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Publication numberUS20070032287 A1
Publication typeApplication
Application numberUS 11/494,552
Publication dateFeb 8, 2007
Filing dateJul 28, 2006
Priority dateMay 23, 2005
Publication number11494552, 494552, US 2007/0032287 A1, US 2007/032287 A1, US 20070032287 A1, US 20070032287A1, US 2007032287 A1, US 2007032287A1, US-A1-20070032287, US-A1-2007032287, US2007/0032287A1, US2007/032287A1, US20070032287 A1, US20070032287A1, US2007032287 A1, US2007032287A1
InventorsAkira Osawa
Original AssigneeAruze Corp.
Export CitationBiBTeX, EndNote, RefMan
External Links: USPTO, USPTO Assignment, Espacenet
Gaming machine
US 20070032287 A1
Abstract
A slot machine is provided in which after the base game processes are run a lottery is performed to determine whether or not any of the types of items from among three types are acquired. Further, when the second game is run the player can select the item type to be used during the second game from items acquired from the lottery of the base game (S113-S116). At the lottery process (S117) of the second game that follows, the lottery is performed using any of the lottery tables set with a predetermined winning probability (probability of obtaining a payout of “100”), in accordance with the combination of the types of items and the type of second game selected.
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Claims(7)
1. A gaming machine comprising:
a display; and
a processor operably coupled to at least one of the display and a memory,
the processor causing the display to display a first game,
the processor determining whether or not a type of item from among a plurality of types of items is acquired and which type of item is acquired each time the first game is run,
the processor determining whether or not a second game is run each time the first game is run,
the processor causing the display to display a plurality of selection elements of the second game and at least one item acquired in the first game, if the second game is determined to be run,
the processor determining at least video effect running in the second game based on a combination of the selection element selected by a player and the item selected by the player, and
the processor causing the display to display the video effect when the video effect is determined to be output.
2. A gaming machine comprising:
a display; and
a processor operably coupled to at least one of the display and a memory,
the processor causing the display to display a first game,
the processor determining whether or not a type of item from among a plurality of types of items is acquired and which type of item is acquired each time the first game is run,
the processor determining whether or not a second game is run each time the first game is run,
the processor causing the display to display a plurality of selection elements of the second game and at least one item acquired in the first game, if the second game is determined to be run,
the processor determining a payout value in the second game based on a combination of the selection element selected by a player and the item selected by the player, and
the processor providing an award based the payout value.
3. The gaming machine according to claim 1, further comprising a touch panel arranged on a front face of the display and configured to be touched by the player to select a selection element and at least one item of the second game.
4. The gaming machine according to claim 2, further comprising a touch panel arranged on a front face of the display and configured to be touched by the player to select a selection element and at least one item of the second game.
5. The gaming machine according to claim 1, wherein the processor makes a specified effect determination when the combination of the selection element selected and the type of item selected is a specified combination.
6. The gaming machine according to claim 2, wherein the processor makes a specified payout determination when the combination of the selection element selected and the type of item selected is a specified combination.
7. The gaming machine according to claim 1, further comprising:
a sound output unit,
wherein the processor determines sound effect running in the second game based on the combination of the selection element selected by a player and the item selected by the player, and cause the sound output unit to out put the sound effect when the sound effect is determined to be output.
Description
CROSS REFERENCE TO RELATED APPLICATIONS

This application is based upon the Japanese Patent Application No. 2005-150022 filed on May 23, 2005 in the Japanese Patent Office; the entire contents of which are incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine that in addition to running a first game, runs a second game following on from the first game, when determined conditions relating to the first game are realized.

2. Description of the Related Art

Conventional technology discloses gaming machines such as that disclosed in Japanese Unexamined Patent Application Publication No. 2004-344508, in which the content of a first game is related to each of a plurality of different kinds of second games, which functions to arouse a sense of anticipation in a player about a second game during the course of the first game, thereby maintaining a high degree of interest by the player in the content of the first game.

Further, other gaming machines have been disclosed such as that disclosed in Japanese Unexamined Patent Application No. 2005-13356, in which a player is provided with abundant opportunities to experience each second game, among a plurality of these second games that are run, developing successively as each of a succession of conditions are realized, after certain conditions have been realized in relation to a first game.

These second games are largely games in which a player makes a selection of something on screen of a second game and receives a payout, and provide a number of benefits as player participation type games, such as providing an immediate effect, a good game tempo, concise software and being easily understandable games. In the game market however, this style of games is becoming commonplace and a new style of player participation type second games is keenly awaited.

Accordingly, the present invention provides a gaming machine that can run a new style of player participation type second game.

SUMMARY OF THE INVENTION

According to a first aspect of the present invention, a gaming machine comprises a display; and a processor operably coupled to at least one of the display and a memory, the processor causing the display to display a first game, the processor determining whether or not a type of item from among a plurality of types of items is acquired and which type of item is acquired each time the first game is run, the processor determining whether or not a second game is run each time the first game is run, the processor causing the display to display a plurality of selection elements of the second game and at least one item acquired in the first game, if the second game is determined to be run, the processor determining at least video effect running in the second game based on a combination of the selection element selected by a player and the item selected by the player, and the processor causing the display to display the video effect when the video effect is determined to be output.

According to a second aspect of the present invention, a gaming machine comprises a display; and a processor operably coupled to at least one of the display and a memory, the processor causing the display to display a first game, the processor determining whether or not a type of item from among a plurality of types of items is acquired and which type of item is acquired each time the first game is run, the processor determining whether or not a second game is run each time the first game is run, the processor causing the display to display a plurality of selection elements of the second game and at lent one item acquired in the first game, if the second game is determined to be run, the processor determining a payout value in the second game based on a combination of the selection element selected by a player and the item selected by the player, and the processor providing an award based the payout value.

According to a third aspect of the present invention, in a gaming machine having the fist aspect of the present invention, the gaming machine further comprises a touch panel arranged on a front face of the display and configured to be touched by the player to select a selection element and at least one item of the second game.

According to a fourth aspect of the present invention, in a gaming machine having the second aspect of the present invention, the gaming machine further comprises a touch panel arranged on a front face of the display and configured to be touched by the player to select a selection element and at least one item of the second game.

According to a fifth aspect of the present invention, in a gaming machine having the first aspect of the present invention, the processor makes a specified effect determination when the combination of the selection element selected and the type of item selected is a specified combination.

According to a sixth aspect of the present invention, in a gaming machine having the second aspect of the present invention, the processor makes a specified payout determination when the combination of the selection element selected and the type of item selected is a specified combination.

According to a seventh aspect of the present invention, in a gaming machine having the first aspect of the present invention, the gaming machine further comprises a sound output unit, wherein the processor determines sound effect running in the second game based on the combination of the selection element selected by a player and the item select by the player, and cause the sound output unit to out put the sound effect when the sound effect is determined to be output.

