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Publication numberUS20070213115 A1
Publication typeApplication
Application numberUS 11/370,235
Publication dateSep 13, 2007
Filing dateMar 8, 2006
Priority dateMar 8, 2006
Publication number11370235, 370235, US 2007/0213115 A1, US 2007/213115 A1, US 20070213115 A1, US 20070213115A1, US 2007213115 A1, US 2007213115A1, US-A1-20070213115, US-A1-2007213115, US2007/0213115A1, US2007/213115A1, US20070213115 A1, US20070213115A1, US2007213115 A1, US2007213115A1
InventorsJun Fujimoto, Satoshi Yuzawa
Original AssigneeAruze Corp.
Export CitationBiBTeX, EndNote, RefMan
External Links: USPTO, USPTO Assignment, Espacenet
Gaming machine
US 20070213115 A1
Abstract
A gaming machine has first and second control circuit boards. The first control circuit board has a unit for determining an internal win every unit game based on a signal from a start signal output device; a unit for starting variable display of symbols on a display device, based on a signal from the start signal output device; a unit for stop-controlling the variable display by the display device, based on the signal from the stop signal output device and the determined internal win; a unit for controlling a first information transfer device, based on information about a game; and a unit for transmitting the information about a game to the second control circuit board. The second control circuit board has a unit for controlling the second information transfer device, based on the information about a game transmitted by the information transmit unit.
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Claims(3)
1. A gaming machine comprising:
a display device for variably displaying a plurality of symbols;
a start signal output device for outputting a command signal to start a unit game, based on an operation of a player;
a stop signal output device for outputting a command signal to stop the variable display of the symbols in the display device, based on an operation of the player;
a first information transfer device for transferring information to the player;
a second information transfer device for transferring information to the player and different from the first information transfer device;
a first control circuit board; and
a second control circuit board different from the first control circuit board, wherein the first control circuit board comprises:
an internal win determining unit for determining an internal win every unit game on the basis of the signal outputted by the start signal output device;
a unit for starting the variable display of the symbols by the display device, based on the signal outputted by the start signal output device;
a stop control unit for stop-controlling the variable display of the symbols by the display device, based on the signal outputted by the stop signal output device and the internal win determined by the internal win determining unit;
a first information transfer control unit for controlling the first information transfer device, based on information about a game; and
an information transmit unit for transmitting the information about a game to the second control circuit board, and
wherein the second control circuit board comprises a second information transfer control unit for controlling the second information transfer device, based on the information about a game transmitted by the information transmit unit.
2. A gaming machine comprising:
a display device for variably displaying a plurality of symbols;
a start signal output device for outputting a command signal to start a unit game based on an operation of a player;
a stop signal output device for outputting a command signal to stop the variable display of the symbols in the display device, based on an operation of the player;
a first information transfer device for transferring information to the player;
a second information transfer device for transferring information to the player and different from the first information transfer device;
a first control circuit board; and
a second control circuit board different from the first control circuit board,
wherein the first control circuit board comprises:
an internal win determining unit for determining an internal win every unit game on the basis of the signal outputted by the start signal output device;
a unit for starting the variable display of the symbols by the display device, based on the signal outputted by the start signal output device;
a stop control unit for stop-controlling the variable display of the symbols by the display device, based on the signal outputted by the stop signal output device and the internal win determined by the internal win determining unit;
a transfer mode determining unit for determining a transfer mode of information about a game;
a first information transfer control unit for controlling the first information transfer device, based on a result determined by the transfer mode determining unit; and
an information transmit unit for transmitting the result determined by the transfer mode determining unit to the second control circuit board, and
wherein the second control circuit board comprises a second information transfer control unit for controlling the second information transfer device, based on the result determined by the transfer mode determining unit and transmitted by the information transmit unit.
3. The gaming machine according to claim 1, wherein the information about game is the internal win determined by the internal win determining unit.
Description
CROSS REFERENCE TO RELATED APPLICATION

This application is related to the prior Japanese Patent Application No. 2004-207801, filed on Jul. 14, 2004, 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 such as slot machine, pachinko machine and the like, having a unit for variably displaying identification information necessary for a game and a controller for controlling the variable display, such as micro computer.

2. Description of Related Art

A slot machine such as pachi-slot machine having a stop button has a mechanical variable display device having plural rotation reels for displaying symbols in a front display window, or an electrical variable display device for displaying symbols arranged on a reel on a screen. In the machine having the mechanical variable display device, a controller controls the variable display device in accordance with a start operation of a player to rotate each of the reels, thereby variably displaying the symbols. After a predetermined time period, the controller stops the rotations of the reels one by one automatically or in accordance with a stop operation of the player. At this time, when the symbols of the respective reels displayed in the display window form a specific combination, a game medium such as coin, medal, etc. is paid out.

At present, the machine forming a mainstream has various types of wins. In particular, when a predetermined win is made, a game mode is provided in which a condition is better than a normal state during a predetermined time period, in addition to the payout of the coin one time. For example, there are a win of “big bonus” (abbreviated to “BB”) allowing a game, in which a relatively large payout is awarded to a player, to be carried out for the predetermined number of times, and a win of “regular bonus” (abbreviated to “RB”) allowing a game, in which a relatively small payout is awarded to a player, to be carried out for the predetermined number of times.

In the machine forming a mainstream, it is required that a win should be determined by an internal lottery and a player should carry out a stop operation at a timing at which a combination of symbols representing the win determined by the internal lottery (hereinafter, referred to as “internal win”) can be stopped on an activated pay line (hereinafter, referred to as “activated line”) so that the combination of symbols is arranged along the activated line and a coin, medal and the like is paid out. Accordingly, even though the internal win is determined, the internal win cannot be established unless the player carries out the stop operation at the proper timing. As a consequence, it is required a skill in the timing of the stop operation, so-called “observation push”.

Regarding the above machine, it has been suggested a gaming machine capable of maintaining a player's interest in a game (see Japanese Patent Unexamined Publication No. 2002-253738). According to this gaming machine, since it is provided a unit for carrying out an effect relating to a mode of a definite notification of whether an advantageous situation occurs under a special game mode, the player pays attention to contents of effect. Thereby, it is possible to maintain the player's interest in the game under the special game mode.

SUMMARY OF THE INVENTION

However, regarding the above gaming machines, it is needed a gaming machine viewing from a different standpoint.

An object of the invention is to provide an interesting gaming machine.

In order to achieve the above object, according to a first aspect of the invention, there is provided a gaming machine comprising: a display device for variably displaying a plurality of symbols; a start signal output device for outputting a command signal to start a unit game, based on an operation of a player; a stop signal output device for outputting a command signal to stop the variable display of the symbols in the display device, based on an operation of the player; a first information transfer device for transferring information to the player; a second information transfer device for transferring information to the player and different from the first information transfer device; a first control circuit board; and a second control circuit board different from the first control circuit board, wherein the first control circuit board comprises: an internal win determining unit for determining an internal win every unit game on the basis of the signal outputted by the start signal output device; a unit for starting the variable display of the symbols by the display device, based on the signal outputted by the start signal output device; a stop control unit for stop-controlling the variable display of the symbols by the display device, based on the signal outputted by the stop signal output device and the internal win determined by the internal win determining unit; a first information transfer control unit for controlling the first information transfer device, based on information about a game; and an information transmit unit for transmitting the information about a game to the second control circuit board, and wherein the second control circuit board comprises a second information transfer control unit for controlling the second information transfer device, based on the information about a game transmitted by the information transmit unit.

According to a second aspect of the invention, there is provided a gaming machine comprising: a display device for variably displaying a plurality of symbols; a start signal output device for outputting a command signal to start a unit game based on an operation of a player; a stop signal output device for outputting a command signal to stop the variable display of the symbols in the display device, based on an operation of the player; a first information transfer device for transferring information to the player; a second information transfer device for transferring information to the player and different from the first information transfer device; a first control circuit board; and a second control circuit board different from the first control circuit board, wherein the first control circuit board comprises: an internal win determining unit for determining an internal win every unit game on the basis of the signal outputted by the start signal output device; a unit for starting the variable display of the symbols by the display device, based on the signal outputted by the start signal output device; a stop control unit for stop-controlling the variable display of the symbols by the display device, based on the signal outputted by the stop signal output device and the internal win determined by the internal win determining unit; a transfer mode determining unit for determining a transfer mode of information about a game; a first information transfer control unit for controlling the first information transfer device, based on a result determined by the transfer mode determining unit; and an information transmit unit for transmitting the result determined by the transfer mode determining unit to the second control circuit board, and wherein the second control circuit board comprises a second information transfer control unit for controlling the second information transfer device, based on the result determined by the transfer mode determining unit and transmitted by the information transmit unit.

According to the first aspect, the first control circuit board comprises the first information transfer control unit for controlling the first information transfer device, based on the information about a game, and the second control circuit board comprises the second information transfer control unit for controlling the second information transfer device, based on the information about a game transmitted by the information transmit unit. In the mean time, according to the second aspect, the first control circuit board comprises the transfer mode determining unit for determining a transfer mode of information about a game and the first information transfer control unit for controlling the first information transfer device, based on a result determined by the transfer mode determining unit, and the second control circuit board comprises the second information transfer control unit for controlling the second information transfer device, based on the result determined by the transfer mode determining unit and transmitted by the information transmit unit.

According to the first and second aspects, since the player can acquire the information with the two information transfer devices, the interest in the game is increased. In addition, since the two information transfer devices are provided, the diversity of the game can be increased. Further, even when there occurs badness in the second control circuit board due to an unexpected situation such as lightning, since the information can be transmitted by the first information transfer device, it is possible to equip the gaming machine in a game arcade without anxiety.

In particular, according to the second aspect, since the second information transfer control unit of the second control circuit board controls the second information transfer device on the basis of the result determined by the transfer mode determining unit, it is possible to interrelate the transfer mode of the first information transfer device and the transfer mode of the second information transfer device, thereby increasing the interest in the game.

BRIEF DESCRIPTION OF THE DRAWINGS

Other and further objects, features and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings, in which:

FIG. 1 is a perspective view showing an external appearance of a gaming machine according to an embodiment of the invention;

FIG. 2 shows an internal win notifying area and a display screen of a liquid crystal display device formed on a front of a gaming machine;

FIG. 3 is a view showing an example of symbols arranged on a reel of a gaming machine;

FIG. 4 is a view showing an occurrence condition, a shift condition and a game mode of a shift place with respect to each game mode;

FIGS. 5 and 6 are views showing a symbol combination and a payout number for each win;

FIGS. 7A, 7B to 10 show various probability lottery tables;

FIG. 11 shows a selection table of a win for reel-stop;

FIG. 12 is a block diagram of an electric circuit of a gaming machine;

FIG. 13 is a flow chart showing a main process executed by a main control circuit of a gaming machine;

FIG. 14 is a flow chart following FIG. 13;

FIG. 15 is a flow chart following FIG. 14;

FIG. 16 is a flow chart showing a sliding-symbol-number determining process;

FIG. 17 is a flow chart showing a RT control process;

FIG. 18 is a flow chart showing a period intervention process;

FIG. 19 is a flow chart showing a display control process;

FIG. 20 shows an internal win notifying area and a display screen of a gaming machine according to a second embodiment of the invention;

FIG. 21 shows a lights-out pattern determining table of a gaming machine according to a second embodiment of the invention;

FIG. 22 is a flow chart showing a three-color LED control process of a gaming machine according to a second embodiment of the invention;

FIG. 23 is a flow chart showing a display control process of a gaming machine according to a second embodiment of the invention; and

FIG. 24 is a table showing a relationship between a game mode and a color of a LED to be turned on.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Hereinafter, it will be described preferred embodiments of the invention with reference to the drawings.

First, it is schematically described a gaming machine 1 according to a first embodiment of the invention with reference to FIG. 1. The gaming machine 1 is a so-called pachi-slot machine. The gaming machine 1 is a gaming machine played with a game medium such as coin, medal, gaming ball, token, and card memorizing information about a game value awarded or to be awarded to a player. In the followings, it is described that a medal is used to play the game.

A front side of a cabinet 2 constituting the whole gaming machine 1 is provided with a panel display unit 2 a having an approximately vertical surface, and display windows 4L, 4C, 4R having a rectangular shape are formed in a center thereof. The display windows 4L, 4C, 4R are formed with pay lines, i.e., top line 8 b, center line 8 c and bottom line 8 d which are horizontally directed and cross-up line 8 a and cross-down line 8 e which are diagonally directed. One, three and five of these pay lines are respectively activated in accordance with a push operation of a 1-BET switch 11, a 2-BET switch 12 and a MAX-BET switch 13 or medal insertion into a medal insertion slot 22, which will be described later. BET lamps 9 a, 9 b, 9 c are turned on to represent which of the pay lines is activated.

The pay lines 8 a to 8 e are related to whether a win is made or not. Specifically, when one symbol corresponding to a predetermined win, for example, “Upper Chili (symbol 96)” corresponding to “Small Win of Upper Chili”, is stopped at a predetermined position corresponding to the center line 8 c, for example, a central position in the left display window 4L, when a BET number is “3”, or when symbols having a combination corresponding to a predetermined win are arranged and stopped at predetermined positions corresponding to one activated line, the predetermined win is made.

In the cabinet 2, three reels 3L, 3C, 3R (variable display unit) having symbols drawn on peripheries thereof are mounted horizontally in a row to be rotatable. It is possible to observe the symbols of the respective reels through the display windows 4L, 4C, 4R. Each of the reels 3L, 3C, 3R is rotated at a constant speed, for example, 80 revolutions/min.

To a left side of the display windows 4L, 4C, 4R are mounted a 1-BET lamp 9 a, a 2-BET lamp 9 b, a MAX-BET lamp 9 c, an information display unit 19 and a delay cancellation game-number display unit 19. An internal win notifying area 23 is provided below the display windows 4L, 4C, 4R. The 1-BET lamp 9 a, the 2-BET lamp 9 b and the MAX-BET lamp 9 c are turned on depending on the number of medals (hereinafter, referred to as “BET number”) bet to play one game.

The 1-BET lamp 9 a is turned on when the BET number is “1” and one of the pay lines is activated. The 2-BET lamp 9 b is turned on when the BET number is “2” and the three pay lines are activated. The MAX-BET lamp 9 c is turned on when the BET number is “3” and the five pay lines are activated. The information display unit 18 consists of 7-segment LED and displays the number of medals deposited, i.e., credited, and the payout number of medals at the time when a win is made. The delay cancellation game-number display unit 19 consists of 7-segment LED and displays the number of games which can be played in a delay cancellation section, i.e., the number of games in which a delay cancellation section is continued.

A base portion 10 having a horizontal surface is provided below the display windows 4L, 4C, 4R. A liquid crystal display device 5 is mounted between the base portion 10 and the display windows 4L, 4C, 4R. Information about a game, for example information representing an internal win in a big bonus or challenge time and a carryover is displayed on a screen 5 a of the liquid crystal display device 5. A medal insertion slot 22 is formed at a right side of the liquid crystal display device 5, and a 1-BET switch 11, a 2-BET switch 12 and a MAX-BET switch 13 are provided at a left side of the liquid crystal display device 5.

When the 1-BET switch 11 is pushed one time, one of the medals credited is bet per a game. When the 2-BET switch 12 is pushed one time, two of the medals credited are bet per a game. When the MAX-BET switch 11 is pushed one time, the maximum number of medals can be bet per a game. When these BET switches 11, 12, 13 are pushed, the predetermined pay line is activated, as described above.

To a frontal left side of the base portion 10 is mounted a C/P switch 14 for switching credit/payout of medals which are acquired through a game by a player. When the payout is carried out, the medals are paid out from a medal payout slot 15 provided at a frontal lower side and the paid out medals are stacked in a medal tray 16. A start lever 6 for rotating the reels to variably display the symbols in display windows 4L, 4C, 4R by a manipulation of the player is mounted at the right side of the C/P switch 14 to be rotatable within a predetermined range of angles.

There is provided a delay cancellation section in a game section according to one embodiment. In the delay cancellation section, it is carried a process for rotating the reels in accordance with the operation of the start lever 6, irrespective of the time period from after the reels have started to rotate in a previous unit game. In other words, a maximum delay time period is “0 second”. The delay cancellation section conforms to a game section which is a RT game mode.

In the mean time, in game sections except the delay cancellation section, when the start lever 6 is operated, when “4.1 seconds” have not elapsed after the previous game has started, the reel rotating process in accordance with the operation of the start lever 6 is carried out after “4.1 seconds”. In other words, the reel rotating process is delayed. The maximum delay time is “4.1 seconds”. It is determined through a mode of a delay cancellation flag whether it is under delay cancellation section. When the delay cancellation flag is ON, it is under delay cancellation section. When the delay cancellation flag is OFF, it is under game section except the delay cancellation section.

In the delay cancellation section, since there is no case where the player waits for the start of the reel rotation after the start lever 6 is operated, a smooth game can be realized. In the mean time, in the game sections except the delay cancellation section, it is possible to limit the number of games in which the player can play the game per unit time.

To a lower side of the liquid crystal display device 5 at the frontal center of the base portion 10 are mounted three stop buttons (stop operation unit) 7L, 7C, 7R for stopping the rotations of the reels 3L, 3C, 3R, respectively. Speakers 21L, 21R are mounted at the upper left and right sides of the medal tray 16. A unit game is basically started by the operation of the start lever 6 and is over when all the reels 3L, 3C, 3R are stopped.

In this embodiment, the maximum number of sliding symbols, i.e., the maximum sliding display number under challenge game mode and a single challenge game mode is set to be “1”. The maximum number of sliding symbols under a game mode except the challenge game mode and the single challenge game mode is set to be “4”. The “number of sliding symbols” is the number of symbols displayed or moved from after it is detected the push operation of the stop buttons 7L, 7C, 7R until the corresponding reels 3L, 3C, 3R are stopped. Specifically, the number of sliding symbols is identical to the number of symbols whose center portions have passed through the predetermined pay lines such as center line 8 c from after the stop buttons 7L, 7C, 7R are pushed until the corresponding reels 3L, 3C, 3R are stopped.

One or more reels 3L, 3C, 3R are stop-controlled within a predetermined time period, for example, 75 ms, after the stop buttons 7L, 7C, 7R are pushed during the challenge game mode and the single challenge game mode. One or more reels 3L, 3C, 3R are stop-controlled within a predetermined time period, for example, 190 ms, during the game mode except the challenge game mode and the single challenge game mode. It may be set game modes in which the maximum time periods from after the stop buttons 7L, 7C, 7R are pushed until the reels 3L, 3C, 3R are stopped are different from each other.

