US20090227329A1 - Gaming Machine Rearranging Peripheral Symbols Again Around Predetermined Display Position - Google Patents
Gaming Machine Rearranging Peripheral Symbols Again Around Predetermined Display Position Download PDFInfo
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- US20090227329A1 US20090227329A1 US12/203,519 US20351908A US2009227329A1 US 20090227329 A1 US20090227329 A1 US 20090227329A1 US 20351908 A US20351908 A US 20351908A US 2009227329 A1 US2009227329 A1 US 2009227329A1
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3216—Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects
Definitions
- a gaming machine in which includes: a display for variably displaying each of a plurality of symbol groups; and a controller for executing the following operations of: (a) generating a random number, and starting a first game; (b) determining a symbol to be rearranged on the display corresponding to the random number generated; (c) variably displaying each of the plurality of symbol groups displayed on the display; (d) rearranging the symbol determined; (e) determining whether the first game was switched to a second game based on whether a specific symbol is arranged in any one of display positions among a predetermined display position and a plurality of peripheral display positions therearound; (f) upon determining that the first game was switched to the second game, while the specific symbol is consecutively arranged, repeating rearrangement of symbols in a display position set so as to be moved in a square spiral pattern in sequence in a predetermined direction from the peripheral display position, where the specific symbol was arranged, around the predetermined display position; and (g)
- Step S 3 the CPU 106 sets the game conditions. More specifically, the CPU 106 determines the number of coins bet in a unit game based on the operation of the bet switch 23 . The CPU 106 receives the operation signals generated by the player operating the bet switch 23 . Then, the CPU 106 stores the bet amount in a predetermined memory area of the RAM 110 based on the number of times the operation signals have been received. The CPU 106 reads the amount of credits C stored in a predetermined memory area of the RAM 110 , and subtracts the abovementioned bet amount from the amount of credits C thus read. Then, the CPU 106 stores the subtracted value in a predetermined memory area of the RAM 110 . Subsequently, the CPU 106 moves the processing to Step S 4 .
- the second game processing is described below with reference to FIG. 7 .
- the CPU 106 refers to a WILD symbol rearranging probability table (described later in FIG. 8 ) and determines whether to rearrange a WILD symbol in the symbol display area 89 . Upon determining that a WILD symbol has been rearranged, the CPU rearranges a WILD symbol. On the other hand, upon not determining that a WILD symbol has been rearranged, the CPU rearranges any symbol other than a WILD symbol.
- a WILD symbol rearranging probability table described later in FIG. 8
- the player not only can feel suspense of winning as to how many times a WILD symbol is rearranged consecutively, but also can enjoy a game process in which a WILD symbol is rearranged sequentially in a clockwise direction in a square spiral pattern.
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- General Physics & Mathematics (AREA)
- Slot Machines And Peripheral Devices (AREA)
Abstract
A gaming machine 13 rearranges symbols on a liquid crystal display 30, determines whether a first game was switched to a second game based on whether a specific symbol is arranged in any one of display positions among a predetermined display position and a plurality of peripheral display positions therearound, upon determining that the first game was switched to the second game, while the specific symbol is consecutively arranged, repeats rearranging symbols in a display position set so as to be moved in a square spiral pattern in sequence in a predetermined direction from the peripheral display position, where the specific symbol was arranged, around the predetermined display position, and provides an award corresponding to a symbol rearranged so that the total number of the symbol and the specific symbol is at least a predetermined number.
Description
- This application claims benefit of U.S. Provisional App. No. 61/034,684, filed Mar. 7, 2008, the entire contents of which are incorporated herein by reference.
- 1. Field of the Invention
- The present invention relates to a gaming machine which rearranges peripheral symbols again around a predetermined display position.
- 2. Related Art
- Conventionally, in slot machines, a game is started when a player bets a certain amount of credits. Then, a plurality of reels, on which a plurality of symbols is depicted, start to rotate, and is stopped after a predetermined time period elapses. As a result, an award is provided to the player based on a symbol combination which is displayed statically. U.S. Pat. No. 6,517,433 discloses that an award is provided corresponding to a predetermined number of symbols rearranged on a winning line.
- However, in U.S. Pat. No. 6,517,433, when all the symbols are rearranged, an award corresponding to the symbols thus rearranged is provided. Therefore, once all the symbols are rearranged, even a part of the symbols is not rearranged again. Accordingly, once an award is settled, it will not be changed, and thus, a game tends to be monotonous.
- The present invention provides a gaming machine with novel entertainment properties, which offers a probability of changing an award which is once settled by way of rearranging again a part of the symbols which were rearranged once.