With the gaming machine according to the present invention, each time a first game is run a lottery is performed on whether or not to acquire any of the types of items from among the plurality of types of items, further, when a second game is run, the type of second game is selected and the player makes a selection of the type of item to be used in the second game from the items acquired by the lottery in the first game, while in the second game run thereafter, the lottery probability rate for determining the payout acquired or the performance displayed in the second game is changed in coordination to the combination of the type of item and the type of second game selected, and in accordance with the combination of the type of item and the type of second game selected by the player, cases in which the payout obtained and the performance displayed in the second game are different are a majority, thus a new style of player participation type second game can be played.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of the slot machine;

FIG. 2 is a vertical cross-section of the reel and the lower liquid crystal display;

FIG. 3 is an exploded perspective view of the lower liquid crystal display;

FIG. 4 is a block diagram schematically depicting the control system of the slot machine;

FIG. 5 is a block diagram showing the liquid crystal driving circuit for the lower liquid crystal display in schematic format;

FIG. 6 is an explanatory diagram showing an example of the variably displayed symbols in the variable display units in a base game in schematic format;

FIG. 7A is a lottery table corresponding to a “right reel” used in the base game. FIG. 7B is a lottery table corresponding to a “left reel” used in the base game. FIG. 7C is the lottery table corresponding to a “center reel” used in the base game;

FIG. 8 shows winning combinations and their associated payouts resulting when playing the base game using three variable display parts;

FIG. 9 is a flowchart of the main process program;

FIG. 10 is a flowchart of the start receive process program;

FIG. 11 is a flowchart of the lottery process program;

FIG. 12 is a flowchart of the base game process program;

FIG. 13 is a flowchart of the item process program;

FIG. 14 is a lottery table used for determining items acquired in the base game;

FIG. 15 is an example of the lower liquid crystal display during the base game;

FIG. 16 is another example of the lower liquid crystal display during the base game;

FIG. 17 is a flowchart of the second game process program;

FIG. 18 is an example of the lower liquid crystal display before changing to a second game;

FIG. 19 is a probability table showing a probability of obtaining a payout in the second game;

FIG. 20A is a low payout lottery table used in the second game. FIG. 20B is a middle payout lottery table used in the second game. FIG. 20C is the high payout lottery table used in the second game;

FIG. 21 is a table showing a payout used in the second game;

FIG. 22 is a table showing a probability of winning in accordance with a combination of an item type and a second game type; and

FIG. 23 is a table showing a relationship with a random number volume, a combination and a payout.

DETAILED DESCRIPTION OF THE INVENTION

The gaming machine related to the present invention will now be described with reference to the drawings based on an embodiment of the invention realized in the form of a slot machine. Firstly, an outline of the construction of the slot machine related to this embodiment will be provided with reference to FIG. 1 and FIG. 4. FIG. 1 is a perspective view of the slot machine. FIG. 4 is a block diagram schematically depicting the control system of the slot machine.

As shown in FIG. 1, the slot machine 1 has a cabinet 2 encompassing the whole. An upper liquid crystal display 3 is disposed at the upper part of the front of the cabinet 2. A lower liquid crystal display 4 is disposed in the center of the front of the cabinet 2. The upper liquid crystal display 3 is comprised of a normal liquid crystal display. The lower liquid crystal display 4 is comprised of what is known as a transparent liquid crystal display. The upper liquid crystal display 3 displays information related to the game such as the gaming method, types of winning combinations and the payouts therefor, and each type of performance related to a game. As shown in FIG. 1, the lower liquid crystal display 4 displays basically three variable display parts, 22, 23 and 24. Each type of symbol formed around the outer peripheral surface of each of the reels 220 shown in FIG. 4 is displayed in these variable display parts 22 to 24 so as to be visible while scrolling from top to bottom. A detailed description of the configuration of the lower liquid crystal display 4 is provided following.

A playing table 5 is disposed jutting out forward below the lower liquid crystal display 4. Running from the furthest left side of the playing table 5 are in turn, the change button 6, cash out button 7 and help button 8. To the right side of the help button 8, a coin insertion part 9 and bill insertion part 10 are provided. At the front part of the playing table 5 from the left hand side a 1-bet button 11, spin/repeat bet button 12, 3-bet button 13 and 5-bet button 14 are provided. A change button 6 is equipped with a change switch 62. When this change button 6 is pressed a switch signal is output from the change switch 62 to a CPU 50.

The payout button 7 is pressed at the end of the base game. When the payout button is pressed coins acquired during the game arm paid out from the coin payout opening 15 to the coin receiving part 16. A cash out switch 63 is attached to the cash out button 7. If the cash out button 7 is pressed a switch signal is output from the cash out switch 63 to the CPU 50.

The help button 8 is pressed when a player is unsure about how to play the game. When the help button 8 is pressed all kinds of help information are displayed on the upper liquid crystal display 3 or the lower liquid crystal display 4. A help switch 64 is attached to the help button 8. If the help button 8 is pressed a switch signal is output from the help switch 64 to the CPU 50.

A coin sensor 65 is arranged in the coin insertion part 9. When a coin is inserted in the coin insertion part 9 a coin detection signal is output to the CPU 50 via the coin sensor 65. A bill sensor 66 is arranged in the bill insertion part 10. When a bill is inserted in the bill insertion part 10 a bill detection signal is output to the CPU 50 via the bill sensor 66.

Each time the 1-bet button 11 is pressed a bet is made. The 1-BET button 11 is equipped with a 1-BET switch 59. When the 1-BET button 11 is pressed a switch signal is output from the 1-BET switch 59 to the CPU 50.

When the spin/repeat that button 12 is pressed a game is stared with the current number of bets or the number of bets of the previous game. The varying and displaying of each of the symbols then commences on each of the variable display parts 22 to 24 of the lower liquid crystal display 4. The spin/repeat BET button 12 is equipped with a spin switch 58. When the spin/repeat BET button 12 is pressed a switch signal is output from the spin switch 58 to the CPU 50. The number of bets can be placed by pressing the spin/repeat BET button 12 is 1, 2, 3 or 5.

When 3-BET button 13 is pressed, a game is started with 3 bets. The 3-BET button 13 is equipped with a 3-BET switch 60. When 3-BET button 13 is pressed, a switch signal is output from the 3-BET switch 60 to the CPU 50. When 5-BET button 14 is pressed, a game is started with 5 bets. The 5-BET button 14 is equipped with a 5-BET switch 61. When 5-BET button 14 is pressed, a switch signal is output from the 5-BET switch 61 to the CPU 50.

The coin payout opening 15 and coin receiving part 16 for receiving coins paid out from the coin payout opening 15 are disposed in the lower part of the cabinet 2. A coin detection part 73 is arranged inside the coin payout opening 15. The coin detection part 73 detects the number of coins paid out from the coin payout opening 15. The configuration of the coin detection part 73 is described subsequently.

A detailed description of the configuration of the lower liquid crystal display 4 as well as the reels disposed to the rear surface side of the lower liquid crystal display 4 will now be provided with reference to FIG. 2 and FIG. 3. FIG. 2 is a vertical cross-section of the reel and the lower liquid crystal display and FIG. 3 is an exploded perspective view of the lower liquid crystal display.

In FIG. 2 and FIG. 3 the lower liquid crystal display 4 is disposed on the inner side of a display window 210 of a machine front panel 20 disposed in the center part of the front surface of the cabinet 2 of the slot machine 1, together with a transparent touch panel 30 arranged at that front side (the left side in FIG. 2). Three reels 220A, B and C (only reel 220A appears in FIG. 2) are supported, each so as to be capable of rotating independently, in a parallel condition at the rear surface side (the right side in FIG. 2) of the lower liquid crystal display 4.

As shown in FIG. 2, the lower liquid crystal display 4 is arranged to the front side of the three reels 220A, B and C. The base game described subsequently is performed using the reels 220 seen by viewing trough the lower liquid crystal display 4.

As shown in FIG. 1, the variable display parts 22, 23 and 24 are formed in the lower liquid crystal display 4. The reel 220A, on the left side when viewed from the front surface of the slot machine 1, opposes the variable display part 22. The center reel 220B opposes the variable display part 23 and the right side reel 220C opposes the variable display part 24. The configuration of these variable display parts 22 to 24 is described subsequently.

The configuration of the lower liquid crystal display 4 will now be described with reference to FIG. 2 and FIG. 3. In FIG. 2 and FIG. 3 the lower liquid crystal display 4 is structured, from the front surface side of the slot machine 1, of a transparent touch panel 30, reel glass base 31, a bezel metallic frame 32, a liquid crystal panel 33, a liquid crystal holder 34, a dispersion sheet 35, a light guide plate 36, a white color reflector 37, a rear holder 38 and an anti-static sheet 39. Openings 35A, 35B and 35C are formed in the dispersion sheet 35. Openings 36A, 36B and 36C, openings 37A, 37D and 37C and openings 38A, 38B and 38C are formed in the light guide plate 36, the reflector 37 and the rear holder 38 respectively so as to be in agreement with the openings 35A to 35C. The openings 35A, 36A, 37A and 38A are stacked so as to be in mutual agreement, forming variable display part 22 (refer FIG. 1). In the same manner, the openings 35B, 36B, 37B and 38B comprise variable display part 23 (refer FIG. 1), and the openings 35C, 36C, 37C and 38C form the variable display part 24 (refer FIG. 1).