In this embodiment, a stop operation of the reel which is carried out by pushing the stop buttons while all the reels are being rotated is referred to as a “first stop operation”, a stop operation which is carried out following the first stop operation is referred to as a “second stop operation”, and a stop operation which is carried out following the second stop operation is referred to as a “third stop operation”.

FIG. 2 shows an internal win notifying area 23 and the display screen 5 a.

The internal win notifying area 23 has three-color LEDs L1 to L11 whose color can be changed into one of red, orange and green colors. The three-color LEDs L1 to L11 correspond to Losing, Small Win of JAC, Group win, Small Win of Bell, Small Win of Watermelon, Replay, SCT, SB, RB, CT and BB which will be described later, respectively.

When one game is started, the information of an internal win is transferred and a LED of the three-color LEDs L1 to L11 corresponding to the internal win is turned on. A symbol combination corresponding to the internal win is displayed on the display screen 5 a. In an example shown in FIG. 2, RB is determined as an internal win and the three-color LED L9 is turned on. A symbol combination of “Red 7-Red 7-White 7” corresponding to RB is displayed on the display screen 5 a.

The three-color LEDs L1 to L11 are controlled by a main control circuit 71 which will be described later. In the mean time, the liquid crystal display device 5 is controlled by a sub-control circuit 72 which will be described later. The information of same contents is notified to the player through the internal win notifying area 23 and the display screen 5 a. Accordingly, for example, even when there occurs badness in the sub-control circuit 72 due to an unexpected situation such as lightning, it is possible to play a game, based on the display mode of the symbols in the display windows 4L, 4C, 4R and the notification in the internal win notifying area 23. Accordingly, it is possible to equip the gaming machine in a game arcade without anxiety.

FIG. 3 shows symbol rows displayed on the reels 3L, 3C, 3R, in each of which 21 symbols are arranged. Each of the symbols is given with code numbers of “00” to “20”, and stored as a data table in a ROM 32 which will be described later (see FIG. 12). The symbol row consisting of “White 7 (symbol 91)”, “Red 7 (symbol 92)”, “Bell (symbol 93)”, “watermelon (symbol 94)”, “Replay (symbol (95)”, “Upper Chili (symbol 96)” and “Lower Chili (symbol 97)” is displayed on each of the reels 3L, 3C, 3R. Each of the reels 3L, 3C, 3R is rotated so that the symbol rows are moved in an arrow direction of FIG. 3.

In this embodiment, the win includes BB, Challenge Time (hereinafter, abbreviated to “CT”), RB, Single Bonus (hereinafter, abbreviated to “SB”), Single Challenge Time (hereinafter, abbreviated to “SCT”), Replay, Small Win of Watermelon, Small Win of Upper Chili, Small Win of Lower Chili and Small Win of JAC.

RB is a first type special single bonus. BB is a continuous operation device of single bonus relating to the first type special single bonus. A challenge game is a second type special single bonus. SCT is an operating condition of the second type special single bonus. CT is a continuous operation device of single bonus relating to the second type special single bonus. SB is a common bonus game.

FIG. 4 is a view showing an occurrence condition of each game mode, a shift condition and a game mode of a shift place when the shift condition is fulfilled. A game characteristic of each game mode, for example, a state of the stop control of the reels 3L, 3C, 3R in correspondence with a win for reel-stop which will be described later, will be described with reference to FIGS. 7 to 11.

In this embodiment, the game mode includes a base game mode, a BB game mode, a challenge time game mode (hereinafter, abbreviated to “CT game mode”), a RB game mode, a single challenge game mode (hereinafter, abbreviated to “SCG mode”), a BB carryover mode, a challenge time carryover mode (hereinafter, abbreviated to “CT carryover mode”), a RB carryover mode, a single bonus game mode (hereinafter, abbreviated to “SB game mode”) and a Replay game mode of high probability (hereinafter, abbreviated to “RT game mode”). The BB carryover mode, the CT carryover mode and the RB carryover mode are referred to as “carryover mode”. A win carried over under carryover mode is referred to as “internal carryover win”.

The base game mode is a game mode in which an expected value of the so-called “rate of paying out balls”, i.e., a game value to be paid out to a player with respect to a unit game value bet per a game, is less than “1”. There is no internal carryover win made in the base game mode, and it is the most disadvantageous to the player as compared to the other game modes.

The BB game mode is a game mode consisting of the BB base game mode the RB game mode. The BB game mode is a game mode consisting of a game in which “a continuous operation device of single bonus relating to the first type special single bonus” operates.

The CT game mode is a game mode consisting of the CT base game mode and a challenge game mode (hereinafter, abbreviated to “CG mode”). A game under CG mode and the SCG mode is referred to as “challenge game”. The CT game mode is a game mode consisting of a game in which “a continuous operation device of single bonus relating to the second type special single bonus” operates.

The SCG mode and the CG mode are game modes consisting of a game in which “the second type special single bonus” operates.

The RB game mode is a game mode consisting of a game in which “the first type special single bonus” operates.

The game characteristics during the CG mode and the SCG mode are basically similar. However, there is a difference in that the CG mode is started during the CT base game mode and the SCG mode is started during the base game mode.

The BB carryover mode is a game mode in which a win of BB is permitted over one or more games.

The CT carryover mode is a game mode in which a win of CT is permitted over one or more games.

The RB carryover mode is a game mode in which a win of RB is permitted over one or more games.

As described below, when a specific condition is fulfilled during the BB base game mode, it is shifted to the RB game mode without a win of RB (i.e., “Red 7-Red 7-White 7” is not arranged and stopped along the activated line). When an internal win of RB is determined during the BB game mode (RB game mode under BB base game mode or BB game mode), the RB carryover mode (RB carryover mode under BB) is generated over one or more games during the BB game mode. When a win of RB is made, the game mode is shifted to the RB game mode under BB game mode from the RB carryover mode (RB carryover mode under BB).

When an internal win of RB is determined during the BB game mode or when a specific condition is fulfilled without a win of RB during the RB carryover mode, the game mode may be shifted to the RB game mode under BB game mode from the current game mode such as RB game mode under BB. However, when an ending condition of the BB game mode is fulfilled during the RB carryover mode (RB carryover mode under BB), the game mode is shifted to the base game mode from the RB carryover mode (RB carryover mode under BB). In the mean time, when an internal win of RB is determined during the base game mode, it is shifted to the RB carryover mode and it is carried out a carryover of RB.

The SB game mode is a game mode consisting of a game in which a “common single bonus” operates.

The RT game mode is a game mode in which a probability that an internal win is determined or that a win of Replay is made is higher than in the base game mode.

As shown in FIG. 4, an occurrence condition of the BB game mode is a win of BB. If an acquired number, for example, so-called “net increased number” or “payout number”, is a predetermined number such as 361 pieces or more, the shift condition of a game mode is satisfied and the game mode is shifted to the base game mode.

An occurrence condition of the CT game mode is a win of CT which will be described later. When an internal win of CT is determined, one of CT1 and CT2 is distributed by a lottery. If an acquired number is a predetermined number such as 254 pieces or more, if an internal win of RB or SB is determined, the shift condition is satisfied and the game mode is shifted to the base game mode.

An occurrence condition of the RB game mode under base game mode is a win of RB. If a predetermined number of games, for example, 12 times, is over or if it is determined the predetermined number of times when a win is made, for example, 8 times, the shift condition is satisfied and the game mode is shifted to the base game mode.

An occurrence condition of the carryover mode is one of an internal win of BB, an internal win of RB, an internal win of RB under SCG and CG modes, an internal win of CT and an internal win of RB under BB game mode. If a win of BB, RB or CT is determined, if the BB game mode is over, or if the RB game mode is started during the BB game mode, the shift condition is satisfied and the game mode is shifted to the BB game mode, the RB game mode, the CT game mode or the base game mode.

An occurrence condition of the SCG mode is a win of SCT during the base game mode, which will be described later. Except the case, the condition is an internal win of RB or SB during the CG mode. In any case, if the predetermined number of games, for example, one time, is over, the shift condition is satisfied and the game mode is shifted to the base game mode, the RB game mode, the SB game mode or the RB carryover mode.

An occurrence condition of the SB game mode is a win of SB which will be described. If the predetermined number of games (for example, one time) is over, the shift condition is satisfied and the game mode is shifted to the base game mode.

An occurrence condition of the BB base game mode is a win of BB or an ending of the RB game mode under BB game mode. If the BB game mode is over, or if the RB game mode under BB game mode is started, the shift condition is satisfied and the game mode is shifted to the base game mode or the RB game mode.

An occurrence condition of the RB game mode under BB game mode is as follows: a specific condition is fulfilled in the RB game mode under BB base game mode or BB game mode, or a win of RB is made in the RB game mode under BB base game mode or BB game mode. If the predetermined number of games (for example, 12 times) is over, if it is determined the predetermined number of times when a win is made (for example, 8 times), or if the BB game mode is over, the shift condition is satisfied and the game mode is shifted to the base game mode, the RB game mode under BB game mode or the BB base game mode.

An occurrence condition of the CT base game mode is a win of CT or an ending of the CG mode under CT game mode. If the CT game mode is over or the CG mode is started during the CT game mode, the shift condition is satisfied and the game mode is shifted to the base game mode or the CG mode.

When an internal win of RB or SB is determined during the CT base game mode, the game mode is shifted to the base game mode or the carryover mode. When an internal win of RB is determined during the CG mode, a challenge game is carried out in a game in which the internal win is determined. When a win of RB is made in the challenge game, the game mode is shifted to the RB game mode. Otherwise, the game mode is shifted to the carryover mode. When an internal win of SB is determined during the CG mode, a challenge game is carried out in a game in which the internal win is determined. When a win of SB is made in the challenge game, the game mode is shifted to the SB game mode. Otherwise, the game mode is shifted to the base game sate.

An occurrence condition of the CG mode is that a specific condition is fulfilled or a win of SCT is made during the CT base game mode. In the CT base game mode, when a win of SCT is made, there occurs a CG mode, rather than SCT mode. If the predetermined number of games (for example, one or more times) is over, the shift condition is satisfied and the game mode is shifted to the base game mode or the CT base game mode.

A CG mode occurring during CT1 which is started with a win of CT and an achievement of the predetermined condition is referred to as “CG mode during CT1”. A CG mode occurring during CT2 which is started with a win of CT and an achievement of the predetermined condition is referred to as “CG mode during CT2”.

An occurrence condition of the RT game mode is an ending of the BB game mode. If the predetermined number of games (for example, 100 times) is over, the shift condition is satisfied and the game mode is shifted to the base game mode. If a win of BB, RB or CT is made, the shift condition is satisfied and the game mode is shifted to the BB game mode, the RB game mode or the CT game mode. If a win of SCT is made, the game mode is shifted to the SCG mode. At this time, the game mode may be shifted to the RT game mode from the SCG mode. It is possible to discriminate whether it is under RT game mode with a value of a RT counter or the delay cancellation flag of ON or OFF state, which will be described later.

The number of games in which the RT game mode continues is calculated by a RT counter. When the occurrence condition of the RT game mode is satisfied, the delay cancellation flag is updated to ON and “100” is set in the RT counter. When a game is played in the RT game mode, a value of the RT counter is subtracted. When the value of the RT counter is updated to “0” and the unit game is over, the delay cancellation flag is updated to OFF, so that the RT game mode is ended.

As described above, the delay cancellation section conforms to the game section which is under RT game mode. Accordingly, the number of games in which the delay cancellation section continues is same as the number of times exhibited by the value of the RT counter. In this embodiment, the value of the RT counter is displayed on the delay cancellation game-number display unit 19.

The player can perceive the number of games in which the delay cancellation section continues, based on the display contents of the delay cancellation game-number display unit 19, and can make progress the game while recognizing an ending time of the delay cancellation section.

In the followings, it is described a symbol combination and a payout number for each win with reference to FIGS. 5 and 6.

When “Red 7-Red 7-Red 7” is arranged along the activated line, a win of BB is made.

When “White 7-White 7-White 7” is arranged along the activated line, a win of CT is made.

When “Red 7-Red 7-White 7” is arranged along the activated line, a win of RB is made.

When “Bell-Bell-Replay” is arranged along the activated line, a win of SB is made.

When “Replay-Replay-Bell” is arranged along the activated line, a win of SCT is made.

When “Replay-Replay-Replay” is arranged along the activated line, a win of Replay is made. When a win of Replay is made, since the same number of medals as the inserted medals is automatically inserted, the player can play a next game without consuming the medals. In other words, Replay is a win allowing a game to be played when a win thereof is made, irrespective of the insertion of the game medium.

Combinations of symbols representing the wins of “Small Win of Watermelon”, “Small Win of Bell”, “Small Win of Upper Chili” and “Small Win of Lower Chili” are as shown.

When “Upper Chili (symbol 96)” and “Lower Chili (symbol 97)” are stopped in the left display window 4L, the wins of “Small Win of Upper Chili” and “Small Win of Lower Chili” are made, respectively. As shown in FIG. 3, “Upper Chili” and “Lower Chili” are arranged to be adjacent to each other up and down on the left reel 3L.

Accordingly, there may be a case where the wins of “Upper Chili” and “Lower Chili” are duplicatively made (this case is referred to as “Small Win of Combined Chili”. In this case, the payout number is “9 pieces” or “15 pieces”.

When “Bell-Replay-Bell” is arranged under RB game mode and SB game mode, a win of Small Win of JAC is made.

In the base game mode, the carryover mode or the RT game mode, there is a case where a win except Small Win of JAC is made. However, there is no case where a win of SB, SCT, CT or RB is made during the BB carryover mode. There is no case where a win of SB, SCT, BB or RB is made during the CT carryover mode. There is no case where a win of SB, SCT, BB or CT is made during the RB carryover mode. Further, there is no case where a win of SB, SCT, BB or CB is made in the RB carryover mode under BB game mode (RB carryover mode under BB).

There is a case where a win except BB, CT, RB, SB and Small Win of JAC is made in the CT base game mode.

There is a case where a win except BB, CT and Small Win of JAC is made in the CG mode. There is a case where a win except Small Win of JAC is made in the SCG mode. In FIG. 5, it is shown a win of BB in the SCG mode which corresponds to a symbol combination of “Red 7-Red 7-Red 7” and the payout number of 15 pieces, and a win of CT in the SCG mode which corresponds to a symbol combination of “White 7-White7-White 7” and the payout number of 15 pieces.

There is a case where a win of RB, Replay, Small Win of Watermelon, Small Win of Bell, Small Win of Upper Chili or Small Win of Lower Chili is made in the BB base game mode.

There is a case where a win of Replay or Small Win of JAC is made in the RB game mode shifted from the base game mode. There is a case where a win of RB, Replay or Small Win of JAC is made in the RB game mode under BB game mode.

There is a case where a win except Small Win of Watermelon, Small Win of Bell, Small Win of Upper Chili and Small Win of Lower Chili is made in the SB game mode.

In the followings, it is described a probability lottery table with reference to FIGS. 7A, 7B to 10.

FIG. 7A shows a probability lottery table for base game mode. There is a case where a win except Small Win of JAC is determined as the internal win in the base game mode.

FIG. 7B shows a probability lottery table for CT game mode. There is a case where a win except BB, CT and Small Win of JAC is determined as the internal win in the CT game mode. In any of the CT base game mode and the CG mode, an internal win is determined on the basis of the probability lottery table shown in FIG. 7B. A win for reel-stop is selected, based on the different lottery value.

FIG. 8A shows a probability lottery table for SCG mode. There is a case where a win except Small Win of JAC is determined as the internal win in the SCG mode.

FIG. 8B shows a probability lottery table for BB base game mode. In the BB base game mode, an internal win of any one of RB, Replay, Small Win of Watermelon, Small Win of Bell, Group win and Losing is determined. In the BB base game mode, the game mode may be shifted to the RB game mode irrespective of the internal win and may be shifted to it via the RB carryover mode under BB, on condition that the game mode is shifted to the RB game mode under BB game mode.

FIG. 8C shows a probability lottery table for RB game mode under base game mode. In the RB game mode, an internal win of any one of Replay, Small Win of JAC and Losing is determined.

FIG. 9A shows a probability lottery table for carryover mode. In the carryover mode, an internal win of any one of Replay, Small Win of Watermelon, Small Win of Bell, Group win and Losing is determined.

FIG. 9B shows a probability lottery table for RB game mode under BB game mode. In the RB game mode under BB game mode, an internal win of any one of RB, Replay, Small Win of JAC and Losing is determined. In the BB base game mode and the RB carryover mode under BB, it is used a table in which RB is excluded from the probability lottery table for BB base game mode shown in FIG. 8B, i.e., a table in which RB is not selected as an internal win. In other words, in such table, a probability that an internal win of RB will be determined is “0” and the lottery probabilities of the other wins are as shown in FIG. 8B. A probability of Losing may be changed. In the RB game mode under BB game mode and the RB carryover mode under BB, it is used a table in which RB is excluded from the probability lottery table for RB game mode under BB game mode shown in FIG. 9B, i.e., a table in which RB is not selected as an internal win. In other words, in such table, a probability that an internal win of RB will be determined is “0” and the lottery probabilities of the other wins are as shown in FIG. 9B.

FIG. 9C shows a probability lottery table for SB game mode. In the SB game mode, an internal win of any one of BB, CT, RB, SB, SCT, Replay, Small Win of JAC and Losing is determined.

The probability lottery tables are provided every setting value which is provided in several stages, for example, 6 stages. However, the probability lottery table per setting value is omitted. The setting value is basically a value set or selected by a game arcade. The degree advantageous to the player (for example, the rate of paying out balls, a probability of an internal win) in a game is different depending on the setting values. In this embodiment, “1” to “6” are provided as the setting values. The probability that an internal win of at least one of BB, CT, RB, SB, SCT, etc. will be determined is different between at least any “two” setting values. However, it may be structured in such a way that an internal win is determined at all the setting values using any one of the probability lottery tables, and a selection table of a win for reel-stop which is used to determine a win for reel-stop becomes different in correspondence with the setting.

