette
image 100. And the array display of the roulette image 100 is configured to be changed
depending on whether the figure 90 is set in the figure installation unit 19 or not.
The sub display 4 further displays other images such as game contents and explanation
thereof which are not directly related to the variable display itself.
[0025] The slot machine 1 also is provided with an operation panel 11 being arranged substantially
in a horizontal manner at the bottom of the main display 3. The operation panel 11
is provided with the figure installation unit 19, a coin insertion slot 6, a bill
insertion slot 7, a spin switch 8, a 1-BET switch and a max BET switch.
[0026] The figure installation unit 19 comprises a reading part 19b and a base fitting part
19a being fixed on the surface of the operation panel 11. The base fitting part 19a
comprises a circular recess inside with a certain depth corresponding to the disk
shape of a base portion 91 of the figure 90 to be described later (refer to Fig. 4).
The reading part 19b is positioned in the recess of the base fitting part 19a and
provided with an IC chip reader/writer 19c.
[0027] The coin insertion slot 6 is provided for the player to insert coins to bet in the
game and has an insertion coin sensor 6a which outputs a signal showing the coin insertion
(refer to Fig. 2). The bill insertion slot 7 is also provided for the player to insert
a bill and has an insertion bill sensor 7a which outputs a signal showing the bill
insertion (refer to Fig. 2). The spin switch 8 initiates a display of the variable
display image such that it is provided for the player to conduct the operation to
initiate the game. The 1-BET switch 9 is provided for the player to bet one coin by
one operation thereof. The max BET switch 10 is provided for the player by one operation
thereof to bet the maximum number of coins which can be bet in one game.
[0028] Further, the slot machine 1 is provided with a coin receiving part 14 holing coins
paid out and a coin payout opening 13 at the bottom of the cabinet 2. Further, speakers
12L and 12R are provided on the left and right sides of the coin payout opening 13,
respectively.
[0029] Fig. 2 is a block diagram of the slot machine 1 showing mainly the inside configuration.
The slot machine 1 has a plurality of components around the micro-computer 31.
[0030] The micro-computer 31 comprises a CPU (Central Processing Unit) 32, a RAM (Random
Access Memory) 33 and a ROM (Read Only Memory) 34. The CPU 32 operates according to
the program stored in the ROM 34 and receives signals from respective parts of the
control panel 11 via an I/O port 39 while the CPU 32 inputs and outputs signals from
and to other components so as to control the whole operation of the slot machine 1.
The RAM 33 stores data and programs to be used when the CPU 32 operates. By way of
example, random numbers being sampled by a sampling circuit 36 to be described later
are stored in the RAM 34 temporarily after the game starts. The ROM 34 stores a program
to be executed by the CPU 32 and permanent data, for example, a game content determination
table (not shown) as described later.
[0031] The slot machine 1 is also provided with a random number generator 35, the sampling
circuit, a clock pulse generation circuit 37, a frequency divider 38 and data storage
41. The random number generator 35 operates according to the instruction by the CPU
32 so as to generate a certain range of random numbers. The sampling circuit 36 picks
up any random numbers from the random numbers having been generated by the random
number generator 35 and thus-picked random numbers are inputted to the CPU 32. The
clock pulse generator 37 generates a standard clock frequency for activating the CPU
32 and the frequency divider 38 inputs to the CPU 32 a signal being divided with a
certain cycle time. The data storage 41 stores a figure ID array pattern table 51
and a pattern table with and without figures to be described later.
[0032] Further, the slot machine 1 is provided with a touch panel 61, a hopper driving circuit
63, a hopper 64, a payout completion signal circuit 65 and a coin detection section
66. The slot machine 1 also provided with an image control circuit 81, a sound control
circuit 72 and an IC chip reader/writer 19c.
[0033] The touch panel 61 is provided in a manner that the display screen of the main display
is covered and detects a position where the player touches on the panel so that the
signal corresponding to the detected position is inputted to the CPU 32. The hopper
driving circuit 63 drives the hopper 64 according to the control by the CPU 32 and
the hopper 64 operates to pay out coins having been acquired by the winning such that
the coins are paid out from the payout opening 13 to the coin receiving part 14. The
coin detection section 66 counts the number of coins being paid out from the hopper
64 and sends data of the counted number of the coins to the payout completion signal
circuit 65. The payout completion signal circuit 65 receives the data of the counted
number of the coins from the coin detection section 66 and sends a notification signal
of the coin payout completion as the counted number reaches the predetermined number.