The openings 35A to 35C of the dispersion sheet 35 and the openings 36A to 36C of the light guide plate 36 comprise a transparent region maintaining visibility of each of the variable display parts 22 through 24.

As shown in FIG. 2, the lower liquid crystal display 4 is attached to the display window 210 of the machine front panel 20 as each bracket 40 disposed jutting out in the upper and lower directions of the reel glass base 31 is screwed to the rear face of the machine front panel 20 via screws 41.

A pair of cathode ray tubes 42 is provided at the top and bottom ends of the light guide plate 36, as light sources for the liquid crystal panel 33. At the top and bottom of the rear side of each of the openings 38A to 38C of the rear holder 38, a pair of cold cathode ray tubes 43 are provided that illuminate the symbols formed on the external peripheral surface of each of the reels 220A-220C.

The liquid crystal panel 33 is a transparent, electrical display panel formed of ITO (indium tin oxide) transparent, conductive film or the like, arranged to the front of each reel 220, through which each reel is visible. The rear surface side surrounding the display part of the liquid crystal panel 33 is held by a liquid crystal holder 34. The light guide plate 36 is comprised of a light passing resinous panel. The lens cut formed in the light guide plate 36 acts to guide light emitted from a cold cathode ray tube 42 arranged at the side part of the light guide plate 36 to the rear side of the liquid crystal panel 33. The dispersion sheet 35 is comprised of a light passing resinous sheet. The dispersion sheet 35 diffuses light guided by the light guide plate 36 and makes light illuminating the liquid crystal panel 33 uniform. The liquid crystal holder 34 that holds the liquid crystal panel 33, the dispersion sheet 35 and the light guide plate 36 forms one integrated body, the periphery of which inserts in the bezel metallic frame 32, such that the front side of the display part for the liquid crystal panel 33 is held by the bezel metallic frame 32.

The periphery of the integrated body of the liquid crystal holder 34, the dispersion sheet 35 and the light guide plate 36 fitted in the bezel metallic frame 32 is inserted within the reel glass base 31. The liquid crystal panel 33 with the display front face in the open condition is held by the reel glass base 31. The transparent touch panel 30 is pressured to the front of the reel glass base 31 as the reel glass base 31 is attached to the machine front panel 20 via the screws 41 and overlays on the display part front face of the liquid crystal panel 33.

The rear holder 38 is comprised of white resinous board and holds the bezel metallic frame 32 supported by the reel glass base 31, the liquid crystal holder 34 holding the liquid crystal panel 33, the dispersion sheet 35 and the light guide plate 36 from the rear thereof to the reel glass base 31. The rear holder 38 functions as a reflector plate that reflects light emitted from the cold cathode ray tubes 42 to the light guide plate 36 at the liquid crystal panel 33 side. The anti-static sheet 39 is transparent and is adhered to the rear surface of the rear holder 38 by tape having adhesive on both sides, and covers the rear faces of each of the openings 38A to 38C formed in the rear holder 38.

Each of the kinds of symbols used for the base game is formed on the peripheral surfaces of each of the reels 220A to 220C. FIG. 6 shows an example of symbol columns formed on the peripheral surfaces of each of the reels 220A to 220C. The symbol columns shown in FIG. 6 are displayed in the variation thereof as the transparent variable display parts 22 through 24 of the lower liquid crystal display 4 scroll down during the base game. The symbol column 141 of FIG. 6 can be displayed in variation by the variable display part 22, the symbol column 142 can be displayed in variation by the variable display part 23 and the symbol column 143 can be displayed in variation by the variable display part 24.

The symbol columns 141 and 143 both have the same symbol arrangement, each of these symbols being comprised from 11 individual symbols from the appropriate combination of triple bar 91, cherry 92, double bar 93, 7 that is number 94, single bar 95 and blank (a region having no symbol) 96.

The symbol column 142 is the same as each of the symbol columns 141 and 143 on the point of the combinations of the triple bar 91, cherry 92, double bar 93, 7 that is 94, the single bar 95 and the blank 96, however there is also a single trigger symbol 97. This trigger symbol 97 is a symbol for making a transition to a second game as described subsequently. When the trigger symbol is stopped and displayed over the activated pay line L of the variable display part 23 the move to the second game occurs.

The method by which each of the different symbols is formed on the peripheral surface of each reel 220A through C will now be described. 11 symbols are printed on a reel sheet having a length matching the circumferential length and the width of the reels 220A through C. This reel sheet is then adhered to the peripheral surface of each reel 220 such that each of the peripheral surface of the reels 220A through C is formed with each of the symbols. While this is the method normally used other methods are possible.

When each of the symbol columns 141 to 143 scrolled on each of the variable display parts 22 to 24 is stopped and displayed, three symbols are each stopped and displayed on the variable display parts 22 to 24.

Further, various winning combinations of the plurality of types of each of these symbols are set in advance, and as the combination of symbols corresponding to a winning combination stops over the activated pay line L, coins corresponding to that winning combination are paid out from the coin payout opening 15. On this point, the present invention is the same as a slot machine of the conventional technology, thus this description concludes here.

Next, the configuration of the control system of the slot machine 1 will be described with reference to FIG. 4. FIG. 4 is a block diagram schematically depicting the control system of the slot machine according to the present invention.

As shown in FIG. 4, the control system of the slot machine 1 is basically comprised around the CPU 50. A ROM 51 and RAM 52 are connected to this CPU 50. The ROM 51 stores the subsequently described main process program, base game process program, second game process program, lottery tables for running the lottery of stopped and displayed symbols for the base game and other kinds of tables and programs required for the control of the slot machine 1. The RAM 52 is memory providing temporary storage for all kinds of data used in calculations performed by the CPU 50.

A frequency dividing circuit 54, a random number generating circuit 55 for generating random numbers and a random number sampling circuit 56 are connected to the CPU 50. A clock pulse generating circuit 53 for generating standard clock pulse is connected to the frequency dividing circuit 54. Random numbers sampled via the random number sampling circuit 56 are used in the various kinds of lotteries for the winning combinations. Further, a spin switch 58 connected as a supplementary to the spin/repeat BET button 12, a 1-BET switch 59 connected as a supplementary to the 1-BET button 11, a 3-BET switch 60 connected as a supplementary to the 3-BET button 13, a 5-BET switch 61 connected as a supplementary to the 5-BET button 14, a change switch 62 connected as a supplementary to the change button 6, a cash out switch 63 connected as a supplementary to the cash out button 7 and a help switch 64 connected as a supplementary to the help button 8 are each connected to the CPU 50. When one of these buttons is pressed a switch signal is output from the switch to the CPU 50 and the CPU 50 controls the different types of actions corresponding to each button.

Three step motors 68 to facilitate the rotation of each of the reels 220A to C via a motor driving circuit 167 and a position change detecting circuit 69 are connected to the CPU 50. When a motor drive signal is output from the CPU 50 to the motor driving circuit 167 each of the step motors 68 are driven by the motor driving circuit 167, thus each of the reels 220A to C rotate.

After the rotation of each of the reels 220A to C commences, the number of drive pulses supplied to each of those step motors 68 is calculated and the values from these calculations are written to a predetermined area of the RAM 52. Further, a reset pulse is output from each of the reels 220A to C for each rotation. The reset pulse is input to the CPU 50 via the position change detecting circuit 69. Once a reset pulse is input to the CPU 50 the calculated value written in the RAM 52 is cleared to “0”. Symbol tables are stored in the ROM 51. The symbol tables provide the relation between a rotational position of each reel 220A to C and the symbols formed on the peripheral surface of each of the reels 220A to C. The CPU 50 recognizes the rotational position of a symbol on each of the reels 220A to C based on the calculated value corresponding to the rotational position within the scope of rotation of each of the reels 220A to C and the symbol tables housed in the ROM 51.