- In an aspect of the present invention, a gaming machine is provided, in which includes: a display for variably displaying each of a plurality of symbol groups; and a controller for executing the following operations of: (a) generating a random number, and starting a first game; (b) determining a symbol to be rearranged on the display corresponding to the random number generated; (c) variably displaying each of the plurality of symbol groups displayed on the display; (d) rearranging the symbol determined; (e) determining whether the first game was switched to a second game based on whether a specific symbol is arranged in any one of display positions among a predetermined display position and a plurality of peripheral display positions therearound; (f) upon determining that the first game was switched to the second game, while the specific symbol is consecutively arranged, repeating rearrangement of symbols in a display position set so as to be moved in a square spiral pattern in sequence in a predetermined direction from the peripheral display position, where the specific symbol was arranged, around the predetermined display position; and (g) providing an award corresponding to a symbol rearranged so that the total number of the symbol and the specific symbol is at least a predetermined number on the display among the symbols rearranged in the processing of (f).
- In another aspect of the present invention, a gaming machine is provided, in which includes: a display for variably displaying each of a plurality of symbol groups; and a controller for executing the following operations of: (a) generating a random number and starting a first game; (b) determining a symbol to be rearranged on the display corresponding to the random number generated; (c) variably displaying each of the plurality of symbol groups displayed on the display; (d) rearranging the symbol determined; (e) determining whether the first game was switched to a second game based on whether a specific symbol is arranged in any one of display positions among a predetermined display position and a plurality of peripheral display positions therearound; (f) upon determining that the first game was switched to the second game, while the specific symbol is arranged consecutively, repeating rearrangement of symbols in a display position set so as to be moved in a square spiral pattern in sequence in a predetermined direction from the peripheral display position, where the specific symbol was arranged, around the predetermined display position; and (g) providing an award corresponding to a symbol rearranged so that the total number on a winning line of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (f).
- In still another aspect of the present invention, a gaming machine is provided, in which includes: a display for variably displaying each of a plurality of symbol groups; and a controller for executing the following operations of: (a) generating a random number and starting a first game; (b) determining a symbol to be rearranged on the display corresponding to the random number generated; (c) variably displaying each of the plurality of symbol groups displayed on the display; (d) rearranging the determined symbol; (e) providing an award corresponding to a symbol rearranged so that the total number on the display of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (d); (f) determining whether the first game was switched to a second game based on whether the specific symbol is arranged in any one of display positions among a predetermined display position and a plurality of peripheral display positions therearound; (g) upon determining that the first game was switched to the second game, while the specific symbol is consecutively arranged, repeating rearrangement of symbols in a display position set so as to be moved in a square spiral pattern in sequence in a predetermined direction from the peripheral display position, where the specific symbol was arranged, around the predetermined display position; and (h) providing an award corresponding to a symbol rearranged so that the total number on the display of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (g).
- In yet another aspect of the present invention, a gaming machine is provided, in which includes: a display for variably displaying each of a plurality of symbol groups; and a controller for executing the following operations of: (a) generating a random number and starting a first game; (b) determining a symbol to be rearranged on the display corresponding to the random number generated; (c) variably displaying each of the plurality of symbol groups displayed on the display; (d) rearranging the determined symbol; (e) providing an award corresponding to a symbol rearranged so that the total number on a winning line of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (d); (f) determining whether the first game was switched to a second game based on whether a specific symbol is arranged in any one of display positions among a predetermined display position and a plurality of peripheral display positions therearound; (g) upon determining that the first game was switched to the second game, while the specific symbol is consecutively arranged, repeating rearrangement of symbols in a display position set so as to be moved in a square spiral pattern in sequence in a predetermined direction from the peripheral display position, where the specific symbol was arranged, around the predetermined display position; and (h) providing an award corresponding to a symbol rearranged so that the total number on the display of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (g).
- In a further aspect of the present invention, a gaming machine is provided, in which includes: a display for variably displaying each of a plurality of symbol groups; and a controller for executing the following operations of: (a) generating a random number and starting a first game; (b) determining a symbol to be rearranged on the display corresponding to the generated random number; (c) variably displaying each of the plurality of symbol groups displayed on the display; (d) rearranging the symbol determined; (e) determining whether the first game was switched to the second game based on whether a specific symbol is rearranged in a center display position of symbol display areas arranged in a matrix of a plurality of blocks; (f) upon determining that the first game was switched to the second game, while the specific symbol is consecutively arranged, repeating rearrangement of the specific symbol in a single block among a plurality of peripheral blocks adjacent consecutively with the center display position, and rearranging the specific symbol sequentially in a block positioned in a clockwise or counterclockwise direction around the center display position therefrom; and (g) providing an award corresponding to a symbol rearranged so that the total number on the display of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (f).