[0034] The image control circuit 81 controls the main display 3 and the sub display such
that the main display 3 displays a variable display image of the plurality of symbols
and that the sub display 4 displays the circumferentially-arranged image, symbol determination
image and the like.
[0035] The image control circuit 81 comprises an image control CPU 81a, a work RAM 81b,
a program ROM 81c, an image ROM 81d, a video RAM 81e and a VDP (Video Display Processor)
81f as shown in Fig. 3.
[0036] The image control CPU 81a determines an image to be displayed on the sub display
4 and an image (variable display image, stop symbol image being displayed when the
variable display is stopped) to be displayed on the main display 3 according to the
image control program (relating to the display on the main display 3 and the sub display
4) having been stored in the program ROM 81c based on the parameters being set by
the micro-computer 31.
[0037] The work RAM 81b is configured to be temporary storage means when the image control
CPU 81a executes the image control program. The program ROM 81c stores the image control
program, various kinds of selection tables and the like. The image ROM 81d stores
dot data for forming images. In this embodiment, such dot data include symbol image
data for showing various symbols utilized in the base game and the free game, image
data of the circumferentially-arrayed image and the like. The video RAM 81e is configured
to be temporary storage means for forming images by the VDP 81f. The VDP 81f comprises
the control RAM 81g and forms images corresponding to the display contents on the
main display 3 and the sub display 4 having been determined by the image control CPU
81a.
[0038] The sound control circuit 72 (refer to Fig. 2) send sound signals to the speakers
12L and 12R such that the speakers 12L and 12R output sound.
[0039] The IC chip reader/writer 19c comprises an antenna part, sending/receiving part and
the like, and operates as reading means of this embodiment. The IC chip reader/writer
19c is connected to the CPU 32 via the I/O port 39. The IC chip reader/writer 19c
sends to the CPU 32 the stored information (e.g., figure ID) having been read from
the IC chip 93 built in the base portion 91 of the figure 90 being fitted (set) in
the figure installation unit 19 and writes predetermined information on the IC chip
93 according to the instruction from the CPU 32.
(Figure Configuration)
[0040] As shown in Fig. 4, the figure 90 comprises the base portion 91 and the figure main
body 92, and further comprises the IC chip 93 storing the figure ID.
[0041] The base portion 91 has a size corresponding to that of the base fitting part 19a
of the figure installation unit 19 and is formed in a shape of a short cup placed
upside down as a top portion 91a corresponding to the sole of the short cup is on
the top such that the IC chip 93 is fitted and fixed in the circular open end at the
bottom.
[0042] The figure main body 92 comprises a foot part 92a fixed on the top portion 91a of
the base portion 91 and a figurine portion 92b modeling a character such as a wizard,
a warrior and the like standing on the foot part 92a.
[0043] The IC chip 93 stores a specific figure ID for each figure 90. The figure ID is composed
of four digits, which indicates the specific identification number to distinguish
(discern one from the others) each figure from the others. The figure 90 can be identified
as a certain kind by the player from the appearance of the figure main body 92 and
can be identified individually by the slot machine from the figure ID. Here, the figure
90 of this embodiment is a "warrior" and the figure ID is "0002". The figure 90 may
be referred to as a game article according to the present invention and the figure
ID may be referred to as identification information.
(Slot Machine Operation)
[0044] In the slot machine 1 of this embodiment, the CPU 32 may operate as game progress
control means so as to control the game progress in the base game mode and the special
game mode. The CPU 32 controls the variable display game progress to be initiated
by the use of the game media such as a bill and a coin in the base game mode, and
the free game progress in the special game mode, in which no game media are used.
As the game is shifted to the special game mode, the circumferentially-arrayed image
is displayed to notify the player of the free game. And the array change of numerical
symbols in the circumferential image is conducted if the figure 90 is set. Therefore,
the player can have a chance to obtain his or her favorite array of numerical symbols
by using the figure 90. The first operation contents of the slot machine 1 will be
explained in the following paragraphs in reference to Figs. 8 and 9.