The position change detecting circuit 69 is connected to the CPU 50. The position change detecting circuit 69 detects the change in the position at which the reels 220A to C stop after stop control facilitated by the motor driving circuit 167. For example, there may be cases where players forcefully change a stop position of one or more reels 220A to C to fabricate a winning combination when a combination of stopped symbols is not the winning combination. The position change detecting circuit 69 detects such position changes. For example, the position change detecting circuit 69 detects fins attached at predetermined intervals at parts on the inner side of the reels 220A to C and is thereby able to detect a change in the position of stoppage of the reels 220A to C.

Further, the coin sensor 65 which is arranged in the coin insertion part 9 and the bill sensor 66 which is arranged in the bill insertion part 10 are connected to the CPU 50. The coin sensor 65 detects the coin inserted in the coin insertion part 9. The CPU 50 counts the number of inserted coins based on the coin detection signal output from the coin sensor 65. The bill sensor 66 detects the kind and value of bill inserted in the bill insertion part 10. The CPU 50 counts the number of coins equivalent to the value of inserted bill based on the bill detection signal output from the bill sensor 66.

A hopper 71 is connected to the CPU 50 via a hopper driving circuit 70. When a driving signal is output from the CPU 50 to the hopper driving circuit 70, the hopper 71 payouts a predetermined number of coin from the coin payout opening 15.

Further, the coin detection part 73 is connected to the CPU 50 via a payout complete signal circuit 72. The coin detection part 73 is arranged inside the coin payout opening 15. When the coin detection part 73 detects the payout completion of predetermined number of coin from the coin payout opening 15, the coin detection part 73 output the payout complete signal to the payout complete signal circuit 72. The upper liquid crystal display 3 and the lower liquid crystal display 4 are connected to the CPU 50 via a liquid crystal driving circuit 74. The CPU 50 controls the upper liquid crystal display 3 and the lower liquid crystal display 4.

As shown in FIG. 5, the liquid crystal driving circuit 74 is comprised of a program ROM 81, an image ROM 82, an image control CPU 83, a work RAM 84, a video display processor (VDP) 85, and a video RAM 86 and the like. The image control program, and various sampling tables related to display on the upper liquid crystal display 3 and the lower liquid crystal display 4 are stored in the program ROM 81. Dot data for forming images, for example, displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4, are stored in the image ROM 82. The image control CPU 83 determines the images displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 from the dot data previously stored in the image ROM 82 in accordance with the image control program previously stored in the program ROM 81 based on the parameters set by the CPU 50. The work RAM 84 is temporary storage means when the image control CPU 83 executes the image control program. The VDP 85 forms an image according to the display content determined by the image control CPU 83, and outputs this image to the upper liquid crystal display 3 and the lower liquid crystal display 4. The video RAM 86 is temporary storage means when the image is formed with the VDP 85.

Further, LED 78 is connected to the CPU 50 via an LED driving circuit 77. A plurality of these LED 78 are arranged at the front of the slot machine 1, and the lighting of the LED 78 is controlled by the LED driving circuit 77 based on drive signals from the CPU 50 when the CPU 50 performs different kinds of calculations. Moreover, speakers 80 are connected to the CPU 50 via an audio output circuit 79. The speakers 80 emit various audio effects when different kinds of performances are played based on signals output from the audio output circuit 79.

A transparent touch panel 30 is connected to the CPU 50 via a touch panel driving circuit 67. The transparent touch panel 30 is provided over the screen of the lower liquid crystal display 4. The CPU 50 is able to determine where the transparent touch panel 30 has been touched and which direction the touched place is moving based on coordinate position information of the part of the transparent touch panel 30 that is touched by the player.

As shown in FIG. 18, second game type selection regions 111 and 112 as well as item selection regions 103, 106 and 109 corresponding to the items used for the second game are displayed on the lower liquid crystal display 4. The CPU 50 is able to determine which of the game type selection regions 111 or 112 or which of the item selection regions 103, 106 or 109 has been touched by a player, using the touch panel driving circuit 67 and the transparent touch panel 30.

The lottery tables used for determining the symbol to be stopped and displayed over the activated pay line L when the base game is run on the slot machine 1 will now be described with reference to FIG. 7. The base game is played via the three variable display parts 22 to 24 through which each symbol applied to the three reels 220A to C are visible. FIGS. 7A to 7C show the lottery tables for determining stopped and displayed symbols for when the base game is played.

The symbols stopped and displayed over the activated pay line L are determined by each of the three reels 220A to C. In relation to each of the symbol columns 141 to 143 shown in FIG. 6 the code numbers “0” to “10” are allocated from top to down in sequence, and the lottery tables as shown in FIG. 7 are provided. Random number values are sampled for each of the three reels 220A to C using the random number sampling circuit 56.

FIG. 7A shows the “right reel” lottery table. For the purpose of this explanation the reel 220 on which the symbol column 141 is formed visible via the right side variable display part 22 is referred to as the “right reel”. FIG. 7B shows the lottery table of the “left reel”. The reel 220 on which is formed the symbol column 143 visible via the left side variable display part 24 is referred to as the “left reel”. FIG. 7C shows the lottery table corresponding to the “center reel”. The reel 220 on which is formed the symbol column 142 visible via the center variable display part 23 is referred to as the “center reel”.

The “right reel” will now be described. When the random number value sampled using the random number sampling circuit 56 is within the range firm 0 to 15 the blank 96 allocated to code number “0” is stopped and displayed over the activated pay line L. When the random number value is within the range between 16 and 25, triple bar 91 allocated to code number “1” is stopped and displayed over the activated pay line L. When the random number value is within the range between 26 and 36, cherry 92 allocated to code number “2” is stopped and displayed over the activated pay line L. When the random number value is within the range between 37 and 46, double bar 93 allocated to code number “3” is stopped and displayed over the activated pay line L. When the random number value is within the range between 47 and 52, “7” 94 allocated to code number “4” is stopped and displayed over the activated pay line L. When the random number value is within the range between 53 and 63, single bar 95 allocated to code number “5” is stopped and displayed over the activated pay line L. When the random number value is within the range between 64 and 80, blank 96 allocated to code number “6” is stopped and displayed over the activated pay line L. When the random number value is within the range between 81 and 91, triple bar 91 allocated to code number “7” is stopped and displayed over the activated pay line L. When the random number value is within the range between 92 and 103, double bar 93 allocated to code number “8” is stopped and displayed over the activated pay line L. When the random number value is within the range between 104 and 115, “7” 94 allocated to code number “9” is stopped and displayed over the activated pay line L. When the random number value is within the range between 116 and 127, single bar 95 allocated to code number “10” is stopped and displayed over the activated pay line L.

The “left reel” will now be described. When the random number value sampled using the random number sampling circuit 56 is within the range from 0 to 15, the blank 96 allocated to code number “0” is stopped and displayed over the activated pay line L. When the random number value is within the range between 16 and 25, triple bar 91 allocated to code number “1” is stopped and displayed over the activated pay line L. When the random number value is within the range between 26 and 36, cherry 92 allocated to code number “2” is stopped and displayed over the activated pay line L. When the random number value is within the range between 37 and 46, double bar 93 allocated to code number “3” is stopped and displayed over the active pay line L. When the random number value is within the range between 47 and 52, “7” 94 allocated to code number “4” is stopped and displayed over the activated pay line L. When the random number value is within the range between 53 and 63, single bar 95 allocated to code number “5” is stopped and displayed over the activated pay line L. When the random number value is within the range between 64 and 80, blank 96 allocated to code number “6” is stopped and displayed over the activated pay line L. When the random number value is within the range between 81 and 91, triple bar 91 allocated to code number “7” is stopped and displayed over the activated pay line L. When the random number value is within the range between 92 and 103, double bar 93 allocated to code number “8” is stopped and displayed over the activated pay line L. When the random number value is within the range between 104 and 115, “7” 94 allocated to code number “9” is stopped and displayed over the activated pay line L. When the random number value is within the range between 116 and 127, single bar 95 allocated to code number “10” is stopped and displayed over the activated pay line L.