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FIG. 1 is a flowchart showing processing in a game executed in a gaming machine according to an embodiment of the present invention; -
FIG. 2 is a perspective view showing the appearance of the gaming machine according to the embodiment of the present invention; -
FIG. 3 is an enlarged front view showing a display area of the gaming machine according to the embodiment of the present invention; -
FIG. 4 is a block diagram of a controller of the gaming machine according to the embodiment of the present invention; -
FIG. 5 is a block diagram of a display/input controller of the gaming machine according to the embodiment of the present invention; -
FIG. 6 is a flowchart of first game processing executed in the gaming machine according to the embodiment of the present invention; -
FIG. 7 is a flowchart of second game processing executed in the gaming machine according to the embodiment of the present invention; -
FIG. 8 is a diagram showing a WILD symbol rearrangement probability table according to the embodiment of the present invention; and -
FIGS. 9 to 13 are examples of display screens displaying rendered effects executed in the gaming machine according to the embodiment of the present invention. - An embodiment of the present invention is described below with reference to the accompanying drawings.
- As shown in
FIG. 1 , theCPU 106 starts a first game (Step S100), determines symbols to be rearranged (Step S200), variably displays a symbol group (Step S300), and rearranges symbols (Step S400). Next, theCPU 106 determines whether a specific symbol is rearranged at the center position or a peripheral position from the center position (Step S500), when the specific symbol is rearranged at these positions, starts a second game (Step S600), while the specific symbol is consecutively rearranged, repeats rearranging symbols sequentially in a clockwise or counterclockwise direction around a predetermined position (Step S700), and provides an award based on the specific symbol thus rearranged (Step S800). -
FIG. 2 is a perspective view showing thegaming machine 13 according to an embodiment of the present invention. Thegaming machine 13 includes acabinet 20. Thecabinet 20 has a structure in which the face facing the player is open. Thecabinet 20 contains various components including a game controller 100 (seeFIG. 4 ) for electrically controlling thegaming machine 13, and a hopper 44 (seeFIG. 4 ) for controlling the insertion, storage, and payout of coins (one of game media), and the like. The game medium is not restricted to coins. In addition, examples of such game media include medals, tokens, electronic money or electronic value information (credits) having the same value. - The
liquid crystal display 30 is installed substantially in the middle of the front face of thecabinet 20, and theliquid crystal display 40 is installed in an upper side of thecabinet 20. - The
liquid crystal display 30 realizes a display device for displaying a variety of images related to the game including rendered images and the like. Such a configuration allows the player to advance the game while visually confirming various kinds of images displayed on the aforementionedliquid crystal display 30. In such a game, theliquid crystal display 30 displays a slot game as shown inFIGS. 9 to 15 . - The
gaming machine 13 includes video reels (a group of symbol images), and nine virtual reels can be displayed on theliquid crystal display 30. It should be noted that the term “video reel” as used here represents a mechanism for displaying a reel on theliquid crystal display 30 in the form of an image instead of using a mechanical reel. - The other
liquid crystal display 40 above theliquid crystal display 30 is a display functioning as a sub display for displaying the rules of the game, demonstration screens, and the like. -
Sound transmission openings FIG. 4 ) contained inside thecabinet 20 are propagated outside thecabinet 20, are disposed on the upper right and left sides of theliquid crystal display 40, respectively. The sound transmission openings 29 a and 29 b generate sound effects and the like in accordance with the progress of the game. In addition,decorative lamps gaming machine 13, respectively. Thedecorative lamps - The
gaming machine 13 includes a substantiallyhorizontal operation portion 21 below theliquid crystal display 30. Disposed on the right side of theoperation portion 21 is acoin insertion slot 22 through which a number of coins are inserted into thegaming machine 13. On the other hand, the components provided to the left side of theoperation portion 21 include: aBET switch 23 that allows the player to select the number of coins, which serves as a gaming medium to be bet; and a spinrepeat bet switch 24 that allows the player to play another game without changing the number of coins bet in the previous game. Such an arrangement allows the player to set the number of coins to be bet by performing a pushing operation on either theBET switch 23 or the spinrepeat bet switch 24. - In the
operation portion 21, astart switch 25 for accepting for each game the player's operation for starting a game is disposed on the left side of thebet switch 23. Upon performing a pushing operation on either thestart switch 25 or the spinrepeat bet switch 24, which serve as a trigger to start the game, an image in which the aforementioned nine video reels start to rotate is displayed. - A cash out