[0045] Fig. 8 shows a flow chart with each block process illustrating the main operation
procedure from the beginning to the end of the game with the slot machine 1. Here,
the step is abbreviated as 'S' in Figs. 8 and 9.
(Main Operation)
[0046] The slot machine 1 conducts the figure ID reading process as the program proceeds
to the step 1 once the main operation is initiated as shown in Fig. 8. When the figure
ID reading process is initiated, the IC chip reader/ writer 19c operates as reading
means such that the figure ID is read from the figure 90 set on the figure installation
unit and is inputted to the CPU 32. When the figure ID is inputted, the CPU 32 sets
"9" to the flag with the figure (figure-existing flag), which may be determination
factor whether the figure ID can be read or not, and makes the RAM 33 stores the read
figure ID. Then, the program proceeds to the subsequent step 2. Here, when the figure
ID is not inputted to the CPU 32 (the figure ID cannot be read), the flag is set to
the initial value of "0". Further, when the figure ID is inputted, the CPU 32 may
instruct the image control circuit 81 such that the sub display 4 displays an effect
image to notify the change of the roulette image 100 as the circumferentially-arranged
image.
[0047] In the step 2, the start acceptance process to demand the player to conduct the initiation
operation for starting the game is initiated and the lottery process is conducted
in the subsequent step 3. When the lottery process is initiated, the CPU 32 conducts
a stop symbol determination process, a winning determination process and a winning
mode determination process being similar to a free game lottery process to be described
later. Here, the CPU 32 determines whether the shift condition to the special game
mode is met or not (e.g., a special symbol is determined as the stop symbol or not)
and sets "1" to the shift condition flag that is a determination factor to shift to
the special game mode if the shift condition is satisfied while the CPU 32 sets "2"
to the flag if the shift condition is not satisfied. When the program proceeds to
the subsequent step 4, the base game is initiated and the CPU 32 makes the main display
show the variable display image and the stop symbol image so that a predetermined
payout is made if the winning is obtained. In the subsequent step 5, the CPU 32 determines
whether the bonus game shift condition is satisfied or not. Here, the CPU 32 determines
that the shift condition is satisfied if the shift condition flag is set to "1" and
operates as shift means, and the bonus game process of the step 6 is conducted while
the main process is terminated by determining that the shift condition is not satisfied
if the shift condition flag is set to "2". In the following paragraphs, the bonus
game process will be explained in reference to Fig. 9.
(Bonus Game Process)
[0048] When the bonus game process is initiated, the free game number determination process
is conducted as the program proceeds to the step 61 as shown in Fig. 9. When the free
game number determination process is initiated, the CPU 32 operates as game content
determination means and determines the free game number (game contents) performed
in the special game mode. Here, the CPU 32 instructs the random generator 35 to generate
a certain range of random numbers. Also, the CPU 32 instructs the sampling circuit
36 to pick up any random number from the random numbers having been generated by the
random number generator 35 such that the free game number is obtained by referring
to the game content determination table (not shown) stored in the ROM 34 as the picked
random number is used as the search key. The game content determination table is a
table in which the game determination factors as the free game numbers (e.g., "0 time,"
"10 times," and "20 times") are stored in association with the random numbers. Thus,
the CPU 32 operates as the game content determination means and determines the game
contents (the free game number) by obtaining (specifying) one game determination factor
from the plurality of game determination factors. As described later, the numerical
symbol corresponding to the game contents (free game number) having been determined
by the CPU 32 is to be specified from the plurality of numerical symbols in the symbol
determination image 106 (refer to Fig. 14). Here, the game contents are not limited
to the free game number, but may include at least either a payout number (the number
of game media to be paid out when the winning is obtained) or payout rate (the rate
of the number of game media to be paid out to the number of game media having been
used in one game). In such a case, the game determination factor may be, for example,
"the payout number is 10," "the payout number is 20," "the payout rate is 10 times,"
"the payout rate is 20 times," and so on. Further, it is also possible to store various
kinds of game content determination factors in one game content determination table.
For example, "the free game number is 10," "the payout number is 10," "the free game
number is 20," and "the payout rate is 20 times" may be stored. In such a case, by
setting the random number as the search key, the free game number is obtained in an
occasion and the payout number or the payout rate may be obtained in another occasion.