FIG. 10 shows a probability lottery table for RT game mode. Similarly to the base game mode, in the RT game mode, there is a case where any win except Small Win of JAC is determined as the internal win. In the RT game mode, a probability that an internal win of Replay will be determined is higher than in the base game mode. Specifically, a probability that an internal win of Replay will be determined is double (“2245/16384” in the base game mode and “4490/16384” in the RT game mode). In the RT game mode, a probability that an internal win of Losing will be determined is lower than in the base game mode (“11599/16384” in the base game mode and“9354/16384” in the RT game mode). A probability that other internal wins will be determined is same as the base game mode.

In the followings, it is described a selection table of a win for reel-stop with reference to FIG. 11.

The selection table of a win for reel-stop indicates a lottery value for the respective wins for reel-stop with respect to the game mode and the internal win.

The win for reel-stop is information used for the stop control of the reels 3L, 3C, 3R. When a win for reel-stop is determined, the reels 3L,3C, 3R are stop-controlled under state that a stop mode of a symbol or symbol combination corresponding to the win is allowed to stop in the display windows 4L, 4C, 4R. The stop control is carried out under state that a symbol or symbol combination corresponding to a win except the win for reel-stop is not allowed.

The lottery value is a value which will be subtracted from a sampled random number. When a value obtained by subtracting a lottery value from a random number is negative, a win for reel-stop corresponding to the lottery value is selected. A sampling range of random numbers is “0” to “127”. For example, when an internal win is Replay in the SCG mode, when the sampled random number is “30”, a lottery value “20” corresponding to Replay which is a win for reel-stop is first subtracted from “30”. The resulting value “10” is a positive value. Then, when a lottery value “108” corresponding to all Small Win which is a win for reel-stop is subtracted from “10”, the resulting value is negative. Accordingly, all Small Win is selected as a win for reel-stop.

The maximum number of sliding symbols of the reel corresponding to the first stop operation is set to be “1” and the maximum number of sliding symbols of the reel corresponding to the second and third stop operations is basically set to be “0”. However, when Small Win is not included in the win for reel-stop, the maximum number of sliding symbols is basically set to be “1”.

In other words, when all Small Win is selected as a win for reel-stop, a win of all Small Win is allowed. Then, a push timing of the stop buttons by the player determines whether the win is made or not. Likewise, even when a win except Replay is set as a win for reel-stop, a push timing of the stop buttons 7L, 7C, 7R by the player determines whether the win is made or not.

When an internal win is BB, BB is selected as a win for reel-stop in the base game mode, the RT game mode and the SB game mode. In the mean time, any one of BB and “BB and all Small Win” is selected as a win for reel-stop in the SCG mode.

When an internal win is CT, CT is selected as a win for reel-stop in the base game mode, the RT game mode and the SB game mode. In the mean time, any one of CT and “CT and all Small Win” is selected as a win for reel-stop in the SCG mode.

When an internal win is RB, RB is selected as a win for reel-stop in the base game mode, the RT game mode, the BB base game mode and the SB game mode. In the mean time, any one of RB and “RB and all Small Win” is selected as a win for reel-stop in the SCG mode. RB or Losing is selected as a win for reel-stop in the RB game mode. When an internal win of RB is determined in the RB game mode, RB is carried over.

When an internal win is SB, SB is selected as a win for reel-stop in the base game mode, the RT game mode and the SB game mode. In the mean time, any one of SB and “SB and all Small Win” is selected as a win for reel-stop in the SCG mode.

When an internal win is SCT, SCT is selected as a win for reel-stop in the game mode except the SCG mode and the SB game mode. In the mean time, in the SCG mode and the SB game mode, it is determined through a predetermined lottery whether a win of SCT is allowed or not in the SCG mode, and SCT or all Small Win is selected as a win for reel-stop.

In a next game of the game in which a win of SCT has been made in the base game mode or RT game mode, the game mode becomes the SCG mode. In the SCG mode, when an internal win of SCT is determined and SCT is selected as a win for reel-stop, a game mode in a next game becomes also the SCG mode. In other words, the game mode in the games which are continued with the win of SCT becomes the SCG mode, so that a pseudo high probability CG mode is correspondingly generated.

A continuation condition of the pseudo high probability CG mode is such that SCT is selected as a win for reel-stop. The pseudo high probability CG mode is ended in a game in which all Small Win is selected as a win for reel-stop. Accordingly, if Replay is not set as a win for reel-stop during the pseudo high probability CG mode, a control is carried out so that the maximum number of sliding symbols becomes “0”. In addition, since there is a case where an internal win of SCT is determined and the pseudo high probability CG mode occurs even during the CG mode, there is a case where a game mode of the games continued becomes the CG mode.

When an internal win is Replay, Replay is selected as a win for reel-stop in the base game mode, the RT game mode, the carryover mode, the CT base game mode, the BB base game mode, the RB game mode and the SB game mode. In the mean time, Replay or all Small Win is selected as a win for reel-stop in the CG mode during CT1, the CG mode during CT2 and the SCG mode. The selection probability may be different in each of the modes.

In the probability lottery tables used for the CG mode during CT1, the CG mode during CT2 and the SCG mode (see FIGS. 7B and 8A), the probability that an internal win of Replay will be determined is highest. However, when the internal win of Replay is determined, the win for reel-stop is distributed to Replay or all Small Win.

When an internal win is Small Win of Watermelon, Small Win of Watermelon is selected as a win for reel-stop in the base game mode, the RT game mode, the carryover mode, the CT base game mode and the BB base game mode. In the mean time, all Small Win is selected as a win for reel-stop in the CG mode during CT1, the CG mode during CT2 and the SCG mode.

When an internal win is Small Win of Bell, Small Win of Bell is selected as a win for reel-stop in the base game mode, the RT game mode, the carryover mode, the CT base game mode and the BB base game mode. In the mean time, all Small Win is selected as a win for reel-stop in the CG mode during CT1, the CG mode during CT2 and the SCG mode.

When an internal win is Group win, any one of Small Win of Upper Chili, Small Win of Lower Chili and Small Win of Combined Chili is selected as a win for reel-stop in the base game mode, the RT game mode, the carryover mode, the CT base game mode and the BB base game mode. The probability that Small Win of Combined Chili will be selected as a win for reel-stop is highest.

When an internal win is Group win, any one of Small Win of Upper Chili, Small Win of Lower Chili, Small Win of Combined Chili and all Small Win is selected as a win for reel-stop in the CG mode during CT1 and the CG mode during CT2. The probabilities that each of the wins will be selected as a win for reel-stop are different. In the CG mode during CT1, the probability that Small Win of Combined Chili (payout number is “15 pieces”) will be selected as a win for reel-stop is highest. In the CG mode during CT2, the probability that Small Win of Upper Chili (payout number is “2 pieces”) will be selected as a win for reel-stop is highest.

The ending condition of the CT game mode includes that the acquired number is a predetermined number or more. Accordingly, an expected value for the number of continuation games under CT game mode which occurs with a win of CT distributed to CT1 is higher than an expected value for the number of continuation games under CT game mode which occurs with a win of CT distributed to CT2. Since the CT game modes having different expected values for the number of continuation games are allowed to occur, it is possible to realize the various game characteristics.

When the internal win is Group win, all Small Win is selected as a win for reel-stop in the SCG mode.

When the internal win is Small Win of JAC, Small Win of JAC is selected as a win for reel-stop in the RB game mode and the SB game mode.

When the internal win is Losing, Losing is selected as a win for reel-stop in the base game mode, the RT game mode, the CT game mode, the BB base game mode, the RB game mode and the SB game mode.

When the internal win is Losing, an internal carryover win is selected as a win for reel-stop in the carryover mode. The internal carryover win includes RB which is carried over in the RB carryover mode under BB. All Small Win is selected as a win for reel-stop in the CG mode during CT1, the CG mode during CT2 and the SCG mode.

The selection table of a win for reel-stop is provided every setting value. However, the probability lottery table per setting value is omitted. In this embodiment, the selection probability of a win for reel-stop corresponding to at least one of the internal wins is different between at least any “two” setting values. However, it may be structured in such a way that an internal win is determined at all the setting values using any selection table of a win for reel-stop and the probability lottery table which is used to determine a win for reel-stop becomes different in correspondence with the setting.

FIG. 12 shows an electric circuit of the gaming machine 1. The electric circuit has a main control circuit 71 controlling a game processing operation of the gaming machine 1, a peripheral device (i.e., actuator) and a sub-control circuit 72 electrically connected to the main control circuit 71. The sub-control circuit 72 is provided with a CPU, a ROM, a RAM, etc. and controls the liquid crystal display device 5, the speakers 21L, 21R, and the lamp 102, based on control signals transmitted from the main control circuit 71.

The main control circuit 71 has a micro computer 30 arranged on a circuit board as a main constituting element and is further provided with a circuit for sampling random numbers. The micro computer 30 includes a CPU 31 carrying out a control operation in accordance with a preset program, and a ROM 32 and a RAM 33 which are a memory unit.

To the CPU 31 is connected a clock pulse generating circuit 34 for generating a reference clock pulse, a frequency divider 35, a random number generator 36 for generating a random number to be sampled and a sampling circuit 37. In the mean time, the random number sampling may be carried out in the micro computer 30, i.e., on the operating program of the CPU 31. In this case, the random number generator 36 and the sampling circuit 37 may be omitted or held for a backup of the random number sampling operation.

The ROM 32 of the micro computer 30 stores the probability lottery tables (see FIGS. 7A, 7B to 10), a stop table group for determining a stop mode of a reel, various control commands for being transmitted to the sub-control circuit 72 and the like. A determination of the random number sampling is carried out every start operation by manipulating the start lever 6, and the stop mode of reel is determined by a push operation of the stop buttons. The sub-control circuit 72 does not input a command, information and the like to the main control circuit 71. In other words, it is carried out one-way communication from the main control circuit 71 to the sub-control circuit 72. The RAM 33 stores various information such as flag, game mode, etc.

In the circuit shown in FIG. 12, main actuators controlled by control signals from the micro computer 30 include the BET lamps 9 a, 9 b, 9 c, the three-color LEDs L1 to L11, the information display unit 18, a hopper 40 and stepping motors 49L, 49C, 49R. The hopper 40 is provided to receive the medals and to pay out the predetermined number of medals by a command of a hopper driving circuit 41 and includes a driving unit for paying out the medals. The stepping motors 49L, 49C, 49R rotate the reels 3L, 3C, 3R.

To an output of the CPU are connected a motor driving circuit 39 for controlling the operations of the stepping motors 49L, 49C, 49R, the hopper driving circuit 41 for controlling the operations of the hopper 40, a lamp driving circuit 45 for controlling the operations of the BET lamps 9 a, 9 b, 9 c and a display unit driving circuit 48 for controlling the operations of the information display unit 18 and the delay cancellation game-number display unit 19. These driving circuits receive the control signals such as driving commands outputted from the CPU 31 to control the operations of the actuators, respectively.

As a unit for generating an input signal required so that the micro computer 30 generates a control command, there are provided a start switch 6S, a 1-BET switch 11, a 2-BET switch 12, a MAX-BET switch 13, a C/P switch 14, a medal sensor 10S, a reel stop signal circuit 46, a reel position detection circuit 50 and a payout completion signal circuit 51.

The start switch 6S detects a manipulation of the start lever 6. The medal sensor 10S detects a medal inserted into the medal insertion slot 10S. The reel stop signal circuit 46 generates a stop signal in accordance with the push operation of the respective stop buttons 7L, 7C, 7R. The reel position detection circuit 50 receives a pulse signal from reel rotating sensors and supplies a signal for detecting a rotating position of each of the reels 3L, 3C, 3R to the CPU 31. The payout completion signal circuit 51 generates a signal for detecting the payout completion of the medal when a value counted by a medal detection unit 40S, i.e., the number of medals paid out from the hopper 40 reaches a predetermined value.

In the circuit of FIG. 12, the random number generator 36 generates random numbers within a predetermined range, and the sampling circuit 37 samples one random number at an appropriate timing after the start lever 6 is manipulated. Based on the random number sampled and the probability lottery table stored in the ROM 32, an internal win is determined.

After the reels 3L, 3C, 3R starts to rotate, it is counted the number of driving pulses supplied to each of the stepping motors 49L, 49C, 49R and the count value is written in a predetermined area of the RAM 33. A reset pulse is obtained from the reels 3L, 3C, 3R every one revolution and inputted to the CPU 31 through the reel position detection circuit 50. The count value of the driving pulses stored in the RAM 33 is cleared to “0” by the obtained reset pulse. Thereby, it is stored the count value corresponding to a rotating position within a range of one revolution with regard to each of the reels 3L, 3C, 3R in the RAM 33.

In order to match the rotating positions of the reels 3L, 3C, 3R to the symbols arranged on the peripheries of the reels, a symbol table (not shown) is stored in the ROM 32. In this symbol table, on the basis of the rotating positions generated by the reset pulse, code numbers sequentially given every rotation pitch of the respective reels 3L, 3C, 3R are matched to symbol codes representing symbols provided to correspond to each of the code numbers.

A winning symbol combination table (not shown) is stored in the ROM 32. In the winning symbol combination table, it is matched a type of wins, a combination of symbols, the medal payout number and a winning determination code each other. The winning symbol combination table is referred when it is carried out a control for stopping the rotations of the left reels 3L, the center reel 3C and the right reel 3R and when it is carried out a confirmation of the win after all the reels 3L, 3C, 3R are stopped.

Based on the probability lottery process in accordance with the random number sampling, the CPU 31 transmits a signal transmitted from the reel stop signal circuit 46 at the timing at which the player pushes the stop buttons 7C, 7L, 7R and a signal for stop-controlling the reels 3L, 3C, 3R based on the selected “stop table” to the motor driving circuit 39.

When the stopped symbol combination is matched to the internal win, the CPU 31 supplies a payout command signal to the hopper driving circuit 41 to pay out the predetermined number of medals from the hopper 40. At this time, the medal detection unit 40S counts the number of medals paid out from the hopper 40, and the medal payout completion signal is inputted to the CPU 31 when the count value reaches a predetermined number. Thereby, the CPU 31 stops the driving of the hopper 40 through the hopper driving circuit 41 and ends the “medal payout process”.

In the followings, it is described a control process of the main control circuit 71 with reference to main flow charts shown in FIGS. 13 to 15.

First, the CPU 31 carries out an initialization process when a game is started (step S1). Specifically, the CPU initializes a memory content of the RAM 33 and communication data. Subsequently, the CPU erases the information of a predetermined memory area (for example, an area for memorizing an internal win) of the RAM 33 when a game is over (step S2).

More specifically, the CPU erases the data of a writable area of the RAM 33 used for a previous game, writes parameters necessary for a next game into a writable area of the RAM 33 and indicates a start address of a sequence program of a next game. Next, the CPU determines whether “30 seconds” have elapsed after a previous game was over, i.e., after all the reels 3L, 3C, 3R stopped (step S3). If a result of the determination is “YES”, the CPU transmits a “demo display command” requesting the sub-control circuit 72 to display a “demo image” (step S4). If a result of the determination is “NO” in the step S3, the CPU proceeds to a step S5.

Next, the CPU 31 determines whether there is a request for the automatic insertion of medals, i.e., whether a win of Replay has been made in the previous game (step S5). If a result of the determination is “YES”, the CPU automatically inserts the medals as the requested insertion number (step S6) and proceeds to a step S8. If a result of the determination is “NO” in the step S5, the CPU determines whether there is an input from the medal sensor 22S or BET switches 11 to 13 (step S7). If a result of the determination is “YES”, the CPU proceeds to a step S8, otherwise proceeds to the step S3.

In a step S8, the CPU transmits a “BET command” to the sub-control circuit 72, which represents that the BET switches 11 to 13 is pushed or a medal is inserted. Subsequently, the CPU determines whether there is an input from the start switch 6S resulting from the manipulation of the start lever 6 (step S9). If a result of the determination is “YES”, the CPU proceeds to a step S10, otherwise repeats the step S9. In the step S10, the CPU samples a random number for lottery. The random number sampled in this process is used in a probability lottery process which will be described later. Subsequently, the CPU carries out a gaming status supervisory process (step S11).

Next, the CPU 31 carries out a probability lottery process (step S12). In the probability lottery process, the CPU determines an internal win using the probability lottery tables shown in FIGS. 7A, 7B to 10 in accordance with the random number sampled in the process of the step S10 and the game mode. For example, when a value of the RT counter is “1 or more”, the CPU determines an internal win, based on the probability lottery table shown in FIG. 10. In the probability lottery process, the CPU shifts the game mode to the RB carryover mode if an internal win of RB or SB is determined in the CT game mode. When an internal win is CT, the CPU carries out a distribution to CT1 or CT2, based on the lottery, the game-related information, the game operation of the player, etc.

Next, the CPU carries out a process of determining a win for reel-stop (step S13). In the process of determining a win for reel-stop, the CPU determines a win for reel-stop in accordance with the internal win determined in the step S12 and the game mode, using the selection table of a win for reel-stop shown in FIG. 11. The CPU selects a pay line at which a symbol combination corresponding to the win for reel-stop will be arranged. Continuously, the CPU carries out a stop table selecting process (step S14) and proceeds to a step S15.

In the step S15, the CPU carries out a three-color LED control process. Specifically, the CPU controls the lamp driving circuit 45 so that the LED corresponding to the internal win determined in the step S12, among the three-color LEDs L1 to L11, is turned on, and proceeds to a step S16.

In the step S16 of FIG. 14, the CPU transmits a “start command” to the sub-control circuit 72. The “start command” includes the information about the internal win, the win for reel-stop, the game mode, etc. Subsequently, the CPU determines whether the delay cancellation flag is ON, i.e., whether it is under delay cancellation section (step S17). If a result of the determination is “YES”, the CPU proceeds to a step S20, otherwise proceeds to the step S18. In the step S18, the CPU determines whether “4.1 seconds” have elapsed after a game is started. If a result of the determination is “YES”, the CPU proceeds to a step S20, otherwise proceeds to the step S19.

In the step S19, the CPU consumes a game start waiting time and then proceeds to the step S20. Specifically, the CPU carries out the waiting process during the period from after the previous game has started until a predetermined time (for example, 4.1 seconds) has elapsed. The CPU does not carry out a process (step S21) of rotating the reels 3L, 3C, 3R (step S21) during the period from after the previous game has started in the step S19 until a predetermined time (for example, 4.1 seconds) has elapsed, so that it controls a progress speed of the game (for example, the number of unit games which can be played per a unit time), thereby suppressing the passion for gambling.