The “center reel” will now be described. When the random number value sampled using the random number sampling circuit 56 is “0”, trigger symbol 97 allocated to code number “0” is stopped and displayed over the activated pay line L. When the random number value sampled using the random number sampling circuit 56 is within the range from 1 to 15, triple bar 91 allocated to code number “1” is stopped and displayed over the activated pay line L. When the random number value is within the range between 16 and 20, cherry 92 allocated to code number “2” is stopped and displayed over the activated pay line L. When the random number value is within the range between 21 and 32, double bar 93 allocated to code number “3” is stopped and displayed over the activated pay line L. When the random number value is within the range between 33 and 45, “7” 94 allocated to code number “4” is stopped and displayed over the activated pay line L. When the random number value is within the range between 46 and 53, single bar 95 allocated to code number “5” is stopped and displayed over the activated pay line L. When the random number value is within the range between 54 and 64, blank 96 allocated to code number “6” is stopped and displayed over the activated pay line L. When the random number value is within the range between 65 and 71, triple bar 91 allocated to code number “7” is stopped and displayed over the activated pay line L. When the random number value is within the range between 72 and 82, double bar 93 allocated to code number “8” is stopped and displayed over the activated pay line L. When the random number value is within the range between 83 and 120, “7” 94 allocated to code number “9” is stopped and displayed over the activated pay line L. When the random number value is within the range between 121 and 127, single bar 95 allocated to code number “10” is stopped and displayed over the activated pay line L.

The winning combinations and their payouts resulting when the base game is played using the slot machine 1 will now be described with reference to FIG. 8. FIG. 8 shows the winning combinations and their associated payouts resulting when playing the base game using the three variable display parts 22 to 24. In FIG. 8 when the code number of the “center reel” is “0”, and the code numbers of the “right reel” and “left reel” are any of “0”-“10”, the player proceeds to the second game. In this case, on variable display part 23, trigger symbol 97 is stopped and displayed over the activated pay line L, a “500” payout is obtained and the player can advance to the second game. The second game is the game played after the base game and in the majority of cases is a more advantageous game for the player.

When each of the code number of the “right reel”, “center reel” and “left reel” is “4” or “9” there is a “7-7-7” win. Here, on each of the variable display parts 22 to 24, “7” 94 is stopped and displayed over the activated pay line L and a “100” payout is obtained. When each of the code number of the “right reel”, “center reel” and “left reel” is “1” or “7”, there is a “triple bar-triple bar-triple bar” win. Here, on each of the variable display parts 22 to 24, the triple bar 91 is stopped and displayed over the activated pay line L and a “5” payout is obtained. When each of the code number of the “right reel”, “center reel” and “left reel” is “3” or “8”, there is a “double bar-double bar-double bar” win. Here, on each of the variable display parts 22 to 24, the double bar 93 is stopped and displayed over the activated pay line L and a “3” payout is obtained. When each of the code number of the “right reel”, “center reel” and “left reel” is “5” or “10”, there is a “single bar-single bar-single bar” win. Here, on each of the variable display parts 22 to 24, the single bar 95 is stopped and displayed over the activated pay line L and a “2” payout is obtained. When each of the code number of the “right reel”, “center reel” and “left reel” is “2”, there is a “cherry-cherry-cherry” win. Here, on each of the variable display parts 22 to 24, the cherry 92 is stopped and displayed over the activated pay line L and a “1” payout is obtained.

When the code numbers of the “right reel”, “center reel” and “left reel” result in combinations other than the above described, the player gets a “lose”. Here, on each of the variable display parts 22 to 24 any of the triple bar 91, cherry 92, double bar 93, “7” 94, single bar 95 and blank 96 corresponding to each code numbers is stopped and displayed over the activated pay line L but there is no payout.

The second game will now be described in outline. Items acquired in the base game can be used in the second game, thus this description commences with an explanation of how items are obtained. In the case of this embodiment items acquired in the base game can be any of a high performance shoes coupon, 100 days training achieved coupon or high performance swimsuit coupon.

As shown in FIG. 15, during the base game three item display parts 103, 106 and 109 are maintained in the lower part of the variable display parts 22 to 24 on the lower liquid crystal display 4. The left item display part 103 is divided into an upper display region 101 in which is displayed a picture of shoes (symbol) representing a high performance shoes coupon and a lower display region 102 showing the number of high performance shoes coupons obtained. The center item display part 106 is divided into an upper display region 104 showing the letters “100 days” (symbol) which represent a 100 days training achieved coupon and a lower display region 105 that indicates the number of 100 days training achieved coupons obtained. The right item display part 109 is divided into an upper part display region 107 that shows a picture of a swimsuit (symbol) which represents a high performance swimsuit coupon and a lower part display region 108 that shows the number of high performance swimsuit coupons obtained.

During the base game, symbols are displayed in the upper part display regions 101, 104 and 107 of the item display parts 103, 106 and 109 shown in FIG. 15, and if any of these items is obtained during the base game the number of coupons (starting from one coupon shown as “1”) is displayed in the lower part display region 102, 105 or 108 corresponding to the item concerned. Thereafter, as each item is obtained during the base game the number displayed in the lower display region 102, 105 or 108 corresponding to the item increases by “1”.

As described subsequently, items can be used in the second game. When an item is used in the second game, a number appears displayed on the lower liquid crystal display 4 and the player plays the base game thereafter, “1” has been deducted from the number representing the number of coupons shown in the lower display region 102, 105, 108 for that item. When that number shown in the lower display region 102, 105, 108 becomes “0”, the item corresponding to the lower display region 102, 105, 108 displaying the “0” can not be used in the second game.

The number of each item that can be used in the second game is stored in a region maintained in the RAM 52.

The method to for determining the items acquired during the base game will now be described with reference to the “items process” of FIG. 9 and FIG. 13.

As described above, items acquired during the base game are displayed in the lower liquid crystal display 4. If as a result of the base game a player moves to the second game, as shown in FIG. 18, on the lower liquid crystal display 4, at the upper part of each item display part 103, 106 and 109, the second game type display parts 111 and 112 for selecting the type of second game are displayed instead of each of the variable display parts 22 to 24.

The letters “100 m race” are displayed in the second game display part 111. If the player touches the second game type display part 111, from then on, each of the second game display parts 111 and 112 as well as each of the item display parts 103, 106 and 109 are removed from the lower liquid crystal display 4. Thereafter, the “100 m race” dynamic picture is displayed on the lower liquid crystal display 4 for the second game, and in the ensuing competition, a game commences in which when the main character representing the player in the competition wins the first prize, a payout of “100” is obtained, while when the central character representing the player does not win the flat prize, a payout of “10” is obtained. After that game, there is a return to the base game.

The letters “100 m swim” are displayed in the second game display part 112. If the player touches the second game type display part 112, from then on, each of the second game display parts 111 and 112 as well as each of the item display pants 103, 106 and 109 are removed from the lower liquid crystal display 4. Thereafter, the “100 m swim” dynamic picture is displayed on the lower liquid crystal display 4 for the second game, and in the ensuing competition, a game commences in which when the main character representing the player in the competition is the top finisher, a payout of “100” is obtained, while when the central character representing the player is not the top finisher, a payout of “10” is obtained. After that game, there is a return to the base game.

Before the second game starts, the player can choose to use any of the items acquired during the base game. As shown in FIG. 19, the probability of obtaining a payout in the second game differs according to the combinations of the type of second game and the type of items used.