Further, the game determination factor may be a combination of the free game number
and the payout number, for example, "the free game number is 10 and the payout rate
is 10," "the free game number is 20 and the payout number is 20," and the like.
[0049] As the program proceeds to the subsequent step 62, the procedure branches depending
on whether the CPU 32 has read the figure ID or not. Here, it is determined that the
figure ID has not been read unless the flag with the figure (figure-present flag)
is set to "9." Then, the program proceeds to the steps 63 to 65. On the other hand,
it is determined that the figure ID has been read if the flag with figure (figure-present
flag) is set to "9." Then, the procedure branches off to the steps 66 to 68. Thus,
the array change of the numerical symbols is conducted in the roulette image 100 by
changing the steps to be executed depending on whether the figure ID has been read
or not.
[0050] First, the steps 63 to 65 which are conducted if the figure ID has not been read
are explained.
[0051] When the program proceeds to the step 63, the array pattern determination process
without the figure is conducted. Once the array pattern determination process without
the figure is initiated, the CPU 32 obtains the array pattern corresponding to the
flag with the figure (figure-present flag) of "0" by referring to the figure present-absent
array table 50 (Fig. 5). Here, the figure present-absent table 50 to be referred to
includes a figure present-absent column 50a to be used as the main key and an array
pattern column 50b in association with figure existence such that the value of "0"
set to the flag with figure is set to be the search key to obtain the corresponding
array pattern. Fig. 7 shows symbol arrays for respective array patters and the pattern
without the figure is so arranged that "0", "10", "20", "0", "10", "20","0", "10",
"20","0", "10", and "20" are allocated in respective divided areas of Nos. 0 to 11.
[0052] When the program proceeds to the subsequent step 64, an array pattern effect process
is conducted, and when the program proceeds to the subsequent step 65, a game content
determination effect process is conducted. The array pattern effect process and the
game content determination effect process are similar to respective processes conducted
in the steps 67 and 68. Therefore, they are described later.
[0053] Next, respective process at the steps 66 to 68 will be explained when it is determined
that the figure ID has been read.
[0054] When the program proceeds to the step 66, the array patter change process is conducted.
When the array pattern change process is initiated, the CPU 32 operates as change
means and obtains an array pattern corresponding to the flag ("9") with figure after
the change by referring to the figure present-absent array table 50 (Fig. 5). The
array pattern after the change which is obtained at this step is "A pattern" and,
as shown in Fig. 7, the pattern is so arranged that "0", "0", "0", "0", "10", "10","10",
"10", "20","20", "20", and "20" are allocated in respective divided areas of Nos.
0 to 11.
[0055] In "A pattern", symbols of the same kind are collected for respective kinds: "0",
"10" and "20". Therefore, it is easy for the player to recognize the ratio of each
kind to the entirety. By way of example, a sample game mode may be described as follows.
The roulette as shown in Fig. 14A is rotated (Fig. 14B) and a knife is thrown to hit
one of the regions in the roulette which specifies the number corresponding to the
free game number (Fig. 14C). Since there is a lottery feature in such a sample game
mode, this ratio is important. That is, the player tends to consider it is quite likely
that the knife hits one of these regions of the kind. Since it is usually thought
that an internal lottery is set in this way in the gaming machine, the ratio of each
region to the entirety is important.
[0056] Further, the player may think it is more likely for the knife to hit this specific
region if this kind of region is scattered evenly along the circumferential direction
depending on the rotational speed of the roulette. Further, a character mimicking
a venturer is used in Fig. 14B, but the player may think another kind of array may
cause more often the knife to hit this specific region if another kind of character
corresponding to the identification information is used. Therefore, an appearance
of the figure, an array change of symbols and an appearance of the character in the
screen can be mutually associated with the key of identification information and the
player may enjoy the game more.