In the RT game mode, it is higher a probability that a win of Reply will be made or that an internal win of Replay will be determined, as compared to the base game mode, etc. When a win of Replay is made, the player can play a next game without inserting or consuming the medals. However, the player cannot acquire a medal. Accordingly, even when the progress speed of the game becomes higher in the RT game mode in which a winning probability of Replay is high, there is no worry about inciting the passion for gambling of the player.

Therefore, the CPU does not carry out the determination in the step S18 and the step S19 in the RT game mode. In other words, the CPU applies the delay cancellation section to the RT game mode. By doing so, the player can make progress a game in the RT game mode more smoothly, as compared to the base game mode.

In the step S20, the CPU 31 sets one game supervisory timer. The game supervisory timer in the step S20 includes an automatic stop timer for automatically stopping the reels 3L, 3C, 3R without pushing the stop buttons 7L, 7C, 7R. Continuously, the CPU carries out a process of rotating the reels 3L, 3C, 3R (step S21) and proceeds to a step S22.

In the step S22, the CPU 31 determines whether the stop button is “ON” or not. Specifically, the CPU determines whether any one of the stop buttons 7L, 7C, 7R is pushed. If a result of the determination is “YES”, the CPU proceeds to a step S24, otherwise proceeds to a step S23. In the step S23, the CPU determines whether the automatic stop timer is “0” or not. If a result of the determination is “YES”, the CPU proceeds to a step S24, otherwise proceeds to the step S22.

In the step S24, the CPU 31 carries out a sliding-symbol-number determining process which will be described with reference to FIG. 16. Continuously, the CPU rotates and then stops the reels 3L, 3C, 3R corresponding to the stop buttons 7L, 7C, 7R which are pushed as the number of sliding symbols determined in the step S24 (step S25). Then, the CPU determines whether all the reels are stopped or not (step S25). If a result of the determination is “YES”, the CPU proceeds to a step S27, otherwise proceeds to the step S22. In the step S27, the CPU transmits a “all reel stop command” to the sub-control circuit 72, which represents that all the reels are stopped, and then proceeds to a step S28.

In the step S28 of FIG. 15, the CPU carries out a winning retrieval. The winning retrieval is meant by setting a winning flag for identifying a win based on the stop mode of the symbol in the display windows 4L, 4C, 4R. Specifically, the CPU identifies a win, based on the code numbers of the symbols arranged along the center line 8 c and the winning determining table. Continuously, the CPU determines whether the winning flag is normal or not (step S29). Specifically, when a win is “Losing”, the CPU determines that it is “normal (YES)”, irrespective of the game mode. When the win is included in a win for determination, the CPU determines that it is “normal (YES)”, irrespective of the game mode.

When the win actually made is not included in the win for determination, when the game mode is a game mode except the CG mode and the SCG mode, the CPU determines that it is “illegal (NO)”. When the win actually made is not included in the win for determination, when the game mode is the CG mode or the SCG mode, if the win is the bonus (BB, CT, SCT, RB, SB, etc.) or Replay, the CPU determines that it is “illegal (NO)”. When the win actually made is not included in the win for determination, when the game mode is the CG mode or the SCG mode, if the win actually made is a win except the bonus (BB, CT, SCT, RB, SB, etc.) and Replay, the CPU determines that it is “normal (YES)”.

The win for determination in the process of the step S29 includes the internal win resulting from the probability lottery process (the step S12 in FIG. 13), and the internal carryover win resulting from the update of the game mode (a step S34 in FIG. 15) in accordance with the game mode, the internal win, the win actually made, etc.

For example, when Small Win of Bell is determined as an internal win in the probability lottery process (step S13 in FIG. 13) of a unit game under BB carryover mode, the win for determination in the game is BB and Small Win of Bell. When Small Win of Watermelon is determined as an internal win in the probability lottery process of a unit game under base game mode, the win for determination in the game is Small Win of Watermelon. The win for reel-stop resulting from the determination of the win for reel-stop (step S13 in FIG. 13) is not included in the win for determination.

If a result of the determination in the step S29 is “NO”, the CPU displays an illegal error (step S30). In this case, the game is stopped. If a result of the determination in the step S29 is “YES”, the CPU credits or pays out the medals depending on the win actually made and the game mode (step S31). Continuously, the CPU updates the acquired number (step S32).

Next, the CPU 31 carries out a RT control process which will be described with reference to FIG. 17, and then proceeds to a step S34. In the step S34, the CPU updates the game mode, based on the game mode, the internal win, the win actually made, etc. Specifically, when an internal win of BB, CT or RB is determined, the CPU shifts the game mode to the carryover mode and sets one of BB, CT and RB corresponding to the carryover mode as an internal carryover win. When a win of BB is made, the CPU updates the game mode to the BB game mode, when a win of CT is made, the CPU updates the game mode to the CT game mode, and when a win of RB is made, the CPU updates the game mode to the RB game mode. In the mean time, when a win of BB, RB or CT is made during the RT game mode or delay cancellation section, the CPU shifts the game mode to the BB game mode, the RB game mode or the CT game mode, respectively.

In the step S34, when a win of SCT or SB is made, the CPU updates the game mode to the SCG mode or the SB game mode, respectively. When a win of a bonus (BB, CT, RB, etc.) is made, the CPU erases the internal carryover win and updates the game mode to the base game mode, etc. from the SB game mode or SCG mode. When a win of Replay is made, the CPU stores the information representing that the win actually made is Replay. Based on this information, the CPU determines whether the automatic insertion of medals is carried out (step S5 in FIG. 13) when a next game is started. When the determination in the step S5 is carried out, the CPU erases the information representing that the win actually made is Replay.

Next, the CPU 31 transmits a command including the information of the win actually made to the sub-control circuit 72 and proceeds to a step S36. In the step S36, the CPU determines whether the current game mode is the RB game mode generated during the base game mode. If a result of the determination is “YES”, the CPU proceeds to a step S37, otherwise proceeds to a step S38.

In the step S37, the CPU carries out a RB game mode control process and proceeds to the step S2 in FIG. 13. In the RB game mode control process of the step S37, the CPU updates the data of the number of games and the number of times when a win is made and determines whether the RB game mode is maintained or shifted to the base game mode, based on the information about the number of times.

If a result of the determination in the step S36 is “NO”, the CPU determines whether the current game mode is the CT game mode (step S38). If a result of the determination is “YES”, the CPU proceeds to a step S39, otherwise proceeds to a step S40.

In the step S39, the CPU carries out a CT game mode control process and proceeds to the step S2. In the CT game mode control process of the step S39, the CPU updates the information of the acquired number, shifts the game mode between the CT base game mode and the CT mode, and determines whether it is shifted to the base game mode, based on the acquired number.

If a result of the determination in the step S38 is “NO”, the CPU determines whether the current game mode is the BB game mode (step S40). If a result of the determination is “YES”, the CPU proceeds to a step S41, otherwise proceeds to the step S2 in FIG. 13.

In the step S41, the CPU carries out a BB game mode control process and proceeds to a step S42. In the BB game mode control process of the step S41, the CPU updates the information of the acquired number, shifts the game mode to the RB game mode from the BB base game mode, and determines whether it is shifted to the base game mode, based on the acquired number.

Next, in the step S42, the CPU determines whether it is under RB game mode. If a result of the determination is “YES”, the CPU proceeds to a step S43, otherwise proceeds to a step S44.

In the step S43, the CPU carries out a RB game mode control process and proceeds to a step S44. In the RB game mode control process of the step S43, the CPU updates the data of the number of games and the number of times when a win is made and determines whether the RB game mode is maintained or shifted to the BB base game mode, based on the information of the acquired number.

In the step S44, the CPU determines whether it is at the time when the BB game mode is over, i.e., whether the shift condition of the BB game mode is fulfilled or not. If a result of the determination is “YES”, the CPU proceeds to a step S45, otherwise proceeds to the step S2 in FIG. 13. In the step S45, since it is at the time when the BB game mode is over, the CPU makes the delay cancellation flag ON to shift the game mode to the delay cancellation section, and proceeds to a step S46. In the step S46, the CPU sets “100” in the RT counter to generate the RT game mode, and proceeds to the step S2 in FIG. 13.

In the followings, it is described a sliding-symbol-number determining process which is carried out in the step S24 of FIG. 14, with reference to FIG. 16.

First, the CPU 31 determines whether the current game mode is the CG mode or the SCG mode (step S51). If a result of the determination is “YES”, the CPU proceeds to a step S52, otherwise proceeds to a step S56. In the step S52, the CPU sets the maximum number of sliding symbols to be “1”, and proceeds to a step S53. In the step S53, the CPU determines whether the win for reel-stop includes Small Win. If a result of the determination is “YES”, the CPU proceeds to a step S54, otherwise proceeds to a step S57.

In the step S54, the CPU determines whether this stop control of the reel corresponds to the first stop operation. If a result of the determination is “YES”, the CPU proceeds to a step S57, otherwise proceeds to a step S55. In the step S55, the CPU sets the number of sliding symbols to be “0” when the win for reel-stop during the CG mode or SCG mode is all Small Win and the stop control of the reel corresponds to the second or third stop operation, and proceeds to a step S58.

If a result of the determination in the step S51 is “NO”, the CPU sets the maximum number of sliding symbols to be “4” when the game mode is a game mode except the CG mode or SCG mode (step S56), and proceeds to a step S57. In the step S57, the CPU determines the number of sliding symbols, based on the BET number, the game mode, the internal win, the win for reel-stop, the maximum number of sliding symbols, etc., and proceeds to the step S25 in FIG. 14.

When a result of the determination in the step S53 is “NO” and the step S57 is thus carried out, it is carried out an attraction-in control of a symbol combination corresponding to a win except Small Win within a range of the maximum number of sliding symbols “1” with regard to the stop controls of all the reels corresponding to the first to third stop operations. In other words, it is carried out a control for making the win at a maximum. In the determination of the step S53, it may be determined whether the win for reel-stop includes Small Win except the Small Win of JAC.

When a result of the determination in the step S54 is “YES” and the step S57 is thus carried out, it is carried out the stop control within the range of the maximum number of sliding symbols “1”, regarding only for the stop control of the reel corresponding to the first stop operation. In the stop control, it may be determined through the lottery that a symbol corresponding to which win will have a priority.

In the step S58, the CPU 31 determines whether this stop control of the reel corresponds to the third stop operation. If a result of the determination is “YES”, the CPU proceeds to a step S59, otherwise proceeds to the step S25 in FIG. 14. In the step S59, the CPU determines whether the win actually made is matched to the win for reel-stop. If a result of the determination is “YES”, the CPU proceeds to a step S60, otherwise proceeds to the step S25 in FIG. 14. In the step S60, the CPU sets the number of sliding symbols to be “1” to avoid an erroneous win of Replay, and proceeds to the step S25 in FIG. 25.

In the followings, it is described a RT control process which is carried out in the step S33 of FIG. 15, with reference to FIG. 17.

First, the CPU 31 determines whether a value of the RT counter is “1 ” (step S61). If a result of the determination is “YES”, the CPU proceeds to a step S62, otherwise proceeds to the step S34 in FIG. 15. In the step S62, the CPU subtracts “1” from the value of the RT counter and proceeds to a step S63.

In the step S63, the CPU determines whether the value of the RT counter is “0” or not, i.e., whether the RT game mode is over. If a result of the determination is “YES”, the CPU proceeds to a step S64, otherwise proceeds to the step S34 in FIG. 15. In the step S64, the CPU makes the delay cancellation flag OFF to end the delay cancellation section, and proceeds to the step S34 in FIG. 15.

In the followings, it is described a period intervention process with reference to FIG. 18. The period intervention process is an intervening process in a predetermined main process of the main control circuit 71 with a predetermined interval (for example, 1.8773 msec).

First, the CPU 31 evacuates the data stored in a register (step S71) and proceeds to a step S72. In the step S72, the CPU sets the information about the right reel 3R in “reel identification information” which is stored in the RAM 33 and represents the information about the reels 3L, 3C, 3R, and proceeds to a step S73.

In the step S73, the CPU carries out the reel control process for the right reel 3R and proceeds to a step S74. More specifically, the CPU carries out the rotation start, the acceleration control, the constant speed control, the speed-reduction control, the stop control, etc. for the right reel 3R. In the step S74, the CPU sets the information about the center reel 3C in the “reel identification information” and proceeds to a step S75.

In the step S75, the CPU carries out the reel control process for the center reel 3C and proceeds to a step S76. More specifically, the CPU carries out the rotation start, the acceleration control, the constant speed control, the speed-reduction control, the stop control, etc. for the center reel 3C. In the step S76, the CPU sets the information about the left reel 3L in the “reel identification information” and proceeds to a step S77.

In the step S77, the CPU carries out the reel control process for the left reel 3L and proceeds to a step S78. More specifically, the CPU carries out the rotation start, the acceleration control, the constant speed control, the speed-reduction control, the stop control, etc. for the left reel 3L.

In the step S78, the CPU carries out an electromagnetic counter control process and proceeds to a step S79. Specifically, when a medal is inserted into the medal insertion slot 22, the CPU controls a coin selector (not shown) for distributing a normal medal and an abnormal medal.

In the step S79, the CPU carries out a lamp-on and off control process, and proceeds to a step S80. Specifically, the CPU carries out the control for turning on the lamps provided to the front of the cabinet 2.

In the step S80, the CPU carries out a 7SEG driving control process, and proceeds to a step S81. Specifically, the CPU controls the delay cancellation game-number display unit 19 to display the RT counter value, etc.

In the step S81, the CPU carries out a communication data transmitting process, and proceeds to a step S82. Specifically, the CPU transmits the various commands to the sub-control circuit 72. In the step S82, the CPU restores the evacuated register to the original state.

In the followings, it is described a display control process of the sub-control circuit 72 with reference to FIG. 19.

First, the sub-control circuit 72 determines whether it has received the start command or not (step S91). If a result of the determination is “YES”, the CPU proceeds to a step S92. In the step S92, the CPU controls the liquid crystal display device 5 to display the symbol combination corresponding to the internal win on the display screen 5 a, and proceeds to the step S91.

In the followings, it is described a gaming machine according to a second embodiment of the invention with reference to FIGS. 20 to 23.

In the second embodiment, the structures of the gaming machine and the electrical circuit, etc. are same as those of the first embodiment. However, the display modes in the internal win notifying area (effect area) 23 and the display screen 5 a of the gaming machine according to the second embodiment are different from the first embodiment.

The gaming machine of the second embodiment notifies the player of the information about the carryover mode or internal win. The carryover mode is notified by turning on the three-color LED corresponding to a win different from a win determined as an internal win, or displaying a symbol combination corresponding to a win different from a win determined as an internal win on the display screen 5 a. In other words, the carryover mode is notified through a mismatch of the stop mode of the symbols in the display windows 4L, 4C, 4R and the display content of the internal win notifying area 23 or display screen 5 a.

The gaming machine of the second embodiment determines a start time of the information display in the internal win notifying area 23 and the display screen 5 a, for each of the games. In the second embodiment, it is adopted a start operation time, a first stop operation time, a second stop operation time and a third stop operation time (which will be collectively referred to as “game operation time”) as the start time.

The display contents in the internal win notifying area 23 and the display screen 5 a are changed at the game operation time. For example, the three-color LEDs are turned off after the game operation time. A process of turning off the three-color LEDs is carried out at the timing after the step S25 and before the step S26 in FIG. 14.

In the gaming machine of the second embodiment, the internal win notifying area 23 and the display screen 5 a notify the player of the information same as the first embodiment.

FIG. 20 shows the display modes of the internal win notifying area 23 and the display screen 5 a in a game in which an internal win of Replay is determined under carryover mode. The display mode corresponds to a lights-out pattern 1 which will be described later.

FIG. 20 (1) shows a display mode after the start operation. In the internal win notifying area 23, the three-color LEDs L1, L4, L5, L9 respectively corresponding to Losing, Small Win of Bell, Small Win of Watermelon and RB as the internal win are turned on. In the display screen 5 a, it is displayed characters or symbol combinations representing Losing, Small Win of Bell, Small Win of Watermelon and RB.

FIG. 20 (2) shows a display mode after the first stop operation. In the internal win notifying area 23, the three-color LEDs L1, L4, L5 respectively corresponding to Losing, Small Win of Bell and Small Win of Watermelon as the internal win are turned on. In the display screen 5 a, it is displayed characters or symbol combinations representing Losing, Small Win of Bell and Small Win of Watermelon.

FIG. 20 (3) shows a display mode after the second stop operation. In the internal win notifying area 23, the three-color LEDs L1, L4 respectively corresponding to Losing and Small Win of Bell as the internal win are turned on. In the display screen 5 a, it is displayed characters or symbol combinations representing Losing and Small Win of Bell.

FIG. 20 (4) shows a display mode after the third stop operation. In the internal win notifying area 23, the three-color LED L1 corresponding to Losing as the internal win is turned on. In the display screen 5 a, it is displayed characters representing Losing.

Basically, since the internal win of Replay is determined after the third stop operation, the symbol combination corresponding to Replay is stopped. In the mean time, in the internal win notifying area 23 or display screen 5 a, it is displayed the information representing that the internal win is Losing.

The player can perceive the carryover mode, based on the mismatch of the stop mode of the symbols in the display windows 4L, 4C, 4R and the display contents of the internal win notifying area 23 or display screen 5 a. The player can perceive whether a winning symbol combination is made or not when all the reels 3L, 3C, 3R are stopped after carrying out the third stop operation. Accordingly, based on the relationship between the stop mode of the reels 3L, 3C, 3R after the third stop operation and the display contents of the internal win notifying area 23 or display screen 5 a, it is transmitted the information about whether it is under carryover mode or not.

FIG. 21 shows a lights-out pattern determining table of the gaming machine according to the second embodiment.

The lights-out pattern determining table includes the information of the lighting-up patterns of the three-color LEDs in each of the lights-out patterns 1 to 9. Specifically, the table includes the information of the number of the three-color LEDs which are turned on after each of the game operation time in the respective lights-out patterns 1 to 9. In other words, the respective lights-out patterns can be identified through the number of the three-color LEDs which are turned on after each of the game operation time. The three-color LED which will be turned on is determined in FIG. 22, which will be described later.

The maximum number of three-color LEDs which are turned on in the respective lights-out patterns is referred to as the “maximum lighting-up number”. The maximum lighting-up number of the lights-out pattern 1 is “4”. The maximum lighting-up number of the lights-out pattern 6 is “2”. In the respective lights-out patterns of this embodiment, the three-color LED, which is turned off under state that the three-color LEDs are turned on as the maximum lighting-up number, is not turned on even after any one of the game operation time.