As shown in FIG. 19, when the “100 m race” is played as the second game the probability of obtaining a payout of “100” if using the high performance shoes coupon is “½”. The probability of obtaining a payout of “100” if using the 100 days training achieved coupon is “¼”. The probability of obtaining a pay out of “100” if using the high performance swimsuit coupon is “⅛”. That is to say, the probability of obtaining a payout of “100” rises in the order high performance swimsuit coupon, 100 days training achieved coupon, high performance shoes coupon. Note that the player can still play the second game without obtaining any items during the base game, however in this case, the above described probability ratios are the lowest, that is “⅛” the same as if using the high performance swimsuit coupon item.

When the “100 m swim” is played as the second game, the probability of obtaining a payout of “100” is “½” if using the high performance swimsuit coupon. The probability of obtaining a payout of “100” is “¼” if using the 100 days training achieved coupon. The probability of obtaining a pay out of “100” is “⅛” if using the high-performance shoes coupon. That is to say, the probability of obtaining a payout of “100” rises in the order high performance shoes coupon, 100 days training achieved coupon, high performance swimsuit coupon. Note that the player can still play the second game without obtaining any items during the base game, however in this case, the above described probability ratios are the lowest, that is “⅛” the same as if using the high performance shoes coupon item.

The main process program for running the slot machine 1 will now be described with reference to FIG. 9. FIG. 9 is a flowchart displaying the flow of the main process program. In FIG. 9, firstly, at step 11 (hereinafter “step” is truncated to “S”), the start receive process of FIG. 10 described subsequently, is run. This process is for receiving switch signals output from the spin switch 58, the 1-BET switch 59, the 3-BET switch 60 or the 5-BET switch 61 based on the player operating the spin/repeat BET button 12, the 1-BET button 11, the 3-BET button 13 or the 5-BET button 14. At the point at which a switch signal output from one of the switches is received, the game starts.

At S12 the lottery process of FIG. 11 described subsequently is run based on switch signals output from the spin switch 58, the 1-BET switch 59, the 3-BET switch 60 or the 5-BET switch 61.

At S13, the base game process of FIG. 12 described subsequently is run. At S14 the item process of FIG. 13 described subsequently is run.

At S15 a determination is made as to whether or not the second game is set up. Basically, at the lottery process of S12, when the random number value for the “center reel” sampled via the random number sampling circuit 56 is 0, the game proceeds to S16 because a winning combination for the second game has been produced (S15: YES), and the second game process of FIG. 17 described subsequently is run and then the main process program finishes. On the other hand, if at the lottery process of S12 the random number value of the “center reel” sampled via the random number sampling circuit 56 is between 1 and 127, the main process program finishes without further steps as a winning combination of the second game has not resulted (S15: NO).

The start receive process program run on the slot machine 1 will now be described with reference to FIG. 10. FIG. 10 is a flowchart of the start receive process program. At S11 of the main process program shown in FIG. 9 a start receive process is run however, fit, the system proceeds to S21 of FIG. 10 and a determination is made as to whether or not a predetermined time (e.g. 15 seconds) has elapsed. When it is determined that this predetermined time has not elapsed (S21: NO), the system proceeds to S23 without further action. If the determination is that the predetermined time has elapsed (S21: YES), at S22 after a demo performance is run on the upper liquid crystal display 3 or the lower liquid crystal display 4, the system proceeds to S23. At S23, a determination is made as to whether or not the player has operated the spin/repeat BET button 12, the 1-BET button 11, the 3-BET button 13 or the 5-BET button 14. Here, if it is determined that there has been no operation of the 1-BET button 11 or those other buttons (S23: NO), the system returns to S21 and repeats the above described processes. On the other hand, if it is determined that the 1-BET button 11 or any of those other buttons have been operated (S23: YES), the system returns to the main process program of FIG. 9 even though the demo effect may be running, and proceeds to the lottery process of S12.

The lottery process program running on the slot machine 1 will now be described with reference to FIG. 11. FIG. 11 is a flow chart of the lottery process program. At S12 of the main process program of FIG. 9 the lottery process is run, however, first the system proceeds to S31 of FIG. 12 and performs a symbol determining process. Here, at the base game the symbols stopped and displayed over the activated pay line L are determined for each variable display part 22 to 24. Basically, as described above, three random values corresponding to each of the variable display parts 22 to 24, are sampled by the random number sampling circuit 56 and the symbols to be stopped and displayed are determined via the code numbers based on the lottery table of FIG. 7. Once the symbols to be stopped and displayed over the activated pay line L are determined, at S32, after a combination determining process is run the system returns to the main process program of FIG. 9 and proceeds to the base game process of S13. Basically, in the combination determining process the winning combination corresponding to the code number used at S31 and the payout therefor is determined based on the table shown in FIG. 8.

Next, the base game process program running on the slot machine 1 will be described with reference to FIG. 12. FIG. 12 is a flow chat showing the base game process program. At S13 of the main process program of FIG. 9, the base game process is run. At S41 of FIG. 12, each of the symbols is scrolled on the variable display parts 22 to 24 due to commencement of the rotation of the three reels inside the cabinet 2, based on the switch signals output from the spin switch 58, the 1-BET switch 59, the 3-BET switch 60 or the 5-BET switch 61 received at S11 of FIG. 9. At this time, each of the scrolling symbols are visible as the variable display parts 22 to 24 can be seen through.

At S42 the scrolling of each symbol on the variable display parts 22 to 24 is stopped by the stopping of the rotation of the three reels 220 inside the cabinet 2.

At S43, the payout corresponding to the combination of symbols stopped and displayed at S42 is read from the table shown in FIG. 8, and coins or bills, corresponding to the payout thus read are paid out. After the processes of S43, the system returns to the main process program of FIG. 9 and proceeds to the item processes of S14.

The item process program running on the slot machine 1 will now be described with reference to FIG. 13. FIG. 13 is a flowchart describing the item process program. At S14 of the main process program of FIG. 9, in order to run the item process, first, at S101, an item acquisition lottery is run. At S101 the items acquired in the base game are determined. Basically, a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and based on the lottery table shown in FIG. 14, the acquired items are determined.

For example, when the sampled random number value is within the range between “0” and “9” it is determined that the item acquired is “high performance shoes coupon”. When the sampled random number value is within the range between “10” and “19”, it is determined that the item acquired is “100 days training achieved coupon”. When the sampled random number value is within the range between “20” and “29”, it is determined that the item acquired is “high performance swimsuit coupon”. When the sampled random number value is within the range between “30” and “127”, it is determined that the item is not acquired.

At S102, it is determined whether or not an item has been acquired. If the determination is that an item has not been acquired (S102: NO) the system returns to the main process program of FIG. 9 without any additional action, and proceeds to the determination process of S15. If however it is determined that an item has been acquired (S102: YES) the system proceeds to S103.

At S103, “1” is added to the number which is displayed in the lower display regions 102, 105 and 108 of the item display parts 103, 106 and 109. Then the system returns to the main process program of FIG. 9 and proceeds to the determination process of S15.

The second game process program which runs on the slot machine 1 will now be described with reference to FIG. 17. FIG. 17 is a flowchart of the second game process program. At S16 of the main process program of FIG. 9 the second game process program is run, however first, at S111, the second game selection screen is displayed. Basically, the CPU 50 instructs the liquid crystal driving circuit 74, such that, above the item display parts 103, 106 and 109, instead of the variable display parts 22 to 24, second game type display parts 111 and 112 for selecting the type of second game are displayed as shown in FIG. 18.

Thereafter, the system proceeds to S112 and the selection of the second game is performed. Basically, the player touches either of the second game type display parts 111 or 112 on the lower liquid crystal display 4. If the player touches the second game type display part 111, the CPU 50 determines that the player has touched it via the transparent touch panel 30 and the touch panel driving circuit 67, and determines that the “100 m race” has been selected as the second game. On the other hand, if the player touches the second game type display part 112, the CPU 50 determines that the player has touched it via the transparent touch panel 30 and the touch panel driving circuit 67, and determines that the “100 m swim” has been selected as the second game.