[0057] When the program proceeds to the subsequent step 67, an array pattern effect process
is conducted. When the array pattern effect process is initiated, the CPU 32 operates
as display control means and obtains the array pattern (A pattern) so as to instruct
the image control circuit to display the roulette image 109 as the changed circumferentially-arranged
image after the array change accordingly. The roulette image 109 is composed of radially-divided
areas, in which numerical symbols are placed respectively, of the circular area of
the wheel used in the roulette game. In the array pattern effect process, for example,
the sub display 4 displays the roulette image 109 as shown in Fig. 13 along with a
logo image such as "FREE GAME" and "CHANCE" as shown in Fig. 14A
[0058] When the program proceeds to the subsequent step 68, the game content determination
process is conducted. Once the game content determination process is initiated, the
CPU 32 instructs the image control circuit 81 to display an image appearing as if
the roulette were rotating, a character image 102 being associated with the venturer,
and a knife image 103 appearing to be thrown by the venturer on the sub display 4
as shown in Fig. 14B.
[0059] After that, the CPU 32 operates as display control means and instructs the image
control circuit 81 to display the symbol determination image 106 to specify the numerical
symbol (any one of the numerical symbols showing the same number as the free game
number) corresponding to the free game number having been determined in the free game
number determination process (step 61) among the plurality of numerical symbols in
the roulette image 109 on the sub display 4. The symbol determination image 106 is
composed of a knife image appearing to specify the numerical symbol of "20" by sticking
out of the roulette image 109 as shown in Fig. 14C, logo images 107 of "FREE GAME"
AND "20", and a character image 102 appearing to raise both hands for joy so as to
notify the player that the free game number is 20. Here, the character image 102 appearing
in the symbol determination image may be associated with the appearance of the figure
main body 92.
[0060] As described in the foregoing, in the slot machine 1, the array pattern of the roulette
image 100 may be changed by setting the figure 90 and the roulette image 109 after
the change is displayed so that the player may choose either image 100 or 109 (before
or after the change) by selecting the game without or with the figure 90 to be read.
[0061] In the slot machine 1, the numerical symbol may also include "0". In other words,
the symbol corresponding to the game number (game contents) may include a losing symbol
so that it is possible to perform an effect (losing effect) specifying the losing
symbol as the game content after notifying that the shift condition to the special
game mode is satisfied. Therefore, it is possible to enhance the amusement of the
game by performing such an unexpected effect so as to keep tension high. Further,
the character's posture (action effect) in the symbol determination image may be changed
according to the determined contents as the game contents (the free game number in
this embodiment) such that the effect display of the action may be designed to match
the player's emotion so as to enhance the game amusement.
[0062] When the program proceeds to the subsequent step 69, the free game process is initiated,
and the free game lottery process and scrolling process are repeated as many times
as determined in the free game number determination process (step 61).
[0063] When the free game lottery process is initiated, a stop symbol determination process,
a winning/losing determination process and a winning mode determination process are
conducted. When the stop symbol determination process is initiated, the CPU 32 instructs
the random number generator 35 to generate a certain range of random numbers, picks
up any random numbers among the generated random numbers, and obtains stop symbols
to be stopped and displayed in respective variable display parts 3A to 3I by referring
to the symbol determination table not shown (table storing code numbers of symbols
in association with random numbers) and the stop table (table storing symbol code
numbers in association with stop symbols).
[0064] When the subsequent winning determination process is initiated, the CPU 32 determines
whether it is won or not by referring to the winning determination table including
distinguishably winning symbol patterns and non-winning symbol patterns in association
with respective code numbers and combinations thereof, and when the winning mode determination
process is initiated, the CPU 32 obtains payout information corresponding to the winning
mode by referring to the mode table including the payout information in association
with the winning symbol pattern (winning mode).
[0065] When the subsequent scrolling process is initiated, the CPU 32 makes the variable
display of symbols displayed in respective variable display parts 3S to 3I on the
main display 3, and causes the payout of coins or the like corresponding to the obtained
payout information in the winning mode determination process.
[0066] When the program proceeds to the subsequent step 70, the CPU 32 conducts a process
clearing the flag with the figure, that is, setting the initial value of "0" to the
flag with the figure and terminates the bonus game process.
[0067] In the slot machine 1 performing the aforementioned first operation contents, the
roulette image 100 having a plurality of numerical symbols arranged circumferentially
is displayed, and the numerical symbol array in the roulette image 100 may be changed
when the figure 90 is set (the figure ID is read by the IC chip reader/writer 19c).
Therefore, in the slot machine 1, the player may select the roulette image 100 by
utilizing the figure 90. Further, since the roulette images 100 before and after the
change are displayed according to the player's wish, the display mode of the roulette
images 100 is not monotonous so as to be an incentive for the player to play the game
repeatedly.