switch 26 is provided near the coin insertion opening 22 on theoperation unit 21. Upon the player pushing the cash outswitch 26, the inserted coins are paid out from a coin payout opening 27 provided at a lower portion of the front face. The coins thus paid out are retained in acoin tray 28. -
FIG. 3 shows an enlargement of a display area of thegaming machine 13. As shown inFIG. 3 , thegaming machine 13 hassymbol display areas 81 to 89 arranged in a matrix of 3 rows by 3 columns. The symbol display areas are also called as symbol display blocks or symbol display position. The nine video reels correspond to each of thesymbol display areas 81 to 89. - In addition, eight winning lines are provided on the
liquid crystal display 30. Among the eight winning lines, a winning line L1 passes through thesymbol display areas symbol display areas symbol display areas symbol display areas symbol display areas symbol display areas symbol display areas symbol display areas - The game available in the present embodiment is a game in which an award is provided to a player corresponding to the number of identical symbols rearranged on the
symbol display areas 81 to 89, or a game in which an award is provided to a player when all of the symbols rearranged on any one of the eight winning lines L1 to L8 are identical. The number of identical symbols targeted for awarding can be defined arbitrarily such as three or more symbols, and the like. - It is arranged so that a payout
number display portion 48, a BETnumber display portion 50, and a creditnumber display portion 49 can be displayed in this order from the left side on the upper portion of theliquid crystal display 30. The payoutnumber display portion 48 is a component for displaying the amount of the coins paid out when no less than a predetermined number of identical symbols for providing an award are rearranged and displayed on thesymbol display areas 81 to 89. The creditnumber display portion 49 displays the credit number of coins stored in thegaming machine 13. The BETnumber display portion 50 is a component for displaying the bet amount, which is the number of coins bet. -
FIG. 4 is a block diagram showing the electrical configuration of thegame controller 100 of thegaming machine 13. Referring toFIG. 4 , thegame controller 100 of thegaming machine 13 is a microcomputer and provided with aninterface circuit group 102, an input/output bus 104,CPU 106,ROM 108,RAM 110, aninterface circuit 111 for communication, arandom number generator 112, aspeaker driving circuit 122, ahopper driving circuit 124, alamp driving circuit 126, and a display/input controller 140. - The
interface circuit group 102 is electrically connected with the input/output bus 104, which carries out input and output of data signals or address signals for theCPU 106. - The
start switch 25 is electrically connected with theinterface circuit group 102. In theinterface circuit group 102, a start signal generated by thestart switch 25 is converted into a predetermined form of signal to be supplied to the input/output bus 104. - Furthermore, the
BET switch 23, the spinrepeat bet switch 24, and the cash outswitch 26 are connected to theinterface circuit group 102. Each of the switching signals output from theseswitches interface circuit group 102, and is converted into a predetermined signal by theinterface circuit group 102. The switching signals thus converted are supplied to the input/output bus 104. - A
coin sensor 43 is also electrically connected with theinterface circuit group 102. Thecoin sensor 43 detects coins inserted into thecoin insertion slot 22, and is disposed at an appropriate position relative to thecoin insertion slot 22. The sensing signal output from thecoin sensor 43 is also supplied to theinterface circuit group 102, and is converted into a predetermined signal by theinterface circuit group 102. The sensing signal thus converted is supplied to the input/output bus 104. - The
ROM 108 and theRAM 110 are connected to the input/output bus 104. - Upon accepting the start operation of a game through the
start switch 25, theCPU 106 reads a game program to execute the game. The game program is programmed as follows. That is, a display for starting the scrolling of the symbols on the nine video reels is made on each of thesymbol display areas 81 to 89 on theliquid crystal display 30 via the display/input controller 140. Thereafter, a display for stopping the nine video reels is made to rearrange the nine video reels. In a case where no less than a predetermined number of identical symbols among all of the symbols which are stopped in each reel are rearranged, coins corresponding to the number of identical symbols rearranged are paid out. - The
ROM 108 stores a control program for governing and controlling thegaming machine 13, a program for executing routines as shown inFIGS. 6 and 7 (hereinafter referred to as a “routine execution program”), and initial data for executing the control program, and various data tables used in determination processes. The routine execution program includes the abovementioned game program. The table shown inFIG. 8 and the like are examples of the data tables described above. TheRAM 110 temporarily stores flags, variables, etc., used for the aforementioned control program. - The game program includes a rearranged symbol determination program. The rearranged symbol determination program is used for determining nine symbols to be rearranged on the