It is suitable to select one type of second game from among the plurality of types at random, via the random number sampling circuit 56.

Thereafter, at S113, the determination is made as to whether or not the player has an item. Basically, if the number of each item that can be used at the second game as stored in the ram 52 is “0” for each of the items, it is determined that the player does not have any items, while if the number for any of the items is greater than “0” it is determined that the player has an item.

If it is determined that the player does not have any items (S113: NO), the system proceeds to S117 without flier action. If however it is determined that the player has items (S113: YES) the system proceeds to S114.

At S114, the item selection screen is displayed anew. Basically, the CPU 50 sends an instruction to the liquid crystal driving circuit 74, and as shown in FIG. 18, on the lower liquid crystal display 4 below the second game type display parts 111 and 112 each item display part 103, 106 and 109 for selecting the items for use in the second game are displayed.

Then, at S115, the system determines whether or not an item has been selected. Basically, this selection is performed on the lower liquid crystal display 4 by the player touching either of the item display parts 103, 106 or 109.

When the player touches the item display parts 103, the CPU 50 determines that the player has touched it via the transparent touch panel 30 and the touch panel driving circuit 67, and determines that the high performance shoes coupon has been selected as the item for use in the second game. When the player touches the item display parts 106, the CPU 50 determines that the player has touched it via the transparent touch panel 30 and the touch panel driving circuit 67, and determines that the 100 days training achieved coupon has been selected as the item for use in the second game. When the player touches the item display parts 109, the CPU 50 determines that the player has touched it via the transparent touch panel 30 and the touch panel driving circuit 67, and determines that the high performance swimsuit coupon has been selected as the item for use in the second game.

In the case of an item for which the displayed number is “0” in the lower display regions 102, 105 and 108 of the item display parts 103, 106 or 109, the item can not be selected even if the player touches the item display part 103, 106 or 109 for the item. Further, when an item is not touched for the duration of a predetermined time (for example 30 seconds from the time when the item selection screen is displayed anew), the system determines that the item is not touched.

If it is determined that an item is not touched (S115: NO), the system proceeds to S117 without further action. If it is determined that an item is touched (S115: YES), the system proceeds to S116.

At S116, a determination is made that the item selected at S115 from among the three types of items consisting of the high performance shoes coupon, 100 days training achieved coupon or high performance swimsuit coupon, is the item for use during the second game.

At S117 the lottery process is run. This lottery process is performed using lottery tables that differ according to the different combinations between the second game selected and the type of item selected.

That is to say, when “100 m race” is selected for the second game, as shown in FIG. 19, if an item is not selected or if a high performance swimsuit is selected the player has a “⅛” probability of winning. An example of a lottery table for winning with a “⅛” probability is shown in FIG. 20A. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of FIG. 20A of whether there is a win or a loss. If the random number sampled is within the range “0” to “15”, it is determined as a win but if the random number sampled is within the range “16” to “127” it is determined as a loss.

When the high performance shoes coupon is selected, a lottery process is performed by using a lottery table with a “½” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of FIG. 20C of whether there is a win or a loss. If the random number sampled is within the range “0” to “63”, it is determined as a win but if the random number sampled is within the range “64” to “127” it is determined as a loss.

When the 100 days training achieved coupon is selected a lottery process is performed by using a lottery table with a “¼” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of FIG. 20B of whether there is a win or a loss. If the random number sampled is within the range “0” to “31”, it is determined as a win but if the random number sampled is within the range “32” to “127” it is determined as a loss.

On the other hand, when “100 m swim” is selected for the second game, as shown in FIG. 19, if an item is not selected or if high performance shoes are selected, a lottery process is performed by using a lottery table with a “⅛” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of FIG. 20A of whether there is a win or a loss. If the random number sampled is within the range “0” to “15”, it is determined as a win but if the random number sampled is within the range “16” to “127” it is determined as a loss.

When the high performance swimsuit coupon is selected, a lottery process is performed by using a lottery table with a “½” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of FIG. 20C of whether there is a win or a loss. If the random number sampled is within the range “0” to “63”, it is determined as a win but if the random number sampled is within the range “64” to “127” it is determined as a loss.

When the 100 days training achieved coupon is selected, a lottery process is performed by using a lottery table with a “¼” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of FIG. 20B of whether there is a win or a loss. If the random number sampled is within the range “0” to “31”, it is determined as a win but if the random number sampled is within the range “32” to “127” it is determined as a loss.

Each of the lottery tables of FIGS. 20A, 20B and 20C are stored in the ROM 51.

Returning to FIG. 17, after the lottery process of S117 the system proceeds to S118 and determines whether or not the lottery produced a win. If the determination is that the lottery produced a win, the system proceeds to S119 and a sound and/or video effect for win is run. Basically, when the “100 m race” is selected for the second game each of the second game type display parts 111 and 112 and each item display parts 103, 106 and 109 are removed from the lower liquid crystal display 4. Then, a video of “100 m race” is displayed on the lower liquid crystal display 4 for the second game, and in that race the video is displayed of the participant representing the player winning first prize. When the “100 m swim” is selected for the second game, each of the second game type display screens 111 and 112 and each item display part 103, 106 and 109 are removed from the lower liquid crystal display 4. Then, the video “100 m swim” is displayed on the lower liquid crystal display 4 for the second game, and in that swim the video is displayed of the participant representing the player being the top finisher.

Thereafter, the system proceeds to S120 and after acquisition of “100” being the payout for the win based on the payout tables of FIG. 21, the system proceeds to S123.

The payout tables of FIG. 21 are stored in the ROM 51.

On the other hand, if at S118 described above it is determined that the lottery produced a loss (S118: NO), the system proceeds to S121 and a sound and/or video effect for loss is run. Basically, when the “100 m race” is selected for the second game each of the second game type display parts 111 and 112 and the item display parts 103 106 and 109 are removed from the lower liquid crystal display 4. Then, the video “100 m race” is displayed on the lower liquid crystal display 4 for the second game, and in that race the participant representing the player not winning first prize. When the “100 m swim” is selected for the second game, each of the second game type display screens 111 and 112 and each item display part 103, 106 and 109 are removed from the lower liquid crystal display 4. Then, the video “100 m swim” is displayed on the lower liquid crystal display 4 for the second game, and in that swim the video is displayed of the participant representing the player is other than the top finisher.

At S122, after the player acquires “10” that is the payout for a loss based on the payout table of FIG. 21, the system proceeds to S123 described following.

At S123, the payout process for the payout acquired during the second game is performed and coins corresponding to the amount of the payout are paid out.

The CPU 50 functions as the “item lottery means” when running S101 of the item process shown in FIG. 13. The CPU 50 functions as the “second game selection means” when running S112 of the second game process shown in FIG. 17. The CPU 50 functions as the “item selection means” when running S116 of the second game process shown in FIG. 17. The CPU 50 functions as the “effect lottery means” or the “payout lottery means” when running S117 of the second game process shown in FIG. 17.

That is to say, with the slot machine 1 according to this embodiment of the present invention, as shown in FIG. 9, after the base game process (S13) is run, an item process (S14) is run that performs a lottery as to whether or not one of the items is acquired from among the three types of items including the high performance shoes coupon, the 100 days training achieved coupon or the high performance swimsuit coupon. Further, when the second game is run, as shown in FIG. 17, the player chooses either of “100 m race” or “100 m swim” as the type of the second game (S112), and the player chooses the type of item to be used during the second game from items acquired by the lottery run during the base game (S113-S116). Then, at the second game lottery process (S117), one of the lottery tables of FIG. 20A, 20B or 20C is used, being the table setting the winning probability (probability of obtaining payout of “100”) shown in FIG. 19 in accordance with the combination of the type of second game selected and the type of item, or more specifically, the type of second game from among “100 m race” or “100 m swim” and the type of item from among high performance shoes coupon, 100 days training achieved coupon or high performance swimsuit coupon. Thus, in accordance with the combination of the type of second game selected by the player and the type of item, in the majority of cases the performance played in the second game and the payout that can be acquired are different, thereby realizing a second game that is a player participation type game of a new style.