[0068] Further, in the slot machine, the sub display 4 displays the symbol determination
image 106 to specify the numerical symbol corresponding to the free game number (game
determined information) having been determined as game contents among the plurality
of numerical symbols in the roulette image 100. Therefore, the numerical symbol in
the roulette image 100 and the free game number (game contents) get related and the
player can easily identify (grasp) the free game number in the symbol determination
image 106. Although the numerical symbol indicates the same number as the free game
number in the present slot machine 1, other numerical symbols such as numerical characters
representing one-tenth and one-hundredth of the free game number to be determined
as the game contents may be arranged in the circumferentially-arranged image.
[0069] Further, the symbol determination image is to be displayed after shifting to the
special game mode and before the free game process (step 69) under the control of
the CPU 32 in the present slot machine 1 so that the player is to be notified of the
free game number, before the initiation of the free game, by the circumferentially-arranged
image including the circumferentially-arranged image after the change.
[0070] Next, the second operation contents of the slot machine 1 are explained. The second
operation contents differ from the first operation contents in the operation contents
of the bonus game process. Therefore, the different parts of the bonus game process
of the first operation contents are mainly explained.
[0071] When the bonus game process is initiated, the program proceeds to the step 71 as
shown in Fig. 10 and the free game number determination process is conducted in a
similar manner to that in the bonus game process of the first operation contents (hereafter
referred to as "first bonus game process"). Then, the program proceeds to the subsequent
step 72. In the step 72, the procedure branches depending on whether the flag with
the figure is set to "9" or not. And the CPU 32 controls the game so that it proceeds
to the steps 73 to 75 if the flag with the figure is not set to "9" and the array
pattern determination process without the figure, the array pattern effect process
and game content determination process are conducted in a similar manner to those
in the first bonus game process. Then, the program proceeds to the step 79 and the
free game process is initiated.
[0072] On the other hand, the program proceeds to the step 76 if the flag with the figure
is set to "9" and the CPU 32 operates as the change means and a changed array pattern
determination process conducting the array change is executed according to the array
pattern corresponding to the figure ID having been read by the IC chip reader/writer
19c from the plurality of array patterns stored in association with the figure IDs.
Here, the CPU 32 obtains the array pattern corresponding to the figure ID by referring
to the figure ID array pattern table 51 (refer to Fig. 6) stored in the data storage
41 as the figure ID stored in the RAM 33 is set as the search key. The figure ID array
pattern table 51 now being referred to includes a figure ID column in which the main
key may be set and an array pattern column 51b which is associated with the figure
ID such that the array pattern can be obtained by setting the figure ID as the search
key. Since the figure ID stored in the figure of this embodiment is "0002", "B pattern"
is obtained as the array pattern.
As shown in Fig. 7, "B pattern" so arranged that "0", "0", "10", "10", "20", "20",
"0", "0", "10","10", "20", and "20" are allocated in respective divided areas of Nos.
0 to 11.
[0073] When the program proceeds to the steps 77 and 78, processes similar to those in the
first bonus game process are conducted and the program proceeds to the subsequent
step 79. After the free game process is conducted, the program proceeds to the step
80 so as to clear the flag with the figure and the bonus game process is completed.
[0074] The slot machine 1 executing the above-described second operation contents is configured
to conduct the array change of the numerical symbols according to the array pattern
corresponding to the figure ID having been read by the IC chip reader/writer 19c as
the figure 90 is set. Therefore, the player may change the original roulette image
100 to a new roulette image 100 corresponding to a new figure 90 by replacing the
original figure 90 with the new figure 90 so as to have more options in the roulette
image 100. Especially, since the array pattern composed of numerical symbols is changed
according to the figure ID stored in the figure 90, it is possible to provide the
player with an incentive to play the game repeatedly as the player expects the game
with various kinds of array patterns and thus the player is provided with new amusement
by collecting various kinds of figures 90 as he or she becomes eager to collect the
figures.
[0075] Now, the third operation contents of the slot machine 1 are explained. Here, the
third operation contents differ from the first or the second operation contents partially
in the operation contents of the bonus game process. Therefore, the differences in
the bonus game process from the first or the second operation contents are mainly
explained in reference to Fig. 11.