symbol display areas 81 to 89. The rearranged symbol determination program includes symbol weighted data that corresponds to each of multiple types of payout rates (e.g., 80%, 84%, and 88%). The symbol weighted data is data for each of the nine video reels and indicates the corresponding relationship between each symbol and one or multiple random numbers in a predetermined number range (0 to 65535). The payout rate is determined based upon the payout rate setting data stored in theROM 108. The determination of rearranged symbols is performed based upon the symbol weighted data that corresponds to the payout rate. - Furthermore, a
communication interface circuit 111 is connected to the input/output bus 104. Thecommunication interface circuit 111 is a circuit for communicating with the central controller 11, etc. via the network including various types of networks such as a LAN. - The
random number generator 112 for generating a random number is connected to the input/output bus 104. Therandom number generator 112 generates random numbers in a predetermined range of “0” to “65535” (the sixteenth power of two minus one), for example. Alternatively, an arrangement may be made in which theCPU 106 generates a random number by computation. - The
speaker drive circuit 122 for driving thespeakers 41 is also electrically connected with the input/output bus 104. TheCPU 106 reads the sound data stored in theROM 108, and transmits the sound data thus read to thespeaker driving circuit 122 via the input/output bus 104. In this way, thespeakers 41 generate predetermined sound effects. - The
hopper drive circuit 124 for driving thehopper 44 is also electrically connected with the input/output bus 104. Upon receiving a cash out signal input from the cash outswitch 26, theCPU 106 transmits a driving signal to thehopper driving circuit 124 via the input/output bus 104. Accordingly, thehopper 44 pays out coins such that the amount thereof is equivalent to the current number of coins remaining as credits, which is stored in a predetermined memory area of theRAM 110. - Alternatively, the payout of the coins may be performed in a mode of storing credit data in a data card or the like, instead of using physical coins. That is, the player may carry a card functioning as a recording medium, and store the data related to the credit by inserting the card into the
gaming machine 13. - The
lamp driving circuit 126 for driving thedecorative lamps output bus 104. TheCPU 106 transmits the signal for driving the lamps according to the predetermined conditions based on the program stored in theROM 108 to thelamp driving circuit 126. Thus, thedecorative lamps - The display/
input controller 140 is connected to the input/output controller 140. TheCPU 106 creates an image display command corresponding to the state and results of the game, and outputs the image display command thus created to the display/input controller 140 via the input/output bus 104. Upon receiving the image display command input from theCPU 106, the display/input controller 140 creates a driving signal for driving theliquid crystal display 30 and theliquid crystal display 40 according to the image display command thus input, and outputs the driving signal thus created to theliquid crystal display 30 and theliquid crystal display 40. As a result, a predetermined image is displayed on theliquid crystal display 30 and theliquid crystal display 40. The display/input controller 140 transmits the signal input through thetouch panel 32 provided on theliquid crystal display 30 to theCPU 106 via the input/output bus 104 in the form of an input signal. In addition, the image display command includes commands corresponding to the payoutnumber display portion 48, the creditnumber display portion 49, and the BETnumber display portion 50. -
FIG. 5 is a block diagram showing the electrical configuration of the display/input controller 140 of thegaming machine 13. The display/input controller 140 of thegaming machine 13 is a sub microcomputer which performs image display processing and the control of input from atouch panel 32, and which has aninterface circuit 142, an input/output bus 144,CPU 146,ROM 148,RAM 150,VDP 152,video RAM 154,image data ROM 156, adrive circuit 158, and a touchpanel control circuit 160. - The
interface circuit 142 is connected to the input/output bus 144. An image display instruction outputted from theCPU 106 on theabovementioned game controller 100 is supplied to the input/output bus 144 via theinterface circuit 142. The input/output bus 144 performs input/output of data signals or address signals to and from theCPU 146. - The
ROM 148 and theRAM 150 are connected to the input/output bus 144. TheROM 148 stores a display control program under which a drive signal to be supplied to theliquid crystal display 30 and theliquid crystal display 40 is generated based on the image display instruction from theCPU 106 on thegame controller 100. On the other hand, theRAM 150 stores flags and variables used in the aforementioned display control program. - The