For example, in the lights-out pattern 1, four of the three-color LEDs are turned on after the start operation is carried out. After the first stop operation, one of the four LEDs turned on is turned off. After the second stop operation, one of the three LEDs turned on is turned off. After the third stop operation, one of the two LEDs turned on is turned off.

For example, in the lights-out pattern 9, all of the three-color LEDs L1 to L11 are turned off from the start operation to the second stop operation. After the third stop operation, one of the three-color LEDs is turned on.

FIG. 22 shows a three-color LED control process for determining the lights-out pattern of the gaming machine according to the second embodiment.

First, the CPU 31 determines whether an effect is carried out, i.e., whether a notification process is carried out in the internal win notifying area 23 based on the game mode, the sampling of the random number, etc. (step S101), and proceeds to a step S102. In the step S102, the CPU determines whether the notification process is determined. If a result of the determination is “YES”, the CPU proceeds to a step S103, otherwise proceeds to the step S16 in FIG. 14.

In the step S103, the CPU selects one of the lights-out patterns 1 to 9, based on the game mode, the sampling of the random number, etc., and proceeds to a step S104. In the step S104, the CPU determines the three-color LEDs as the maximum lighting-up number of the three-color LEDs in the lights-out pattern determined, considering the internal win in this game, and proceeds to a step S105. Specifically, the CPU determines it so that it is included in the three-color LEDs turning on the three-color LED corresponding to the internal win.

In the step S105, the CPU determines whether the current game mode is under carryover mode. If a result of the determination is “YES”, the CPU proceeds to a step S106, otherwise proceeds to a step S107.

In the step S106, the CPU determines the three-color LED (hereinafter, referred to as “LED lighting-up mode”) which is allowed under turned-on state after each of the game operation time so that the three-color LED corresponding to the internal win after the third stop operation is not turned on, and proceeds to the step S16 in FIG. 14.

In the step S107, the CPU determines the three-color LED which is allowed under turned-on state after each of the game operation time so that the three-color LED corresponding to the internal win after the third stop operation is turned on, and proceeds to the step S16 in FIG. 14.

As a result of the lottery in the step S101, the information about the determined lights-out pattern and the LED lighting-up mode is transmitted to the sub-control circuit 72 by the start command.

In the followings, it is described a display control process of the sub-control circuit 72 in the gaming machine according to the second embodiment, with reference to FIG. 23.

First, the sub-control circuit 72 determines whether it has received the start command (step S111). If a result of the determination is “YES”, it proceeds to a step S112, otherwise proceeds to a step S114.

In the step S112, the sub-control circuit determines the display mode of the display screen 5 a at each of the game operation time, and proceeds to a step S113. Specifically, the sub-control circuit determines the characters or symbol combination corresponding to a win which is displayed on the display screen 5 a at each of the game operation time, based on the determined lights-out pattern and the LED lighting-up mode, as a result of the lottery in the step S101 which is included in the start command.

In the step S113, the sub-control circuit displays the combination of characters or symbols on the display screen 5 a, based on the determined display mode, and proceeds to the step S111. By the process in the step S113, the display contents of the display screen 5 a are as shown in FIG. 20 (1), for example.

In the step S114, the sub-control circuit determines whether it has received the reel stop command. If a result of the determination is “YES”, the sub-control circuit proceeds to a step S115, otherwise proceeds to the step S111. In the step S115, the sub-control circuit updates the display of the display screen 5 a, based on the display mode determined in the step S112, and proceeds to the step S111. By the process in the step S115, the display contents of the display screen 5 a are as shown in FIGS. 20B to 20D, for example.

In the second embodiment, the three-color LEDs are provided and the information of the internal win is transferred to the player by the three-color LEDs turned on. However, the invention is not limited thereto. For example, the information may be transferred by any unit such as 7-segment LED, colors turned on by the LED, and the like. For example, it is provided LEDs which emit lights of red, green, blue, yellow-green, blue-green, magenta and white colors through combinations of light-emitting devices of red, green and blue colors. As shown in FIG. 24, it may be structured such that a game mode is matched to a color emitted by the LED and the information of the game mode is transferred depending on the colors. The game modes may be identified by a selection probability of the internal win, a selection probability of the win for reel-stop, the maximum number of sliding symbols, etc.

In the above embodiments, it has been adopted the internal win notifying area 23 as the first information transfer device and the liquid crystal display device 5 as the second information transfer device, and both the internal win notifying area 23 and the liquid crystal display device 5 are a visual notification unit. However, the invention is not limited thereto. For example, it may be adopted the audible notification unit such as speakers as the first and second information transfer devices.

The one of the first and second information transfer devices may be set as the visual notification unit and the other may be set as the audible notification unit. By doing so, it is possible to increase the diversity of games and to provide a gaming machine capable of continuing a game even when an unexpected situation occurs.

In the above embodiment, it has been adopted the internal win as the information about the game. However, the invention is not limited thereto. For example, it may be adopted the win for reel-stop, the internal carryover win, the game mode, the value of the RT counter, the state of the delay cancellation flag, the push order of the stop buttons 7L, 7C, 7R, the symbol combination which is allowed to be arranged at the activated line, the maximum number of sliding symbols, and a combination of two or more of these information including the information of the internal win. By doing so, it is possible to increase the diversity of the game.

In the above embodiments, the three-color LEDs L1 to L11 are matched to the types of the win one by one. However, the invention is not limited thereto. One transfer mode (for example, display mode) of the information transfer devices (first information transfer device, second information transfer device, etc.) such as three-color LEDs L1 to L11 may be matched to two or more types of the win. By doing so, it is possible to change the reliability of the information to be transferred and to increase the interest in the game. The reliability is a probability that the transferred information will be correct.

Two or more transfer modes of the information transfer device (first information transfer device, second information transfer device, etc.) corresponding to one win may be provided. By doing so, it is possible to increase the diversity of the game and the interest in the game. The player can enjoy the game much more by memorizing the types of the transfer mode.

In the above embodiments, the start time of the information transfer of the first information transfer device (for example, internal win notifying area 23) has been approximately same as that of the information transfer of the second information transfer device (for example, liquid crystal display device 5). However, the invention is not limited thereto. For example, the start time of the information transfer of the second information transfer device may be equal to or later than the start time of the information transfer of the first information transfer device. By doing so, it is possible to provide a gaming machine (for example, a gaming machine having a constant ability to pay out the balls, irrespective of on and off of the second control circuit board) wherein when it is carried out an effect (information transfer, etc.) by the second information transfer device, the ability to pay out the balls is not changed as compared to a case of no effect. In addition, since it is possible to increase the modes of the information transfer by making the notification start time different, a gaming machine can be provided which makes the player not lose interest in the game.

In the above embodiments, both the first and second information transfer devices transfer the internal win and the information having the same amount of information. However, the invention is not limited thereto. In other words, the amounts of information (for example, the number of information types) transferred by the two devices may be different. For example, the amount of information transferred by the first information transfer device may be larger than the amount of information transferred by the second information transfer device. Specifically, it may be such structured that the first information transfer device transfers the information about the internal win and the game mode and the second information transfer device transfers the information about the internal win. By doing so, even when it is carried out an effect (information transfer, etc.) by the second information transfer device, it is possible to provide a gaming machine having the constant ability to pay out the balls as compared to a case of no effect.

It may be such structured that the start time of the information transfer by the second information transfer device is equal to or later than that of the information transfer by the first information transfer device and the amount of information transferred by the first information transfer device is larger than the amount of information transferred by the second information transfer device. By doing so, even when it is carried out an effect (information transfer, etc.) by the second information transfer device, it is possible to provide a gaming machine having the constant ability to pay out the balls as compared to a case of no effect.

In the first embodiment, the information of the internal win has been transferred by turning on one of the three-color LEDs corresponding to the internal win or displaying the one symbol combination corresponding to the internal win. However, the invention is not limited thereto. In other words, the information of a win determined as the internal win may be transferred together with the information of a win not determined as the internal win. For example, the three-color LED corresponding to the internal win or the three-color LEDs different from it may be turned on, or the types of symbol combinations including the symbol combination corresponding to the internal win may be displayed on the display screen 5 a. By doing so, the reliability that the transferred win is an internal win can be less than 100% and the variety of games is increased, thereby increasing the interest in the game.

The reliability that the win transferred by the first information transfer device is an internal win may be higher than the reliability of the second information transfer device. For example, the three-color LEDs different from the three-color LED corresponding to the internal win may be turned on in addition to the three-color LED corresponding to the internal win (in this case, the reliability is 50%), or the four types of symbol combinations including the symbol combination corresponding to the internal win may be displayed on the display screen 5 a (in this case, the reliability is 25%). By doing so, even when it is carried out an effect (information transfer, etc.) by the second information transfer device, it is possible to provide a gaming machine having the constant ability to pay out the balls as compared to a case of no effect.

The first information transfer device (first information transfer unit) and the second information transfer device (second information transfer unit) may be embodied with a single device or unit, for example one speaker and one display device. For example, when the first information transfer device and the second information transfer device are embodied with one display device, the display area thereof may be divided into an area corresponding to the first information transfer device and an area corresponding to the second information transfer device.

In the first embodiment, the internal win is notified by the turned-on LED of the three-color LEDs L1 to L11. However, the information (game mode, etc.) related to a separate game different from the internal win may be notified by the lighting-up timing thereof. For example, the three-color LED corresponding to the internal win may be turned on at the start time in the BB carryover mode, at the first stop operation time in the CT carryover mode, at the second stop operation time in the RB carryover mode and at the third stop operation time in the game mode except the carryover mode. By doing so, since the information pieces can be notified by controlling the control target (three-color LEDs L1 to L11), it is possible to provide an interesting gaming machine while alleviating the burden of the main control circuit 71 having the limited functions due to the law.

The game-related information may be notified by the operation start time for the control target of the main control circuit 71. For example, one LED may be provided as the first information transfer device and the information of the internal win may be notified at the lighting-up time of the LED. Specifically, the LED may be turned on at the start time when the internal win is Replay, at the first stop operation time when the internal win is Small Win of Bell, at the second stop operation time when the internal win is SCT and at the third stop operation time when the internal win is BB. By doing so, it is possible to increase the interest in the game.

It may be such structured that the main control circuit 71 controls the three-color LEDs L1 to L11 to notify (i.e., display, transfer, etc.) the information of a combination corresponding to an internal win and the sub-control circuit 72 notifies the information of a combination not corresponding to the internal win. It may be such structured that the main control circuit 71 controls the three-color LEDs L1 to L11 to notify (i.e., display, transfer, etc.) the information of a win not corresponding to an internal win and the sub-control circuit 72 notifies the information of a win corresponding to the internal win. In other words, one of the first and second information transfer devices may transfer the information (for example, current game mode) corresponding to the game-related information and the other may transfer the information (for example, a game mode different form the current game mode) not corresponding to the game-related information. By doing so, it is possible to increase the types of the information transfer modes, thereby increasing the interest in the game.

As described above, according to the gaming machine 1 of the embodiment, in the Replay mode of normal probability such as base game mode, the reel rotating process (step S21 in FIG. 14) is not carried out until at least “4.1 seconds” have elapsed after the previous game has started. For example, the reel rotating process is delayed. In the mean time, in the delay cancellation section (RT game mode in the embodiment of the invention), it is possible to carry out the reel rotating process, irrespective of the time after the previous unit game has started. Accordingly, it is possible to reduce the stress of the player due to the waiting until all the reels 3L, 3C, 3R starts to rotate after the start lever 6 is operated in the RT game mode.

In the delay cancellation section (RT game mode) of the embodiment, since the probability that a win of Replay will be made is increased by “about two times” as compared to the Replay mode of normal probability, the consumption of medals is suppressed to about a half of the consumption in the Replay mode of normal probability. Accordingly, even though the shortest time per a unit game in the delay cancellation section (RT game mode) is, for example about a half (for example, “2.1 seconds”) of the Replay mode of normal probability, there may be a case where an amount of medals consumed for a predetermined period in the delay cancellation section (RT game mode) is approximately same as an amount of medals consumed for a predetermined period in the Replay mode of normal probability.

The probability that Replay will be determined as an internal win or that Replay will be made in the Replay mode of normal probability and the probability that Replay will be determined as an internal win in the RT game mode are not limited to the embodiment and may be properly modified. The shortest time per a unit game in the Replay mode of normal probability is not limited to “4.1 seconds” and may be suitably changed.

It has been adopted the time from after the start lever 6 is manipulated in one unit game until the start lever 6 is manipulated in a next unit game, as the time per a unit game. However, the invention is not limited thereto. For example, the reel rotating process may be carried out even before “4.1 seconds” have elapsed after the start operation has been operated through the start lever 6 in the previous unit game under Replay mode of normal probability, and the push operation of the stop buttons 7L, 7C, 7R may be annulled or delayed until “4.1 seconds” have elapsed. The start operation with the start lever 6 may be annulled or delayed. The delay of the start operation is meant that after a predetermined time has elapsed since the stop operation has been carried out, the process related to the start operation is started.

It may be adopted the time from after all the stop buttons 7L, 7C, 7R have been pushed in one unit game until a first one of the stop buttons 7L, 7C, 7R is pushed in a next unit game, as the time per a unit game.

In the above embodiments, it has not been carried out the process (step S20 in FIG. 14) of consuming the game start waiting time in the delay cancellation section (RT game mode). However, the invention is not limited thereto. For example, the reel rotating process and the like may not be carried out unless at least a specific time (for example, “2.1 seconds”) has not elapsed after the previous game has started in the delay cancellation section (RT game mode). In this case, it is preferred that the shortest time in the delay cancellation section (RT game mode) is not over the shortest time in the Replay mode of normal probability. To the contrary, the shortest time per a unit game in the delay cancellation section (RT game mode) may be over the shortest time per a unit game in the Replay mode of normal probability. In this case, it is possible to generate the modulations in the pace of the game, thereby increasing the interest in the game.

In the delay cancellation section (RT game mode), not omitting the game start waiting time process, “2.1 seconds” may be set in the one game supervisory timer, rather than “4.1 seconds”, and then it may be determined whether the one game supervisory timer reaches “0” in the next unit game.

The various modes may be applied as the start condition of the RT game mode. For example, when the game mode is shifted to the RT game mode after the BB game mode or CT game mode is over, the RT game mode serves as a so-called chance zone and the expectations of the player can be maintained even after the BB game mode or CT game mode is over.

The various modes may be applied as the start condition of the delay cancellation section. For example, when the game mode is shifted to the delay cancellation section after the BB game mode or CT game mode is over, the delay cancellation section serves as a so-called chance zone and the expectations of the player can be maintained even after the BB game mode or CT game mode is over.

When the RT game mode is generated, the reel control may be changed with that of the previous game mode (for example, base game mode). Moe specifically, when an internal win of Replay is determined in the RT game mode, the reel control may be changed so that Losing is also selected as the win for reel-stop. For example, the probability that a win of Replay will be made between the base game mode and the RT game mode may be approximately same.

The lottery value of the probability lottery table such as the probability that the internal win of Replay will be determined in the RT game mode may be properly modified without departing from the scope of the invention.

As the start or ending condition of the RT game mode, it may be adopted as follows: “the time when it is operated the condition device (for example, win for determination) relating to the operation of the first type special single bonus (for example, RB) or single bonus continuous operation device (for example, BB)”, “the time when it is displayed the combination of symbols which allows the first type special single bonus or single bonus-continuous operation device to operate”, “the time when it is over the operation of the first type special single bonus or single bonus-continuous operation device”, “the time when a predetermined symbol is displayed when the condition device relating to the operation of the first type special single bonus or single bonus-continuous operation device or the first type special single bonus or single bonus-continuous operation device is not operated”, “the time when it is obtained the game results of the predetermined number of times after it is over the operation of the first type special single bonus or single bonus-continuous operation device”, “after a predetermined symbol is displayed when the condition device relating to the operation of the first type special single bonus or single bonus-continuous operation device or the first type special single bonus or single bonus continuous operation device is not operated” and “the time when it is obtained the game results of the predetermined number of times”.

In the above embodiments, the RT game mode has been adopted as the delay cancellation section which is a section omitting the game start waiting time process. However, the invention is not limited thereto. In other words, the game sections such as BB game mode, RB game mode, CT game mode, SCG game mode and SB game mode may be respectively adopted as the delay cancellation section. For example, since the payout or credit of medals is carried out in the very high probability in the RB game mode, it is expected that the necessary time per a unit game becomes relatively longer as much as that. In addition, it is expected that many unit games beyond necessity are prevented from being carried out even though the game start waiting time process is omitted, because it is ended with the relative small number of games.

In the CG mode (including the SCG mode), since it is required for the player to have a high observation push skill, the time per a unit game tends to be relatively long. Accordingly, it can be expected that it is prevented many unit games from being carried out even though the game start waiting time process is omitted. The game mode waiting time process may be carried out with the change of the reel control or omitted.

It may be changed the execution and omission of the game start waiting time process, based on the number of games progressed, the elapsed time, the number of medals inserted, the payout number and the difference payout number and a combination of the above, the game mode and the state of reel control. The omission of the game start waiting time process is meant by a waiting process of relatively short time, for example.

In the above embodiments, although the delay cancellation section and the RT game mode have simultaneously started by making the delay cancellation flag ON and setting “100” in the RT counter at the same time, they may not start at the same time. Although the delay cancellation section and the RT game mode have simultaneously ended by making the delay cancellation flag OFF while the RT counter is changed to “0” from “1”, they may not end at the same time. In other words, in the above embodiments, the delay cancellation section has continued for the number of games same as the value of the RT counter. However, it may be provided a dedicated counter for the delay cancellation section as a unit for counting the number of games and the game may be continuously progressed, based on the dedicated counter.

When Small Win of Bell, Small Win of Watermelon, Group win and SB is determined as an internal win in the RT game mode, it may be shifted to the Replay mode of normal probability. Thereby, the player can play the game with tension or expectation because the player does not know when the RT game mode is over.

In the above embodiments, “100” has been set in the RT counter and the delay cancellation flag has been to be ON, after the ending of the BB game mode. However, the invention is not limited thereto. In other words, the number of RT games or the number of delay cancellation games may not be fixed. For example, it may be applied to a mode in which a lottery for shifting to the Replay mode of normal probability is carried out every game. In this case, since the player can enjoy the various game situations, the interest in the game is increased.