[0076] When the bonus game process is initiated, the program proceeds to the step 81 as
shown in Fig. 11 and the CPU 32 operates as the change means in a similar manner to
the way in the first bonus game process so as to branch the procedure depending on
whether the flag with the figure is set to "9" or not. Then, under the control of
the CPU 32, the program proceeds to the steps 83 to 85 if the flag with the figure
is not set to "9", the array pattern determination process without the figure, the
array pattern effect process and the game content determination process are conducted
in a similar manner as described in the first bonus game process and the program proceeds
to the step 89 to initiate the free game process.
[0077] On the other hand, the program proceeds to the step 86 if the flag with the figure
is set to "9" and the figure present array pattern determination process is conducted
so as to proceeds to the step 87.
[0078] When the program proceeds to the step 87, a symbol shift effect process is conducted.
When the symbol shift effect process is initiated, the CPU 32 operates as the display
control means and instructs the image control circuit 81 to display the roulette image
100 before the array change (the numerical symbol array of the pattern without the
figure) as shown in Fig. 15A on the sub display 4. Next, the CPU 32 instructs the
image control circuit 81 to display a symbol shift image 108 showing a moving state
of the numerical symbols constituting the roulette image 100 on the sub display 4
as illustrated in Fig. 15B. And the CPU 32 instructs the image control circuit 81
to display a roulette image of "A pattern" corresponding to a circumferentially-arranged
image after the change as shown in Fig. 15C and the symbol shift effect process is
completed.
[0079] When the program proceeds to the subsequent steps 88, 89 and 90, the game content
determination effect process, the free game process and the figure-present flag clearance
are conducted in a similar manner as described in the first or the second bonus game
process and the bonus game process is completed.
[0080] The above-described slot machine 1 executing the third operation contents and the
slot machine 1 executing the first operation contents has common effects. Further,
the present slot machine 1 can notify the player by the image effect appearing as
if the numerical symbols were moving during the transition period from the roulette
image 100 before the array change to the roulette image 109 after the array change
such that the player can easily recognize the array change of the roulette image 100
by setting the figure. In the above explanation of the third operation contents, an
example to change the numerical symbol array pattern to "A pattern" is illustrated,
but it should be understood that the numerical symbol array pattern can be changed
to the array pattern (for example, B pattern or C pattern) corresponding to the figure
ID as described in the second operation contents.
[0081] The gaming machine according to the present invention is not limited to the above-mentioned
embodiments, but may include a gaming machine capable of performing a game utilizing
a card image of the card game or a mah-jong tile image of the mah-jong game. It may
also include a gaming machine comprising a slot machine including a plurality of mechanical
reels, which is provided with display means composed of a liquid crystal display device
or the like.
[0082] Further, the plurality of symbols constituting the circumferentially-arranged image
are not limited to the numerical symbols, but may include alphabet symbols, Greek
alphabet symbols, and other character symbols and word symbols.
[0083] Further, the circumferentially-arranged image is not limited to the image comprising:
a circular area mimicking a wheel in the roulette game and a plurality of numerical
symbols arranged radially along the periphery, but may include a circular area mimicking
a dart board of the dart game or other circular areas composed of radially and evenly
divided sectors, in which numerical symbols are provided respectively; and an elliptic
area or a polygonal area (e.g., hexagonal area and octagonal area) composed of circumferentially
and evenly divided portions, in which numerical symbols are provided respectively.
[0084] Further, according to the present invention, the game article is not limited to the
figure, but may include a card or the like (e.g., a membership card to be used permanently
by the player and a house card to be used temporarily by the player); a cassette;
and other articles. Further, the way to store the identification information in the
game article is not limited to that utilizing the IC chip from which data can be read
in a noncontact manner, but the storage media may be a contact type of data storage
means. And without data storage means such as a memory, the game related information
can be stored by the game article which is provided with an information display part
having an information storing function by engraving the code on; directly printing
the code on; or attaching a seal with the code to the game article, the code comprising:
a bar-code and a two-dimensional code. Here, the two-dimensional code may be referred
to as two-dimensional bar-code such as QR Code (Registered trademark of DENSO WAVE
INCORPORATED). This two-dimensional code may include a large amount of information
coding several tens and several hundreds of times as many data as the bar-code. As
mentioned above, if the information display part is provided, a bar code reader or
the like is provided as the reading means instead of the IC chip reader/writer.