VDP 152 is connected to the input/output bus 144. TheVDP 152 includes a so-called sprite circuit, a screen circuit, a palette circuit, etc., and can perform various types of processing for displaying images on theliquid crystal display 30 and theliquid crystal display 40. Thevideo RAM 154 and theROM 156 are connected to theVDP 152. Thevideo RAM 154 stores image data based on the image display instructions from theCPU 106 on thegame controller 100. Theimage data ROM 156 stores various types of image data containing the abovementioned produced image data. Furthermore, the drivingcircuit 158 for outputting a driving signal for driving theliquid crystal display 30 and theliquid crystal display 40 is connected to theVDP 152. - By reading and executing the display control program stored in the
ROM 148, theCPU 146 instructs thevideo RAM 154 to store image data to be displayed on theliquid crystal display 30 and theliquid crystal display 40 in response to the image display instruction from theCPU 106 on thegame controller 100. Examples of the image display commands include various types of image display commands including the aforementioned image display commands for visual effects, etc. - The
image data ROM 156 stores various types of image data including the aforementioned image data for visual effects, etc. - The touch
panel control circuit 160 transmits the signals input via thetouch panel 32 provided on theliquid crystal display 30 to theCPU 106 via the input/output bus 144 in the form of an input signal. -
FIG. 6 is a flowchart showing a flow of processing operation in a first game of thegaming machine 13 executed by thegame controller 100 of thegaming machine 13. The routine ofFIG. 6 is a unit game. - It should be noted that the
gaming machine 13 is activated in advance and the variables used in theCPU 106 on thegame controller 100 are initialized to predetermined values, respectively, thereby providing normal operation of thegaming machine 13. - Firstly, the
CPU 106 on thegame controller 100 determines whether any credits remain, which correspond to the remaining amount of coins inserted by the player (Step S1). More specifically, theCPU 106 reads the amount of credits C stored in theRAM 110 and executes processing according to the amount of credits C. When the amount of credits C equals “0” (NO in Step S1), theCPU 106 terminates the routine without executing any processing, since it cannot start a game. When the amount of credits C is not less than “1” (YES in Step S1), theCPU 106 determines that coins remain as credits, and theCPU 106 moves the processing to Step S2. - In Step S2, the
CPU 106 determines whether or not a pushing operation has been applied to the spinbet repeat switch 24. When theswitch 24 has been pressed and theCPU 106 receives an operation signal from the switch 24 (YES in Step S2), theCPU 106 moves the processing to Step S13. On the other hand, when theCPU 106 does not receive the operation signal from theswitch 24 after a predetermined period of time elapses (NO in Step S2), theCPU 106 determines that theswitch 24 has not been pressed and moves the processing to Step S3. - In the following Step S3, the
CPU 106 sets the game conditions. More specifically, theCPU 106 determines the number of coins bet in a unit game based on the operation of thebet switch 23. TheCPU 106 receives the operation signals generated by the player operating thebet switch 23. Then, theCPU 106 stores the bet amount in a predetermined memory area of theRAM 110 based on the number of times the operation signals have been received. TheCPU 106 reads the amount of credits C stored in a predetermined memory area of theRAM 110, and subtracts the abovementioned bet amount from the amount of credits C thus read. Then, theCPU 106 stores the subtracted value in a predetermined memory area of theRAM 110. Subsequently, theCPU 106 moves the processing to Step S4. - In the following Step S4, the
CPU 106 determines whether thestart switch 25 is ON, and then, waits for the start switch 35 to be operated. Upon thestart switch 25 being operated, and accordingly, upon the operation signal being input from the start switch 25 (in a case of “YES” in the determination processing in Step S4), theCPU 106 determines that thestart switch 25 has been operated and advances the processing to Step S5. - On the other hand, in Step S13, the
CPU 106 determines whether the amount of credits C is at least the total bet number in a previous game. In other words, theCPU 106 determines whether it can start a game in response to a pushing operation applied to the spinrepeat bet switch 24. More specifically, when the spinrepeat bet switch 24 has been pushed, and the operation signal has been inputted to theCPU 106 from the spinrepeat bet switch 24, theCPU 106 reads the credit amount C and the bet amount bet in the previous game, which are stored inRAM 110. Then, theCPU 106 determines whether or not the credit amount C is equal to or greater than the bet amount bet in the previous game based upon the relation between the credit amount C thus read and the bet amounts. TheCPU 106 performs processing based upon the determination results. When theCPU 106 determines that the amount of credits C is less than the bet amount in the previous game (NO in Step S13), theCPU 106 terminates the present routine without any processing, since it cannot start a game. On the other hand, in a case where determination has been made that the aforementioned amount of credits C is at least the bet amount bet in the previous game (in a case of “YES” in Step S13), theCPU 106 subtracts the bet amount bet in the previous game from the aforementioned amount of credits C, and stores the subtracted value in a predetermined area of theRAM 110. Subsequently, theCPU 106 moves the processing to Step S5. - In the following Step S5, the