It is also suitable for the type of second game not to be selected by the player but to use the random number sampling circuit 56 to select “100 m race” or “100 m swim” at random.

Various other modifications will be apparent to and can be readily made by those skilled in the art without departing from the scope and spirit of this invention.

For example, in the case of the slot machine 1 of this embodiment of the present invention the lottery tables shown in FIG. 19 are used for the second game, however it is also suitable to use the lottery table shown in FIG. 22 and have a win or a loss determined by a combination of the type of second game and type of item.

That is to say, when “100 m race” is selected as the second game at S117 of the second game process of FIG. 17 and an item is not selected, the lottery is performed by the lottery table with “⅛” probability of winning as shown in FIG. 22. An example of a lottery table providing wins at a probability of “⅛” is shown in FIG. 20A. In this lottery process a single random number value is sampled by the random number sampling circuit 56 from within the range “0” to “127”, and a determination of win or loss is based on the lottery table of FIG. 20A. When the sampled random number value is in the range between “0” and “15” it is determined as a win and when the sampled random number value is in the range between “16” and “127” it is determined as a loss.

When “100 m race” is selected as the second game and the high performance shoes coupon is selected, the lottery process is performed by using the lottery table with “ 1/1” probability of winning.

When “100 m race” is selected as the second game and the 100 days training achieved coupon is selected, the lottery process is performed by using the lottery table with a “¼” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of FIG. 20B of whether there is a win or a loss. If the random number sampled is within the range “0” to “31”, it is determined as a win but if the random number sampled is within the range “32” to “127” it is determined as a loss.

When “100 m race” is selected as the second game and the high performance swimsuit coupon is selected, the lottery process is performed by using the lottery table with “0” probability of winning. That is to say, the result of the lottery is always a loss.

On the other hand, when “100 m swim” is selected as the second game and an item is not selected, the lottery is performed by the lottery table with “⅛” probability of winning as shown in FIG. 22. In this lottery process a single random number value is sampled by the random number sampling circuit 56 from within the range “0” to “127”, and a determination of win or loss is based on the lottery table of FIG. 20A. When the sampled random number value is in the range between “0” and “15” it is determined as a win and when the sampled random number value is in the range between “16” and “127” it is determined as a loss.

When “100 m swim” is selected as the second game and the high performance swimsuit coupon is selected, the lottery process is performed by using the lottery table with “ 1/1” probability of winning.

When “100 m swim” is selected as the second game and the 100 days training achieved coupon is selected, the lottery process is performed by using the lottery table with a “¼” winning probability. In this lottery process a single random number value is sampled from within the range “0” to “127” by the random number sampling circuit 56, and a determination is made based on the lottery table of FIG. 20B of whether there is a win or a loss. If the random number sampled is within the range “0” to “31”, it is determined as a win but if the random number sampled is within the range “32” to “127” it is determined as a loss.

When “100 m swim” is selected as the second game and the high performance shoes coupon is selected, the lottery process is performed by using the lottery table with “0” probability of winning. That is to say, the result of the lottery is always a loss.

Accordingly, at the lottery process of the second game (FIG. 17 S117), when the lottery table shown in FIG. 22 is used, if the player selects “100 m race” for the second game, moreover the high performance shoes coupon is selected as the item for use in the second game, or, the player selects “100 m swim” as the second game, moreover the high performance swimsuit coupon is selected as the item for use in the second game, then a high payout of “100” will definitely be obtained.

On the other hand, if the player selects “100 m race” as the second game, moreover the high performance swimsuit coupon is selected as the item for use in the second game, or if the player selects “100 m swim” as the second game, moreover the high performance shoes coupon is selected as the item for use in the second game, then a low payout of “10” will definitely be obtained.

In these cases the sound effect and/or video effect run and the payout obtained for the second game differs according to the combination of the type of item and the type of second game selected by the player, thus a new style of player participation type second game can be realized.

Further, for this slot machine 1 according to this embodiment of the invention there are two types of second game and three types of items, however there is no limit to the number of types that can be used.

Further, for this slot machine 1 according to this embodiment of the invention, in the base game, the symbol that is stopped and displayed over the activated pay line L is determined for each variable display part 22 to 24 by three random number values sampled by the random number sampling circuit 56 (refer FIG. 7). However it is also suitable to have all of these symbols stopped and displayed over the activated pay line l for each of the variable display parts 22 to 24 determined by a single random number sampled with the random number sampling circuit 56. The lottery table for the winning combination shown in FIG. 23 is used for this purpose, FIG. 23 showing the lottery tables for the winning combinations and the payouts therefore provided for the base game using three variable display parts.

In FIG. 23 the range of random number values used in the lottery tables for the winning combinations is between 0 and 16383, and when the random number values sampled via the random number sampling circuit 56 is within the range between 0 and 140, the player wins through to the second game and obtains a payout of “500”. Here, trigger symbol 97 is stopped and displayed over the activated pay line L on variable display part 23 and the player can advance to the second game.

When the random number values sampled via the random number sampling circuit 56 is within the range between 141 and 185, “7-7-7” is stopped and displayed over the activated pay line L on the variable display parts 22 to 24 and the player obtains a payout of “100”. When the random number values sampled via the random number sampling circuit 56 is within the range between 186 and 200, “triple bar-triple bar-triple bar” is stopped and displayed over the activated pay line L on the variable display parts 22 to 24 and the player obtains a payout of “5”. When the random number values sampled via the random number sampling circuit 56 is within the range between 201 and 232, “double bar-double bar-double bar” is stopped and displayed over the activated pay line L on the variable display parts 22 to 24 and the player obtains a payout of “3”. When the random number values sampled via the random number sampling circuit 56 is within the range between 233 and 514, “single bar-single bar-single bar” is stopped and displayed over the activated pay line L on the variable display parts 22 to 24 and the player obtains a payout of “2”. When the random number values sampled via the random number sampling circuit 56 is within the range between 515 and 823, “cherry-cherry-cherry” is stopped and displayed over the activated pay line L on the variable display parts 22 to 24 and the player obtains a payout of “2”.

When the random number value sampled is within the range between 824 and 16383, it is a “loss”. In this case, the combination stopped and displayed over the activated pay line L is other than the above described combination of symbols and there is no payout.

The present invention can be used as an embodiment for running a second mode game following on from a base mode game.

Referenced by
Citing PatentFiling datePublication dateApplicantTitle
US7997975 *Jun 7, 2007Aug 16, 2011Universal Entertainment CorporationSlot machine
US8002627 *Jun 7, 2007Aug 23, 2011Universal Entertainment CorporationSlot machine
US8739120 *Dec 3, 2007May 27, 2014Adobe Systems IncorporatedSystem and method for stage rendering in a software authoring tool
US8856741Sep 30, 2011Oct 7, 2014Adobe Systems IncorporatedJust in time component mapping
US20110218030 *Mar 2, 2010Sep 8, 2011Acres John FSystem for trade-in bonus
US20130196732 *Jan 21, 2013Aug 1, 2013Namco Bandai Games Inc.Content giving control method
US20130198714 *Dec 3, 2007Aug 1, 2013Adobe Systems IncorporatedSystem and method for stage rendering in a software authoring tool
Classifications
U.S. Classification463/16
International ClassificationA63F9/24
Cooperative ClassificationG07F17/329, G07F17/32
European ClassificationG07F17/32P4, G07F17/32
Legal Events
DateCodeEventDescription
Oct 17, 2006ASAssignment
Owner name: ARUZE CORP., JAPAN
Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:OSAWA, AKIRA;REEL/FRAME:018423/0948
Effective date: 20061012