[0085] Further, the game media for initiating the game is not limited to the bill or the
coin, but may include an information storage media such as a prepaid card and a magnetic
card. In this instance, a predetermined value is used from the monetary information
or the credit stored in the information storage media to start the game.
[0086] According to the present invention, there may be provided a gaming machine which
can provide the player with an incentive to play the game repeatedly by varying an
effect display mode since the effect display mode to notify the information relating
to the game can be selected at the player's choice such that the player's taste and
wish may be reflected on the mode.
1. A gaming machine comprising:
display means for displaying a circumferentially-arranged image in which a plurality
of symbols are arranged circumferentially;
reading means for reading identification information from a game article storing the
identification information distinguishable from others;
change means for changing symbol arrangement in the circumferentially-arranged image
upon reading the identification information by the reading means
display control means for causing the display means to display a changed circumferentially-arranged
image in which the array change is made.
2. The gaming machine according to claim 1, wherein the display means displays a symbol
corresponding to at least one of a game number, a payout number, and a payout rate
from a plurality of symbols in the circumferentially-arranged image.
3. The gaming machine according to claim 1 or 2, wherein the change means conducts the
array change in accordance with an array pattern corresponding to the identification
information having been read by the reading means among a plurality of array patterns
corresponding to the identification information.
4. The gaming machine according to any one of claims 1 to 3, wherein the changed circumferentially-arranged
image is displayed after the circumferentially-arranged image before the array change
and a symbol shift image showing moving state of the symbols constituting the circumferentially-arranged
image are displayed.
5. The gaming machine according to any one of claims 1 to 4,
wherein the circumferentially-arranged image comprises any one of a circular area
of a wheel to be used in a roulette game, a circular area of a dart board to be used
in a dart game, and another circular area, each circular area being composed of radially-divided
sectors, in which numerical symbols are arranged respectively.
6. The gaming machine according to claim 2, comprising:
game progress control means for controlling progress of a game in a special game mode
in which game media are not necessary for starting the game and a base game mode in
which game media are necessary for starting the game; and
shift means for shifting from the base game mode to the special game mode upon satisfaction
of a shift condition,
wherein the symbol determination image specifying a symbol corresponding to a game
number in the special game mode from a plurality of symbols in the circumferentially-arranged
image is displayed on the display means.
7. A gaming machine performing a game to shift from a base game mode to a special game
mode upon satisfaction of a predetermined condition, the gaming machine comprising:
a display device for displaying a circumferentially-arranged image having a plurality
of symbols arranged circumferentially; and
a reading device for reading the identification information from a game article storing
the identification information,
wherein an array change of the plurality of symbols in the circumferentially-arranged
image is conducted in a case where the identification information is read; and
wherein the display device displays a changed circumferentially-arranged image after
the array change.
8. The gaming machine according to claim 7 wherein a symbol shift image showing a moving
state of the symbols constituting the circumferentially-arranged image before the
changed circumferentially-arranged image is displayed.
9. The gaming machine according to claim 7 or 8 wherein the array change is characterized by collecting symbols of a same kind.
10. The gaming machine according to any one of claims 7 to 9,
wherein the identification information is read in the base game mode;
wherein the changed circumferentially-arranged image is displayed in the special game
mode;
wherein the identification information is associated with an appearance of the game
article; and
wherein display contents in the special game mode is associated with the identification
information.
11. The gaming machine according to any one of claims 7 to 10,
wherein the display device displays a symbol determination image specifying any one
of the plurality of symbols.
12. The gaming machine according to any one of claims 7 to 11,
wherein the circumferentially-arranged image comprises any one of a circular area
of a wheel to be used in a roulette game, a circular area of a dart board to be used
in a dart game, and another circular area, each circular area being composed of radially-divided
sectors, in which numerical symbols are arranged respectively.
13. The gaming machine according to any one of claims 7 to 10,
wherein game media are necessary to start the game in the base game mode;
wherein the game media are not necessary to advance the game in the special game mode;
and
wherein the display device displays a symbol determination image for specifying a
symbol corresponding to a game number in the special game mode among the plurality
of symbols.