CPU 106 performs rearranged symbol determination processing. A specific description is made below regarding the rearranged symbol determination processing. - First, the
CPU 106 selects a random number in a range of values from 0 to 65535 for each of the nine reels by extracting a random number from therandom generator 112. Next, theCPU 106 reads payout rate setting data from theROM 108 to store thereof in theRAM 110, refers to symbol weighted data corresponding to the payout rate setting data, and determines symbols in the nine reels to be rearranged in each of thesymbol display areas 81 to 89 based on the nine random numbers values thus selected. TheCPU 106 determines symbols to be rearranged in thesymbol display areas 81 to 89, thereby determining a winning combination. In the present embodiment, in a case where five or more identical symbols are rearranged in thesymbol display areas 81 to 89, a winning combination corresponding to the rearranged symbols is achieved. - Upon determining a rearranged symbol, the
CPU 106 determines whether at least a predetermined number of identical symbols (five symbols) for providing an award among nine symbols to be rearranged are rearranged or not. In a case where at least a predetermined number of identical symbols (five symbols) for providing an award among nine symbols to be rearranged are rearranged, theCPU 106 activates a flag indicating providing an award for generating an award corresponding to the predetermined number of identical symbols (five symbols) for providing an award. The activated flag, which indicates the player has won an award, is stored in a predetermined area of theRAM 110 according to the instruction from theCPU 106. On the other hand, in a case where at least a predetermined number of identical symbols (five symbols) for providing an award among nine symbols to be rearranged are not rearranged (a losing combination), theCPU 106 does not activate the flag indicating providing the award. Subsequently, theCPU 106 moves the processing to Step S6. - In the following Step S6, the
CPU 106 instructs each of the nine video reels to start to rotate. - Upon displaying the image which shows each of the nine video reels starting to rotate, the
CPU 106 waits for a predetermined period of time to elapse (Step S7). After the predetermined period of time has elapsed (in a case of “YES” in processing of Step S7), theCPU 106 instructs each of the nine video reels to stop rotating, thereby rearranging nine symbols (Step S8). Subsequently, theCPU 106 moves the processing to Step S9. - In the following Step S9, the
CPU 106 determines whether the flag indicating that an award is provided, which is stored in a predetermined memory area in theRAM 110, is activated or not by means of the rearranged symbol determination processing in Step S5. In a case where the flag indicating that an award is provided is not activated (NO in the processing of Step S9), theCPU 106 terminates the present routine. On the other hand, in a case where the flag indicating that an award is provided is activated (YES in the processing of Step S9), theCPU 106 advances the processing to Step S10. - In the following Step S10, the
CPU 106 determines whether the flag (a bonus flag) indicating switching to a bonus game, which is stored in a predetermined memory area in theRAM 110, is activated or not by the rearranged symbol determination processing in Step S5. More specifically, in a case where the flag indicating switching to a bonus game is activated (YES in the processing of Step S10), theCPU 106 advances the processing to Step S11. On the other hand, in a case where the flag indicating the switch to a bonus game is not activated (NO in the processing of Step S10), theCPU 106 advances the processing to Step S12. - In the following Step S11, the
CPU 106 performs bonus game processing. More specifically, theCPU 106 starts a bonus game and performs a predetermined number of the bonus games. Subsequently, theCPU 106 terminates the routine. - In the following Step S12, the
CPU 106 pays out the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number (five symbols). Here, since WILD symbol is able to substitute for every symbol, the number of identical symbols includes the number of WILD symbols rearranged. More specifically, theCPU 106 refers to a payout table (not shown) and calculates the amount of coins corresponding to the number of the rearranged identical symbols which are at least a predetermined number (five symbols). TheCPU 106 reads the credit amount stored in the aforementioned predetermined memory area of theRAM 110. Then, theCPU 106 calculates the sum total amount of coins to be paid out thus calculated and the credit amount thus read, and stores the sum thus calculated in a predetermined memory area of theRAM 110. TheCPU 106 displays the aforementioned value thus stored on the creditamount display portion 49. TheCPU 106 then moves the processing to Step S14. - In the following Step S14, the