The RT game mode may be ended when a predetermined win such as Small Win of Bell or Small Win of Watermelon is made. Thereby, the player can perceive, through the win actually made, the number of games continued until the RT game mode is ended, and the player's interest in the game can be increased. In this case, the number of games continued until the RT game mode is ended may be made to be different depending on the win actually made, likewise the case of adopting the internal win.

When Small Win of Watermelon is determined as an internal win, the game mode may be shifted to the Replay mode of normal probability after 15 minutes, for example. It may be adopted the number of times when a win is made or an internal win is determined. More specifically, when Small Win of Watermelon is determined as an internal win, the game mode may be shifted to the Replay mode of normal probability after the number of times when a win is made or an internal win is determined reaches 30 times. The number of times when a win is made or an internal win is determined may be limited to the number a specific win is made actually or determined as an internal win, or may not be limited thereto. The specific win may be one or more types.

Based on the number of games after the predetermined time when, for example, a win of BB or a win of CT is made, the RT game mode may be generated or it may be carried out a lottery determining whether the RT game mode is made to occur or not. For example, the lottery may be carried out, based on the number of games from after the predetermined time, and at the same time, the lottery may be again carried out, based on the number of games from after the lottery, if it is determined that the RT game mode is not made to occur. For example, the lottery may be carried out at 10 game intervals.

At a predetermined point in time, it may be determined whether the RT game mode is made to occur, based on the information (for example, the acquired number, the net increased number, the payout number, etc.) of at least one of the game value bet per a game by the player and the game value paid out to the player. It may be adopted any point in time such as the time when a win of BB is made, the time when a win of CT is made and the time when power is supplied to the gaming machine 1, as the predetermined point in time.

At a predetermined point in time, it may be determined whether the RT game mode is made to occur, based on the number of cases where a win of a predetermined win is made. As the predetermined win, it may be adopted Small Win, Replay, SCT, Small Win of JAC, BB, RB, SB, CT or a combination thereof. When the predetermined win is determined as a win for reel-stop, it may be determined the push order of the stop buttons 7L, 7C, 7R allowing the win for reels-stop and it may be carried out the distribution of whether the predetermined win is actually made or not and the stop control of the reels 3L, 3C, 3R, based on a result of the determination and the push order of the stop buttons 7L, 7C, 7R. In this case, it may be used for the determination the information about the number of cases where a predetermined win is made in succession, and the number of cases where a predetermined win is made in succession in a game in which the predetermined win is selected as a win for reel-stop.

At a predetermined point in time, the RT game mode may be determined, based on the number of cases where a predetermined win is determined as an internal win.

It may be determined whether the RT game mode is made to occur, based on a result of a lottery different from the lottery of the internal win or the win for reel-stop.

The RT game mode may occur when a symbol combination corresponding to a specific win (for example, Replay) is stopped, and it may be carried out a lottery for determining whether the RT game mode is made to occur.

The ending of the RT game mode may be determined, based on a predetermined condition. In this case, the shift time determined by the shift time determining unit may be determined by a predetermined condition such as 0 game or 100 games or a lottery for determining the shift time. For example, the probability lottery table storing the two or more conditions of shift time (0 game, 30 games, 50 game, 100 games, 150 games, etc.) is used and the condition of one shift time is determined by a random number lottery. It may be provided two or more probability lottery tables having different expected values regarding the conditions of shift time, and a probability lottery table to be used may be determined by a lottery.

As the predetermined condition in the RT game mode, it may be adopted a lottery result which is carried out in each game or predetermined game under RT game mode after the RT game mode has started, the number of cases where a specific win or any one of wins is made in a specific section, the elapsed time in a predetermined section, the number of cases where one or more predetermined wins are determined as an internal win in a specific section, the number of cases where a predetermined win is determined as a win for reel-stop, etc.

As the predetermined section, it may be adopted a section from after the this RT game mode is started until the current, a section of the previous RT game mode, a section from after the previous RT game mode is over until the current RT game mode is started, a game section from the power supply to the gaming machine 1 to the current, a section of the RT game modes which are generated after the power supply, a game section of the predetermined number of times before the current RT game mode is generated, etc.

As the predetermined condition in the RT game mode, it may be adopted a condition about the time, a condition related to an internal win of a specific win, a condition related to a stop mode of a symbol in the display windows 4L, 4C, 4R, a condition related to the number of games after the RT game mode is started, etc. It may be such structured that when the player completes a preset game condition (so-called “mission”), the RT game mode is continued, otherwise the RT game mode is ended while considering a predetermined condition as achieved.

As the predetermined condition in the RT game mode, it may be adopted the total number of sliding symbols of one or more reels in a specific section, the total time from after the stop operation is carried out until the reel is stopped, a pay line along which a symbol combination representing a win in a specific game (for example, a branch game of whether the RT game mode is over or not) is arranged, a condition (for example, the acquired number, the net increased number, the payout number, etc.) depending on at least one of the game value bet per a game by the player in the specific section and the game value paid out to the player.

As the predetermined condition in the RT game mode, it may be adopted a condition related to a mode of the stop control for the reels 3L, 3C, 3R. As the mode of the stop control, it may be adopted a mode of stop control for distributing whether or not an achievement of a win for reel-stop in a push order of the stop buttons 7L, 7C, 7R, a mode of a priority ranking of the number of sliding symbols when selecting the number of sliding symbols when a symbol combination corresponding to a win for reel-stop is stopped along the activated line, a mode regarding the selection of the pay lines stopping a symbol combination corresponding to a win for reel-stop, etc.

With regard to a condition of a specific type (conditions about the acquired number, the payout number, the net increased number, etc.), one of the stages (200 pieces, 300 pieces, 400 pieces, etc.) may be determined by the lottery, etc. as the ending or continuation condition of the RT game mode. It may be adopted a condition of a probability that it will be won in the lottery of the ending of the RT game mode, as the condition of the specific type, and “ 1/10”, “ 1/100”, “ 1/500” and the like may be adopted as the stages. A condition of time after the RT game mode is started may be adopted as the condition of the specific type, and “10 seconds”, “30 seconds”, “50 seconds” and the like may be adopted as the stages.

It may be adopted the conditions of the number of unit games in which a predetermined win is made after the RT game mode is started, the number of games in which no win is made and the number of games in which a predetermined win is determined as an internal win, as the specific condition, and “10 times”, “30 times”, “50 times” and the like may be adopted as the stages. It may be adopted the total number of sliding symbols of one or more reels after the RT game mode is started, as the specific condition, and “30 symbols”, “50 symbols”, “70 symbols” and the like may be adopted as the stages. Further, it may be adopted the total sliding time of one or more reels after the RT game mode is started (i.e., the time from after the stop button is pushed until the reel is stopped) as the condition of specific type, and “1 second”, “3 seconds”, “5 seconds” and the like may be adopted as the stages.

In the above embodiments, when the internal win of Replay is determined in the CG or SCG mode, all Small Win has been selected as a win for reel-stop and it has been allowed a win of all Small Win. However, the invention is not limited thereto. For example, a specific Small Win, BB, CT, RB, SB, SCT, Small Win of JAC or the like may be allowed. It may be changed a win to be permitted, based on an operation timing, an operation order, an operation direction, the number of operations of the manipulation unit (stop buttons 7L, 7C, 7R, start lever 6, etc.) manipulated by the player. For example, when a predetermined stop button (for example, left stop button 7L) is pushed as the first stop operation, Small Win of Replay may be selected as a win for reel-stop, and when a stop button different from the predetermined stop button is pushed as the first stop operation, all Small Win may be selected as a win for reel-stop.

In the above embodiments, the SCG mode which occurs with the win of the SCT under base game mode has been basically ended in the unit game. However, the invention is not limited thereto. For example, the number of continuation games or the expected value thereof under SCG mode which occurs in the base game mode may be made to be different from the number of continuation games or the expected value thereof under CG mode which occurs in the CT base game mode so that the SCG mode is continued over the games.

The CT base game mode may be divided into any one of a high probability state of CG occurrence (CG concentration mode) having a first probability that the CG mode will occur and a low probability state of CG occurrence having a second probability smaller that the first probability. The RB game mode under BB game mode and the CG mode under CT game mode have been made to occur with the fulfillment of the specific condition or the win of RB or SCT. However, the invention is not limited thereto. In other words, it may be structured in such a way that based on the number of games after predetermined time, for example, when a win of BB or CT is made, the high probability of CG occurrence, the RB game mode under BB game mode and the CG mode under CT game mode may be made to occur or it may be carried out a lottery for determining whether the modes are made to occur. For example, it may be carried out a lottery for determining whether the modes are made to occur, based on the number of games after the predetermined time, and at the same time, and the lottery may be again carried out, based on the number of games after the lottery, if it is determined the modes are made not to occur by the lottery. For example, the lottery may be carried out at 10 game intervals.

At the predetermined point in time, it may be determined whether the high probability state of CG occurrence, the RB game mode under BB game mode and the CG mode under CT game mode are made to occur, based on the information (for example, the acquired number, the net increased number, the payout number, etc.) depending on at least one of the game value bet per a game by the player and the game value paid out to the player. It may be adopted any point in time such as the time when a win of BB is made, the time when a win of CT is made and the time when power is supplied to the gaming machine 1, as the predetermined point in time.

At the predetermined point in time, it may be determined whether the high probability state of CG occurrence, the RB game mode under BB game mode and the CG mode under CT game mode are determined to occur, based on the number of cases where a predetermined win is made. As the predetermined win, it may be adopted Small Win, Replay, Small Win of JAC, BB, RB, SB, CT or a combination thereof. When the predetermined win is determined as a win for reel-stop, it may be determined the push order of the stop buttons 7L, 7C, 7R allowing the win for reels-stop and it may be carried out the distribution of whether the predetermined win is actually made or not and the stop control of the reels 3L, 3C, 3R, based on a result of the determination and the push order of the stop buttons 7L, 7C, 7R by the player. In this case, it may be used for the determination the information about the number of cases where a predetermined win is made in succession, and the number of cases where a predetermined win is made in succession in a game in which the predetermined win is selected as a win for reel-stop.

At the predetermined point in time, the high probability state of CG occurrence, the RB game mode under BB game mode and the CG mode under CT game mode may be determined, based on the number of cases where a predetermined win is determined as an internal win.

It may be determined whether the high probability state of CG occurrence, the RB game mode under BB game mode and the CG mode under CT game mode are determined to occur, based on a result of a lottery different from the lottery of the internal win or the win for reel-stop.

In the above embodiments, it has been provided CT (White 7-White 7-White 7) and SCT (Replay-Replay-Bell) as the win which provides an occasion for the occurrence of the CT game mode and the SCG mode. However, the invention is not limited thereto. For example, when a symbol combination corresponding to a specific win (for example, Replay) is stopped, it may be carried out a lottery (i.e., lottery depending on a predetermined condition which will be described later) for determining whether the CT game mode, the SCG mode, the CG mode are made to occur. In the lottery, it may be provided a symbol or symbol combination which provides an occasion for a lottery of the occurrence of the CG mode. It may be carried out the lottery for determining whether the CT game mode, the SCG mode and the CG mode are made to occur, irrespective of the internal win or win for reel-stop. These lotteries may be also carried out during a period from the time when an internal win of Small Win, Replay and the like is determined until the third stop operation time of a next game.

In the above embodiments, the CT game mode occurs when the win of CT is made. The SCT game mode occurs when the win of SCT is made. In other words, when a win is made and thus a symbol combination corresponding to the win is displayed, the game mode corresponding to the symbol combination is determined to occur. However, the invention is not limited thereto. For example, when a symbol combination corresponding to a win is stopped, it may be determined whether a game mode (CT game mode) corresponding to the win (for example, CT) is made to occur. In other words, when the corresponding win is made, it may be generated a case where a corresponding game mode occurs and a case where a corresponding game mode does not occur. The determination may be carried out in accordance with a lottery result of the random number, a predetermined condition (which will be described later) and a combination thereof.

In the above embodiments, it has been carried out the distribution to CT1 or CT2 with the internal win of CT and it has been changed the expected value of the number of games in which the CT game mode is continued. However, the invention is not limited thereto. For example, the expected value may be changed, based on the predetermined condition (which will described later), the lottery result of random number, the push order of the stop buttons 7L, 7C, 7R in the game in which the symbol combination corresponding to CT is arranged along the activated line, etc. It may be provided the two or more types of symbol or symbol combination which provides an occasion for the occurrence of the CT game mode, and the expected value may be changed, based on the types of the symbol or symbol combination which provides an occasion for the occurrence of the CT game mode. In this case, the player can select the expected value through the push timing of the stop buttons 7L, 7C, 7R, so that the interest in the game is increased.

In the above embodiments, the expected value of the number of continuation games under CT game mode has been made to be different by changing the selection probability of Small Win of Combined Chili and the selection probability of Small Win of Upper Chili as the win for reel-stop. However, the invention is not limited thereto. For example, since it is set the internal win of RB and SB as the ending condition of the CT game mode, the expected value of the number of continuation games under CT game mode may be varied by changing the probability that the internal win of RB, SB or RB and SB will be determined. The expected value may be varied by changing the internal winning probability of a win different from RB or SB, or changing the probability that a predetermined win except Small Win of Combined Chili and Small Win of Upper Chili will be selected as a win for reel-stop. Furthermore, it may be such structured that when a predetermined win is determined as the win for reel-stop, the CT game mode determining the push order of the stop buttons 7L, 7C, 7R permitting the predetermined win and the CT game mode permitting the win irrespective of the push order occur, thereby varying the expected value.

In the above embodiments, the probability that an internal win of Replay will be determined is set, based on the probability lottery table, in accordance with the respective game modes. However, it may be arbitrarily set the probability that the internal win of Replay will be determined in the respective game modes. For example, in the above embodiments, the probability that the internal win of Replay will be determined in the RB game mode under BB game mode is higher than the probability that the internal win of Replay will be determined in the base game mode. However, the former may be lower than the latter.

In the above embodiments, the probability lottery table has been set so that the internal win of CT is not determined in the CT game mode (see FIG. 7B). However, the invention is not limited thereto. For example, the probability lottery table may be set so that the internal win of CT is determined in the CT game mode. In this case, when the internal win of CT is determined in the CT game mode, the game mode may be shifted to the CT carryover mode from the CT game mode or the CT game mode may be continued. When the CT game mode is continued, it is preferably to reset the information (for example, information of the acquired number) of whether the ending condition of the CT game mode is established or not into an initial state (i.e., a state at the time when a win of CT is made). The probability lottery table may be set so that the internal win of CT is determined in the CT game mode, and it may be set the internal win of CT or a selection of CT as a win for reel-stop, as the ending condition of the CT game mode. The probability lottery table may be set so that the internal win of BB is determined in the BB game mode, and it may be carried out the same control as in the CT game mode.

It may be changed the occurrence probabilities, the ending probabilities, the occurrence conditions and the ending conditions of the RB game mode under base game mode, the BB game mode, the RB game mode under BB game mode, the CT game mode, the CG mode under CT game mode and the SCG mode depending on the setting values set by a game arcade or the setting values and the predetermined conditions (which will be described later). As the occurrence probability and the ending probability, it may be adopted values calculated in consideration of the probabilities that the various conditions related to the occurrence conditions or ending conditions will be fulfilled. Since the occurrence conditions or ending conditions of at least two of the game modes in at least any two setting values can be made to be different, the player can perceive, predict or narrow the settings, so that the interest in the game is increased.

The ending conditions of the BB game mode, the CT game mode, the high probability state of CG occurrence, and the CG mode (hereinafter, they will be collectively referred to as “special game mode”) are not limited to the conditions described in the above embodiments, and may be determined on the basis of a predetermined condition. As the predetermined condition, it may be adopted a result of lottery which is carried out in the respective games or predetermined game under special game mode after the special game mode is started, the number cases where a specific win or any one of wins is made in the specific section, the time in the specific section (elapsed time), the number of cases where one or more specific wins are determined as an internal win in the specific section, the number of cases where a specific win is determined as a win for reel-stop, or the like.

As the above specific section, it may be adopted a section from after this special game mode is started until the present, a section of the specific game mode in the previous game, a section from after the specific game mode of the previous game is ended until a current specific game mode is started, a game section from after the power is supplied to the gaming machine 1 until the current, sections of the game modes occurring after the supply of power, sections of the predetermined number of games before this special game mode occurs, etc.

As the above predetermined condition in the special game mode, it may be adopted a condition related to time, a condition related to an internal win of a specific win, a condition related to a stop mode of symbols in the display windows 4L, 4C, 4R, a condition related to the number of games after the special game mode is started, etc. It may be such structured that when the player completes a preset game condition (so-called “mission”), the special game mode is continued, otherwise the special game mode is ended while considering a predetermined condition as fulfilled.

As the predetermined condition in the special game mode, it may be adopted the total number of sliding symbols of one or more reels in a predetermined section, the total time from after the stop operation is carried out until the reel is stopped, a pay line along which a symbol combination representing a win in a specific game (for example, a branch game of whether the special game mode is over or not) is arranged, a condition (for example, the acquired number, the net increased number, the payout number, etc.) depending on at least one of the game value bet per a game by the player in the specific section and the game value paid out to the player, etc.

It may be provided two or more symbol combinations representing a win of CT and the ending condition of the CT game mode may be made to be different depending on a symbol combination which provides an occasion for the CT game mode. Two or more ending conditions may be provided and the selection probabilities of the respective ending conditions may be changed depending on the symbol combinations. It may be adopted a win in an ending lottery of the CT game mode which is carried out in each game or predetermined game (for example, a game in which Replay is the internal win), as the ending condition of the CT game mode. The CT game mode may be divided into a first probability state having a first probability that it will be won in the ending lottery and a second probability state having a second probability higher that the first probability and the probability states may be shifted. It may be adopted a condition related to a mode of stop control for stop-controlling the variable display of the reels 3L, 3C, 3R, as the predetermined condition. As the mode of stop control, it may be adopted a mode of stop control for distributing whether or not an achievement of a win for reel-stop in a push order of the stop buttons 7L, 7C, 7R, a mode of a priority ranking of the number of sliding symbols when selecting the number of sliding symbols when a symbol combination corresponding to a win for reel-stop is stopped along the activated line, a mode regarding the selection of the pay lines stopping a symbol combination corresponding to a win for reel-stop, etc.

With regard to a condition of a specific type (conditions about the acquired number, the payout number, the net increased number, etc.), one of the stages (200 pieces, 300 pieces, 400 pieces, etc.) may be determined by the lottery, etc. as the ending or continuation condition of the special game mode. It may be adopted a condition of a probability that it will be won in the ending lottery of the special game mode, as the condition of the specific type, and “ 1/10”, “ 1/100”, “ 1/500” and the like may be adopted as the stages. A condition of time after the special game mode is started may be adopted as the condition of the specific type, and “10 seconds”, “30 seconds”, “50 seconds” and the like may be adopted as the stages.

It may be adopted the conditions of the number of unit games in which a predetermined win is made after the special game mode is started, the number of games in which any types of win is not made and the number of games in which a predetermined win is determined as an internal win, as the specific condition, and “10 times”, “30 times”, “50 times” and the like may be adopted as the stages. It may be adopted the total number of sliding symbols of one or more reels after the special game mode is started as the specific condition, and “30 symbols”, “50 symbols”, “70 symbols” and the like may be adopted as the stages. Further, it may be adopted the total sliding time of one or more reels after the special game mode is started (i.e., the summation of the time from after the stop buttons are pushed until the reels are stopped), as the condition of specific type, and “1 second”, “3 seconds”, “5 seconds” and the like may be adopted as the stages.

One or more conditions may be adopted as the specific condition, the predetermined condition, the ending condition, the occurrence condition, the condition, the game condition or the continuation condition. As the specific condition, the predetermined condition, the ending condition, the occurrence condition, the condition, the game condition or the continuation condition, it may be adopted that a symbol or symbol combination corresponding to “0 piece win” should be stopped in the display windows 4L, 4C, 4R along the pay line (activated line). The “0 piece win” is such a win that a payout is not awarded to the player even though the corresponding symbol or symbol combination is stopped along the activated line.

In the above embodiments, the BB game mode consists of the BB base game mode and the RB game mode. However, the invention is not limited thereto. For example, the BB game mode may consist of the BB base game mode, the RB game mode and the CT game mode. In the above embodiments, the maximum number of sliding symbols of the reels 3L, 3C, 3R corresponding to the second and third stop operations has been set to be “1”. However, the invention is not limited thereto. For example, the maximum number of sliding symbols of at least one of “the reel 3L, 3C, 3R”, “all the reels 3L, 3C, 3R” and “the specific reel 3L, 3C, 3R” corresponding to the first stop operation may be set to be “1”. The maximum number of sliding symbols has only to be different between the CG and SCG modes and the game modes except them and is not limited to “4 symbols”, “2 symbols” and the like. A probability that an internal win of a re-game will be determined has only to be higher in the predetermined number of games than in other games, because the predetermined game result is obtained after the special game mode is over and then the specific symbol is stopped.

SCT and Replay may be made with the same flag in the CG mode, for example group win. The probability lottery table for CT base game mode may be changed into the followings in FIG. 7B: “win: SCT—winning probability: 16384/16384”, “win: losing—winning probability: 1/16384”. The probability lottery table for CT base game mode may be changed into the followings in FIG. 7B: “win: CT group win—winning probability: 16383/16384”, “win: losing—winning probability: 1/16384”.

The relationship between the internal win, the win for reel-stop and the selection probability in the CT game mode may be made as follows: “internal win: SCT-win for reel-stop: SCT and all Small Win-selection probability: 128/128”, “internal win: Replay-win for reel-stop: Replay-selection probability: 128/128”, “internal win: losing-win for reel-stop: all Small Win-selection probability: 128/128”. The CT group win represents SCT and Replay. When the CT group win is determined in the probability lottery process, SCT and Replay are determined as an internal win in the game. In this case, SCT, all Small Win and Replay are selected as a win for reel-stop. Accordingly, a win which is possible to be made in the game by the player is one of “SCT”, “SCT and Replay”, “SCT and predetermined Small Win”, “Replay”, “Replay and predetermined Small Win” and “predetermined Small Win”.

When “SCT and Replay” is determined, specifically, when the symbol codes 16 to 18, i.e., Replay, Bell and Replay are respectively stopped in the upper, central and lower areas of the left reel 3L, the symbol codes 16 to 18, i.e., Chili, Replay and Bell are respectively stopped in the upper, central and lower areas of the center reel 3C, and the symbol codes 15 to 17, i.e., Replay, Watermelon and Bell are respectively stopped in the upper, central and lower areas of the right reel 3R through the manipulation of the player with the 3 game medals being bet and the activated lines being made to be 5, “Replay-Replay-Replay” and “Replay-Replay-Bell” are displayed along the cross-up line 8 a and the cross-down line 8 e, respectively.

As a consequence, 15 game medals are paid out in accordance with the win of SCT and a next game will become the CG game mode while being in a re-game allowing a game to be played without the insertion of the game medal. In other words, in a first game (CT start+0) after the CT game mode is started, when the player inserts the 3 game medals to start a game, an internal win of SCT is determined in a high probability, and when the player stops the reels at the predetermined positions, the 15 game medals are paid out and a next game (CT start+1) will be under CG mode. Likewise, when the player inserts the 3 game medals to start a game, an internal win of SCT and Replay is determined in a high probability, and when the player stops the reels at the above positions, the 15 game medals are paid out and a next game (CT start+2) will become a re-game and the CG mode.

Next, in a next game (CT start+3), the game can be started without the insertion of game medal and the internal win of SCT and Replay is determined in the high probability. When the reels are stopped at the above positions, the 15 game medals are paid out and a next game will become a re-game mode and a CG mode. Accordingly, if the operation of the player is precise, the player can be provided with the payout of game medal (in this case, 15 pieces) resulting from the win of SCT every game until the ST game mode is ended, just by betting 6 game medals after the CT game is started. As in this example, if SCT and Replay are made to be Group win during the CG and SCG modes, a new game characteristic can be created which is provided to the player.

In the CT game mode, a next unit game may be made into the CG mode, on condition that Replay is determined by lottery, for example as an internal win, or that Replay is actually made. When SCT is determined by lottery as an internal win but is not actually made in a predetermined unit game, the corresponding unit game may be made to be under CG mode or a unit game after one or more times may be made to be under CG mode. Also in this case, it is possible to generate the CG mode consisting of unit games which are continuously played.

In other words, as described above, when SCT is determined by lottery as an internal win, if a next unit game is made to be under CG mode irrespective of a win actually made in the unit game, even though a win of SCT is made and even though a symbol combination not representing the win of SCT is stopped as a game result (for example, stop mode of the reels 3L, 3C, 3R), the next unit game becomes under CG mode.

In a unit game in which SCT and Replay are determined by lottery as an internal win, when a symbol combination representing a win of both Replay and SCT (or predetermined Small Win) is stopped as a game result, a prize medium (for example, medal) corresponding to SCT (or predetermined Small Win) is paid out and at the same time a next unit game is under CG mode (for example, SCG mode) and re-game mode in which a unit game is started without the game medal. In other words, the player can play a unit game of the CG mode without inserting a game medal.

A symbol combination corresponding to a win of SCT may be stopped as a game result. When only a symbol combination corresponding to a win of Replay is stopped, a prize medium is not paid out, but a next unit game is under CG mode and re-game mode in which a unit game is started without the game medal. Further, when a symbol combination representing that all of SCT, Replay and Small Win are not made is stopped as a game result in a unit game in which SCT is determined by lottery as an internal win, a prize medium is not paid out but a next unit game is under CG mode. Also in this case, the gaming machine has a new game characteristic, thereby increasing an interest in a game.

RB and Small Win of JAC may be made with same flag in RB under BB (RB game mode under BB game mode). A specific start condition for generating the RB game mode under BB game mode is such that the “RB game mode should be ended”. The probability lottery table for BB base game mode may be changed into FIG. 8B and a following probability lottery table may be used: “win: RB—winning probability: 16383/16384”, “win: losing—winning probability: 1/16384”. The probability lottery table for RB game mode under BB game mode may be changed into FIG. 9B and a following probability lottery table may be used: “win: RB group win—winning probability: 16383/16384”, “win: losing—winning probability: 1/16384”.

However, in the RB game mode under BB game mode (RB carryover mode under BB), a following probability lottery table may be used: “win: Small Win of JAC—winning probability: 16383/16384”, “win: losing—winning probability: 1/16384”. The RB group win represents RB and Small Win of JAC. When the RB group win is determined as an internal win in the probability lottery process, RB and Small Win of JAC become an internal win in the game. In such case, RB and Small Win of JAC are selected as a win for reel-stop. Accordingly, a win having a possibility that will be made in the game is one of RB and Small Win of JAC. When Small Win of JAC is made, RB becomes an internal carryover win and is being carried over under the BB game mode.

Specifically, if an internal win of RB is determined in a high probability and the reels are stopped at predetermined positions in a first game (BB start+0) after BB is started, 15 game medals are paid out and the RB game mode is started from a next game (BB start+1, RB start+0). When the player inserts one game medal to start a game, an internal win of RB and Small Win of JAC are determined in a high probability, and when the reels are stopped at predetermined positions enabling a win of Small Win of JAC to be made, 15 game medals are paid out and it becomes the RB carryover mode under BB from a next game (BB start+2, RB start+1). In the next game (BB start+2, RB start+1) game, an internal win of Small Win of JAC is determined in a high probability and 15 game medals are paid out when the reels are stopped at the predetermined positions. After that, when a predetermined RB ending condition is fulfilled, the RB game mode occurs immediately, because the specific start condition generating the RB game mode under BB game mode is satisfied.

In the above embodiments, when the RB game mode under BB game mode occurs once, it is possible to generate the RB game mode under BB game mode in succession. When Small Win of JAC is not determined as the group win in the RB game mode under BB game mode, a win of RB is made in a unit game in which RB is determined as an internal win and a new RB is operated before RB being operated is carried out to the last, so that the number of balls to be paid out is smaller, thereby causing the player to complain. If the player loses the RB, no win is made in the game and the number of balls to be paid out per unit time is smaller, so that the game may be dragged out.

In the above example, if RB and Small Win of JAC are made to be a group win in the RB game mode under BB game mode, a new game characteristic can be created which is provided to the player. Although it has been described the operation condition of the RB game mode under BB game mode as the ending of the RB game mode under BB game mode being operated, the invention is not limited thereto. For example, it may be applied the operation condition of the RB game mode under BB game mode which is separately described.

In the above embodiments, even under CG mode and under SCG mode, although it has been carried out the lottery for determining whether Small Win of Watermelon, Small Win of Bell and Group win is determined as an internal win, the lottery may not be carried out. In other words, the lottery for at least one of RB, SB, SCT and Replay may be carried out under CG mode and the lottery for at least one of BB, CT, RB, SB, SCT and Replay may be carried out under SCG mode.

In the above embodiments, although the maximum number of sliding symbols has been set in the sliding-symbol-number determining process (see step S24 in FIG. 14), the invention is not limited thereto. For example, a table for stop consisting of values equal to or less than the specific number of symbols for CG mode may be selected when a game mode is the CG mode (alternatively, SCG mode), with a table for stop having a symbol position passing to the predetermined pay line (for example, center line 8 c) at the time when the player carries out the stop operation and the preset number of sliding symbols corresponding to the symbol position. A parameter for stop used to select the table for stop may be determined before the stop operation of the reel is permitted, and then notified to the player. By doing so, it is possible to increase an effectiveness of the effects.

Even though the game mode is the CG mode (alternatively, SCG mode), it is not limited that the table for stop consisting of values equal to or less than the specific number of symbols is selected for all the reels. For example, when a specific reel (for example, only the left reel 3L, only the reel for which the first stop operation is carried out) is operated, the table for stop consisting of values equal to or less than the specific number of symbols may be selected for only the reel which is used for the stop control, and when the reel except the specific reel is stop-controlled, the table for stop consisting of values equal to or less than the predetermined number of symbols larger than the specific number of symbols may be selected. It may be determined and notified to the player which of the reels is the specific reel, before the stop operation is permitted. By doing so, it is possible to notify the player of the reel which is required for the player to properly operate.

It may be determined which of the reels is the specific reel, after the stop operation for the predetermined reel is carried out. For example, it may be determined with a symbol position passing to a predetermined pay line (for example, center line 8 c) in the reel for which the first stop operation is carried out at the time when the first stop operation is carried out (for example, when the reel for which the first stop operation is carried out is the left reel 3L, if a symbol on the center line 8 c at the time when the first stop operation is carried out is Upper Chili, the left reel 3L is applied as the specific reel.), or with a stop operation order for the reels (for example, in a case of sequential push operations, the left reel 3L is applied as the specific reel, and in a case of reversed push operations, the right reel 3R and the center reel 3C are applied as the specific reel). By doing so, the variations of the reel stop control are expanded, so that it is possible to increase the game characteristics.

In the sliding-symbol-number determining process (step S24 in FIG. 14), when it is carried out the attraction-in control and escape control for the reels, the maximum retrieval number may be made to be different in the CG mode or SCG mode and the other game modes except the CG mode and the SCG mode. For example, when the attraction-in control is carried out in the CG or SCG mode, if there is a symbol to be attracted-in ahead by 1 symbol from a symbol position (when maximum retrieval number is 1 symbol) passing to a predetermined pay line (for example, center line 8 c) in the reel, the reel may be rotated by 1 symbol and then stopped. In the other game mode except the CG mode and the SCG mode, if there are symbols to be attracted-in within 4 symbols from a symbol position (when maximum retrieval number is 4 symbols) passing to a predetermined pay line (for example, center line 8 c) in the reel for which the stop control is carried out, the reel may be rotated as the number of symbols and then stopped (for example, if there is a symbol to be attracted-in ahead by 3 symbols, the reel may be rotated as the number of 3 symbols and then stopped).

There are many cases where a symbol corresponding to a win having a winning possibility is mainly applied as the symbol to be attracted-in. For example, when an internal win is Replay and a Replay symbol is displayed in the upper area of the reel if 1 symbol is attracted-in later (in an example of the left reel 3L, when a symbol of the symbol code 20 is passing to the center line 8 c at the time when the stop operation is carried out), the reel may be rotated as the number of 1 symbol and then stopped (regarding the left reel 3L in FIG. 3, the symbol code 18 is stopped in the upper area of the reel). Since the larger maximum retrieval number is more advantageous to the player than the smaller, the player can play the game with an advantage by notifying the player that the specific reel control making the maximum retrieval number smaller is carried out for which of the reels, through the notification described above.

For example, regarding Small Win of Upper Chili in FIG. 5, since the symbol of Upper Chili is just stopped in the left reel 3L only, if it is notified, before the stop operation is carried out for all the reels, that the specific reel is the reel for which the first stop operation is carried out and the reel for which the second stop operation is carried out, the symbol of Upper Chile can be stopped on the activated line of the left reel 3L even though it is allowed the player to carry out the third stop operation for the left reel 3L and the player does not carry out the stop operation for the left reel 3L at the timing precise as much as that by the attraction-in control having the large maximum retrieval number. In a symbol arrangement of FIG. 3, when the maximum retrieval number is 4 symbols, if any one symbol of the symbol codes 07 to 13 is passing to the center line 8 c at the time when the player carries out the stop control for the left reel 3L, it is possible to stop the symbol of Upper Chili (symbol 96) on the activated line of the left reel 3L.

In the mean time, when the maximum retrieval number is 4 symbols, if any one symbol of the symbol codes 07 to 09 is passing to the center line 8 c at the time when the player carries out the stop control for the left reel 3L, it is possible to stop the symbol of Upper Chili (symbol 96) on the activated line of the left reel 3L. Like this, since the notification of the specific reel also controls the advantage of the player, it is possible to increase the interest in the game. In the above embodiments, the maximum number of sliding symbols has been set to be “1” in the CG or SCG mode and “4” in the CG and SCG modes. However, the invention is not limited thereto. For example, it may be preferred that “0” is applied in the CG or SCG mode. In other words, when a symbol on a reel is passing to a position out of the pay line, when the player carries out the stop control for the reel, the reel may be rotated to a position at which the symbol on the reel is displayed along the pay line and then stopped. In such case, the reel is stopped only by the stop operation of the player, so that it is possible to increase the skill intervention ability of the player and to further provide the satisfaction to the player, regarding the stop of the reel.

A win which is not matched to the win for determination is permitted in the CG mode, the SCG mode, etc. It may be provided a win determining unit for determining a predetermined win as, for example, a win for determination, based on the detection of the game start command signal outputted from the game start unit, and the stop control unit can stop a symbol combination not conforming to the determined win (for example, “Bell-Bell-Bell” when the determined win is Replay) on the variable display unit in a predetermined game mode (for example, CG mode or SCG mode), allows a game value corresponding to the win stopped on the variable display unit to be paid out to the player (for example, allows the payout of a prize medium corresponding to Small Win of Bell), and stops only a symbol combination conforming to the determined win (for example, “Bell-Bell-Bell” when Small Win of Bell is determined) on the variable display unit in the game modes (for example, CG mode and SCG mode) except the predetermined game mode. In other words, it is possible to stop a symbol combination (for example, “Bell-Bell-Bell”) not conforming to the determined win (for example, Losing) on the variable display unit in the predetermined game mode and there is no case where a win of bonus, Small Win, Replay, etc is made when the determined win is Losing, in the game modes except the predetermined game mode.

In the CT game mode, the CG mode, etc. may be generated from a game in which SCT is not determined as a win for determination, or a next game thereof. In the BB game mode, the CG mode, etc. may be generated from a game in which SCT is not determined as a win for determination, or a next game thereof.

Also in CT and SCT, in the BB game mode, the RB game mode may be generated only when the win for determination includes RB, even though the symbols or symbol combination corresponding to RB is not displayed all together. A win corresponding to the internal win may be a win for determination and the win for reel-stop may be just a parameter for stop control.

In the above embodiments, the random number has been sampled, based on the start operation of the start lever 6, and the internal win and the win for reel-stop have been determined, based on the probability lottery.

The shift of the predetermined game mode is not limited to before the start operation or after the winning retrieval. For example, the shift may be carried out between the probability lottery and the reel rotation start, during a period of from the stop operation for a predetermined reel to the stop of the corresponding reel, and during a period of from the stop of the predetermined reel to a stop operation for a next reel.

In the above embodiments, it has been carried out the distribution of Small Win in the win for reel-stop. However, the invention is not limited thereto. For example, when that the win for reel-stop is Small Win, such as Small Win of Upper Chili, all Small Win may be set as the win for reel-stop. It may be also the same for bonus, Replay, etc. The attraction-in control may be carried out within a range of 4 symbols or 1 symbol in the CG or SCG mode, for the reel corresponding to the third stop operation.

In the CG mode and the SCG mode, it is provided a range of random number which will be won in Small Win in the probability lottery table and a lottery of Small Win is carried out. However, the invention is not limited thereto. For example, the stop control of the reels 3L, 3C, 3R may be carried out in accordance with only the push timing of the stop buttons 7L, 7C, 7R by the player, without the lottery of Small Win. The probability lottery table in the CG mode and the SCG mode may be structured so that an internal win of one of Losing, Replay and Bonus is determined and an internal win of Small Win is not determined.

It may be adopted a predetermined condition, as the occurrence conditions of the RB game mode under BB game mode or RB game mode and the CG game mode. As the predetermined condition, it may be adopted the conditions such that the BB game mode should be started, the RB game mode should be started, a unit game should be started (i.e., each unit game should become the RB game mode or CG mode), the predetermined number of unit games should be ended, the game mode (for example, the supervisory result of the gaming status supervisory process in the step S11 of FIG. 13) should be a predetermined game mode, a predetermined processing result in the unit game should be a specific result and a combination of at least two thereof.

As the predetermined processing result, it may be adopted a result that any one of the specific wins (for example, SB, RB, SCT, Bonus, Replay, Small Win) is determined as an internal win in the internal win determination of the probability lottery process in the step S12 of FIG. 13, a result that a parameter for stop-control (for example, a parameter of the win for reel-stop used to stop-control the reels, such as a determination result for the win for reel-stop in the step S13 of FIG. 13, a selection result in the stop table selecting process of the step S14 in FIG. 13, etc.) becomes a predetermined value, a result (for example, a result of whether a win is made or not) of a predetermined random number lottery used to determine an internal win (for example, win for reel-stop) or a result of a predetermined random number lottery not used for the determination.

As the predetermined condition, it may be adopted a condition related to the game history, and a condition of including a predetermined game history (for example, game result) in the game history. For example, the RB game mode or CG mode may be generated, based on the game mode in a past unit game (previous unit game, unit game before the predetermined number of times, unit games before the predetermined number of times, etc.), the game result, the internal win, the win for reel-stop, the win for determination, the win actually made, the combination of symbols in, for example, the display window 4L, 4C, 4R.

The RB game mode or CG mode may be generated, based on the stopping of a predetermined symbol arranged on a predetermined reel when the predetermined reel is stopped in a unit game and the stopping of a predetermined symbol combination when the reels are stopped in a unit game. The RB gaming stat or CG mode may be generated when a predetermined game mode (RB game mode, CG mode, etc.) is ended. The RB game mode or CG mode may be generated when a specific win is determined as an internal win and a symbol combination corresponding to the internal win or a symbol combination not corresponding to the internal win is stopped.

The RB game mode or CG mode may be generated when a predetermined game operation by the player (for example, stop operation for the reels in accordance with the specific order, operation timing of the start lever 6 or stop buttons 7L, 7C, 7R, etc.) is a specific game operation, and when the insertion number of game medals inserted by the player (for example, the total insertion number), the payout number of game medals paid out to the player (for example, the total payout number), a predetermined calculation result (for example, a result obtained by subtracting the total insertion number from the total payout number) based on the insertion number (for example, the total) and the payout number (for example, the total), etc. are a result representing a specific number or a specific calculation result, etc.

The RB game mode or CG mode may be generated when at least one of the above predetermined conditions is fulfilled or at least one of the above predetermined conditions is fulfilled by the predetermined number of times (for example, the condition is fulfilled by the predetermined number of times in succession, the condition is fulfilled in the successive predetermined number of unit games) after one of more of the above predetermined conditions are fulfilled. A combination of at least two of the conditions may be adopted as the predetermined condition.

The above condition is not limited to the condition fulfilled in the BB game mode or CT game mode. For example, it may be adopted a condition which is fulfilled before the BB game mode or CT game mode occurs, a condition which is fulfilled in the previous BB game mode or CT game mode, a condition which is fulfilled in a unit game extending from after the previous BB game mode or CT game mode is over to this BB game mode or CT game mode, etc. In other words, it may be determined whether the predetermined condition is fulfilled in relation with the current or past game history.

The occurrence timing of the RB game mode or CG mode in the unit game is not limited to the timing described in the above embodiments. For example, it may be adopted a timing before the detection of the game medal insertion by the player, a timing from after the game medal insertion is detected until the game start operation by the player is detected, a timing from after the game start operation is detected until the rotation start control for the reels is carried out, a timing from after the rotation start control for the reels is detected until the stop operation for a predetermined reel by the player is detected, a timing from after the stop operation for a predetermined reel by the player is detected until the predetermined reel is stopped, a timing from after all the reels are stopped until the payout of the prize medium (for example, medal) is completed, a timing from after the payout of the prize medium is completed in the previous unit game until the insertion of a next game medal is detected, etc.

As the conditions of the change (for example, shift to the RT game mode) of the probability that Replay will be determined as an internal win in the probability lottery process of the step S12 in FIG. 13, and the start or ending of the BB game mode, the RB game mode, the CT game mode, etc., it may be adopted the occurrence condition (predetermined condition) of the RB game mode under BB game mode or CT game mode, and the CG game mode.

The gaming machine 1 of the above embodiments has the following structures. In other words,

(1) The gaming machine has the game start command unit (for example, start lever 6, start switch 6S, etc.) for outputting the game start command signal in accordance with the operation of the player; the internal win determining unit (for example, main control circuit 71, the unit for carrying out the processes in the step S12 and S13 of FIG. 13, etc.) for determining a win (for example, internal win, win for reel-stop, win for determination, etc.), based on the detection of the game start command signal outputted from the game start command unit; the variable display unit (for example, reels 3L, 3C, 3R, etc.) for variably displaying the identification information pieces (for example, symbols shown in FIG. 3) necessary for the game, based on the detection of the game start command signal outputted from the game start command unit; the stop command unit (for example, stop buttons 7L, 7C, 7R, reel stop signal circuit 46, etc.) for outputting the stop command signal in accordance with the operation of the player; the stop control unit (for example, main control circuit 71, the unit for carrying out the processes in the step S24 and S25 of FIG. 14, etc.) for stopping the variable display of the identification information, based on the win determined by the internal win determining unit and the detection of the stop command signal outputted from the stop command unit; the game value paying out unit (for example, main control circuit 71, a unit for carrying out the step S31 in FIG. 15, hopper 40, etc.) for paying out the game value (for example, medal, the occurrence of game mode advantageous to the player, payout of the prize medium, operation of the re-game, etc.) to the player when the stop mode (for example, symbol combination displayed in the display windows 4L, 4C, 4R, etc.) of the variable display unit stopped by the stop control unit is the predetermined win (for example, symbol combination corresponding to the win shown in FIG. 5 or 6, etc.); the start delay control unit (for example, main control circuit 71, a unit for carrying out the determinations in the steps S17 and S18 of FIG. 14 and the step S19, etc.) for delaying (for example, deferring the operation for stopping the variable display, such as deferring (carryover, deferring the reception, etc.) the insertion operation of game medium, etc.) the start of the unit game (for example, one game); the game section shifting unit (for example, main control circuit 71, a unit for carrying out the shift based on the determination in the step S17, etc.) for shifting the game section (for example, unit game, game sections divided by the unit time, etc., game sections having different control conditions, and the like) between the first game section, in which the delayed degree (for example, delayed time, maximum delayed time, etc.) of the start of the unit game is the first degree (for example, the delayed time is maximum 4.1 seconds, etc.), and the second game section, in which the delayed degree of the start of the unit game is the second degree (for example, maximum delayed time is 0 second, etc.) smaller than the first degree; and the notification unit (for example, delay cancellation game-number display unit 19, etc.) for notifying the game progress information (for example, information representing the game progress based on the predetermined standard (the number of times, etc.), the number of games in which the delay cancellation section is continued, etc.) in at least one of the first and second game sections.

According to the above gaming machine, the notification unit notifies the game progress information in at least one of the first and second game sections. The player can make progress the game while perceiving the game progress information in each of the game sections having the different delayed degrees.

(2) In the gaming machine defined in (1), the notification unit notifies the game progress information in the second game section.

According to the above gaming machine, the notification unit notifies the game progress information in the second game section. The second game section has the delayed degree of the start of the unit game smaller than the first game section. Accordingly, the second game section is an advantageous section to the player in which the player can make progress the game more smoothly, as compared to the first game section. Since the game progress information is notified in such advantageous section, the player can play the game without the disadvantage such as the stopping of the game during the second game section.

(3) The gaming machine defined in (1) or (2) has a probability state shifting unit (for example, main control circuit 71, a unit for carrying out the processes in the step S33 and the step S45 of FIG. 15, etc.) for shifting the probability state between a first probability state (for example, base game mode, etc.) having a first probability which is a probability that the internal win determining unit will determine a specific win (for example, Replay, etc.) as an internal win and a second probability state (for example, RT game mode, etc.) having a second probability higher than the first probability, which is a probability that the internal win determining unit will determine the specific win (for example, Replay, etc.) as an internal win, and the probability state is the second probability state when the game section is the second game section.

According to the above gaming machine, when the game section is the second game section, the probability state is the second probability section. Accordingly, it is possible to increase the interest in the game by making the advantageous degree of the second game section higher than the first game section.

(4) In the gaming machine defined in (3), when the stop control unit stops a specific symbol combination corresponding to the specific win, a next unit game is started irrespective of the insertion of game medium.

According to the gamine machine, when the specific symbol combination corresponding to the specific win is displayed, a next unit game is started irrespective of the insertion of game medium. Accordingly, it is possible for the player to play the game in the second game section without inciting the passion for gambling.

(5) In the gaming machine defined in one of (1) to (4), the game progress information has the information about the number of unit games in the game sections.

According to the above gaming machine, since it has the information about the number of unit games in the game sections, the player can make progress the game while paying attention to the notification contents of the notification unit.

In the above embodiments, the start delay control unit delays the start of the variable display of the variable display unit to delay the start of the unit game. However, the invention is not limited thereto. For example, the start time of the period during which the push of the stop buttons 7L, 7C, 7R is activated may be delayed. By doing so, it is possible to increase the interest in the game.

In the above embodiments, it has been adopted the information about the number of games (the remaining number of games) in which the delay cancellation section is continued, as the game progress information. However, the invention is not limited thereto. For example, it may be adopted the information about the number of games which are carried out in one game section, such as second game section, etc. It may be adopted the information about the time, the number of times when a predetermined win such as Replay is made, the number of times when an internal win of a predetermined win is determined, the amount of the game value acquired, the net increased number of medals, etc., rather than the information about the number of games. For example, it may be adopted the information of time after the second game section is started. It may be adopted the above number of times, the time, the amount of game value, etc. required until the second game section is shifted to the first game section, as the game progress information.

In the above embodiments, the number of games in which the delay cancellation section is continued has been displayed in a countdown manner, as the display method of the game progress information. However, the invention is not limited thereto. For example, the number of games having consumed the delay cancellation section may be displayed in a count-up manner. Thereby, it is possible to extend the display methods, thereby increasing the interest in the game.

In the above embodiments, it has been adopted two types of “4.1 seconds” and “0 second” as the maximum delay time. However, the invention is not limited thereto. For example, it may be adopted the maximum delay time, such as “three types”, “four types” and the like. When the maximum delay time of “3 types or more” is adopted, the game sections of “3 types or more” having different maximum delay time may be properly included in one of the first and second game sections.

In the above embodiments, it has been determined whether the start of the unit game is delayed (step S17 in FIG. 14), depending on whether the game mode is the RT game mode or not. However, the invention is not limited thereto. For example, the game section shifting unit (for example, main control circuit 71) may carry out the conversion (shifting) of the game sections having the different maximum delay time and the probability state may be changed depending on the conversion. For example, when the game section shifting unit (for example, main control circuit 71) shifts the game section to the second game section, the probability state shifting unit may shift the probability state to the second probability state.

In the above embodiments, the delay cancellation game-number display unit 19 including the 7-segment LED has been adopted as the notification unit. However, the invention is not limited thereto. In other words, it may be adopted any notification unit providing the notification contents which the player can perceive by the senses.

The above gaming machine has the probability state shifting unit (for example, main control circuit 71, a unit for carrying out the processes in the step S34 of FIG. 15, etc.) for shifting the probability state between a first probability state (for example, base game mode, etc.) having a first probability which is a probability that the internal win determining unit will determine a specific win (for example, Replay, etc.) as an internal win and a second probability state (for example, RT game mode, etc.) having a second probability higher than the first probability, which is a probability that the internal win determining unit will determine the specific win (for example, Replay, etc.) as an internal win. However, the invention is not limited the probability state shifting unit (for example, main control circuit 71, a unit for carrying out the processes in the step S34 of FIG. 15, etc.) for shifting the probability state between a first probability state (for example, base game mode, etc.) having a first probability which is a probability that the stop control unit will stop a specific symbol combination (for example, “Replay-Replay-Repay” corresponding to Replay) and a second probability state (for example, RT game mode, etc.) having a second probability which is a probability that the stop control unit will stop the specific symbol combination.

The internal win determining unit and the variable display unit detect the game start command signals outputted from the game start command unit to carry out the determination and the variable display, respectively. The “detection of the game start command signal” includes the detection of the game start command. For example, it may be provided a switch (game start command unit) which is ON when the start lever 6 is not manipulated and OFF when it is manipulated. The determination and the variable display may be carried out when it is detected that the switch is OFF.

The variable display unit detects the game start command signal outputted from the game start command unit to variably display the identification information pieces necessary for the game. However, the invention is not limited thereto. For example, it may be provided a unit such as the main control circuit 71 for commanding the start of the variable display when it is detected the game start command signal outputted from the game start command unit. The variable display unit may detect the variable display start command signal outputted from the unit for commanding the start of the variable display, thereby variably displaying the identification information pieces.

It may be provided a notification controller such as the main control circuit 71 and the sub-control circuit 72, for determining whether the game progress information is notified in at lest one of the first and second game sections. The notification unit may notify the information, based on a result determined by of the notification control unit.

As the ending condition of the RT game mode or delay cancellation section, it may be adopted the start condition, the ending condition, the predetermined condition as described above. For example, as the ending condition of the RT game mode or delay cancellation section, it may be adopted that a specific win (for example, BB, RB, bonus) is determined as an internal win or actually made, and the like. By doing so, it is possible to increase the interest in the game.

The game section of the RT game mode and the delay cancellation section may be not completely matched to each other. For example, a part of the game section of the RT game mode (for example, 10 times of 100 games) may consist of the delay cancellation section. In the RT gaming, the occurrence probability of delay cancellation section may be made to be higher in the other game modes. By doing so, it is possible to increase the interest in the game.

The game section shifting unit may carry out the shifting of game section, based on a predetermined condition. In this case, the predetermined condition affects the ending condition (shifting condition) of the second game section. As the predetermined condition, it may be adopted that a predetermined game value which is paid out to the player by the game value paying out unit in a predetermined game section (second game section, etc.) reaches the predetermined number. It may be adopted that it is carried out a random number lottery for determining whether the gaming section is shifted to the first game section from the second game section and then it is determined to shift the game section to the second game section from the first game section by the random number lottery. It may be adopted that it is counted the number of cases where the stop mode of the variable display stopped by the stop control unit from the starting of the second game section becomes the symbol combination corresponding to a win and the counted number of cases reaches the predetermined number of times. It may be adopted that it is measured the time from the starting of the second game section and the measured time reaches predetermined time. It may be adopted that it is counted the number of cases where an internal win is determined by the probability lottery process from the starting of the second game section, and the counted number of cases reaches the predetermined number of times. It may be adopted that it is counted the number of cases where the stop mode of the variable display unit stopped by the stop control unit from the starting of the second game section is not the winning symbol combination and the counted number of cases reaches the predetermined number of times. It may be adopted that it becomes predetermined time. Additionally, it may be adopted that the stop mode of the variable display unit stopped by the stop control unit in the second game section becomes a specific stop mode. Furthermore, it may be adopted that the number of unit games is counted from the starting of the second game section and the counted number of unit games reaches the predetermined number of times. It may be adopted that a specific internal win is determined by the probability lottery process within the specific number of games from the starting of the second game section. Further, it may be adopted an index reflecting the game operation-related skill of the player, for example a movement amount (for example, the number of sliding symbols) of the identification information from after the stop control unit carries out a predetermined initial stop control (for example, control for stopping the reels 3L, 3C, 3R corresponding to the pushed stop buttons 7L, 7C, 7R) until the variable display is stopped. It may be adopted that a difference between the game value used for a game from the starting of the second game section and the game value paid out to the player by the game value paying out unit reaches a predetermined value. Additionally, it may be adopted a pay line corresponding to a position at which the stop control unit stops the identification information variably displayed by the variable display unit, or a pay line along which the identification information constituting a predetermined winning combination is arranged. By adopting the above various conditions, it is possible to increase the diversity of game and thus to provide an interesting gaming machine.

The invention can be applied to another gaming machine such as pachinko gaming machine, pachi-slot and the like, in addition to the gaming machine 1 of the above embodiments. The invention can be applied to a game program which pseudo-executes the operations in the gaming machine 1 described above as a home gaming machine. In this case, a medium for recording the game program may include a CD-ROM, FD (flexible disk) and the other recording media.

While this invention has been described in conjunction with the specific embodiments outlined above, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the preferred embodiments of the invention as set forth above are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention as defined in the following claims.

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US8371938 *Apr 28, 2010Feb 12, 2013IgtGaming system having a common display, a first bonus game or a first bonus game paytable and an option to purchase a second bonus game or a second bonus game paytable with relatively expected higher values
US20100210348 *Apr 28, 2010Aug 19, 2010IgtGaming system having a common display, a first bonus game or a first bonus game paytable and an option to purchase a second bonus game or a second bonus game paytable with relatively expected higher values
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Classifications
U.S. Classification463/16
International ClassificationA63F9/24
Cooperative ClassificationG07F17/3202, G07F17/32
European ClassificationG07F17/32C, G07F17/32
Legal Events
DateCodeEventDescription
May 31, 2006ASAssignment
Owner name: ARUZE CORP., JAPAN
Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:FUJIMOTO, JUN;YUZAWA, SATOSHI;REEL/FRAME:017697/0528
Effective date: 20060515