CPU 106 performs a second game processing and terminates the first game. The second game processing is described with reference toFIG. 7 . - The second game processing is described below with reference to
FIG. 7 . - In Step S21 in
FIG. 7 , theCPU 106 first determines whether a WILD symbol has been rearranged at a center position (the symbol display area 85) or peripheral positions from the center position (any one of thesymbol display areas 81 to 84 or thesymbol display areas 86 to 89). In a case of a YES determination, theCPU 106 advances the processing to Step S22. In a case of a NO determination, theCPU 106 terminates the second processing. - In Step S22, the
CPU 106 rearranges symbols again in a clockwise direction around the center position. More specifically, as illustrated later inFIG. 9 , around thesymbol display areas 85 as the center position, thesymbol display area 89, which is positioned in a clockwise direction from thesymbol display area 86 in which a WILD symbol was rearranged, is rearranged by theCPU 106. - During the abovementioned processing, the
CPU 106 refers to a WILD symbol rearranging probability table (described later inFIG. 8 ) and determines whether to rearrange a WILD symbol in thesymbol display area 89. Upon determining that a WILD symbol has been rearranged, the CPU rearranges a WILD symbol. On the other hand, upon not determining that a WILD symbol has been rearranged, the CPU rearranges any symbol other than a WILD symbol. The processing of Step S22 is performed repeatedly while a YES determination is made in the processing of Step S23 (while a WILD symbol is rearranged sequentially), and theCPU 106 determines whether a WILD symbol has been rearranged sequentially in the symbol display areas in the following order: 89, 88, 87, 84, 81, 82, and 83. - In Step S23, the
CPU 106 determines whether the rearranged symbol is a WILD symbol or not. In a case of a YES determination, theCPU 106 advances the processing to Step S22. In a case of a NO determination, theCPU 106 advances the processing to Step S24. - In Step S24, the
CPU 106 provides an award based on the WILD symbol thus rearranged. There are two ways of providing an award. One is a way of providing an award corresponding to the number of identical symbols rearranged in thesymbol display areas 81 to 89, as described later inFIG. 11 . The other one is a way of providing an award corresponding to identical symbols rearranged on the winning line L1 to L8, as illustrated later inFIG. 12 . - A WILD symbol rearrangement probability table is described with reference to
FIG. 8 . The WILD symbol rearrangement probability table is a table to which theCPU 106 refers when determining whether to rearrange a WILD symbol in Step S22 ofFIG. 7 . For example, when the number of WILD symbols, which has been already rearranged, is two, the probability for rearranging a WILD symbol is determined to be “P1”. Here, the order is as follows: P1>P2>P3>P4>P5>P6>P7>0. Therefore, the larger the number of WILD symbols rearranged, the lower the probability for rearranging WILD symbol sequentially in a clockwise direction becomes. -
FIG. 9 illustrates that a symbol once rearranged is rearranged again in a clockwise direction around thesymbol display area 85. With reference toFIG. 9 , a symbol is variably displayed in thesymbol display area 89 adjacent consecutively with thesymbol display area 86 in a clockwise direction at which a WILD symbol was rearranged. -
FIG. 10 illustrates that a symbol is variably displayed in thesymbol display area 88 adjacent consecutively with thesymbol display area 89 in a clockwise direction upon a WILD symbol being rearranged in thesymbol display area 89, and then, a symbol “K” is arranged in thesymbol display area 88. - In this case, since a WILD symbol is not rearranged, a NO determination is made in the processing of Step S23 of
FIG. 7 and an award is provided to a player. -
FIG. 11 illustrates that the highest award is provided when the number of identical symbols rearranged in thesymbol display areas 81 to 89 is at least five. - With reference to
FIG. 11 , assuming that the number of WILD symbols is included in the total number of identical symbols, there are five “7” symbols or five “Q” symbols. In the present embodiment, it is defined that the “7” symbol provides a greater award than the “Q” symbol. Therefore, a greater award corresponding to the “7” symbol is provided to a player. In addition, the present invention is not limited thereto, and awards corresponding to both the “7” symbol and the “Q” symbol may be provided to a player. - With reference to
FIG. 11 , a frame surrounding thesymbol display areas -
FIG. 12 illustrates that awards corresponding to symbols rearranged on the winning lines L1, L3, L5, and L8 are provided to a player. - Here, the WILD symbol is able to substitute for any symbol. Therefore, it is assumed that, in
FIG. 12 , all of the symbols on the winning line L1 are “7” symbols, all of the symbols on the winning line L3 are “10” symbols, all of the symbols on the winning line L5 are “Q” symbols, and all of the symbols on the winning line L8 are “Q” symbols. -
FIG. 13 shows a symbol display area arranged in a matrix of 5 rows by 5 columns. In a case of a matrix of 5 rows by 5 columns, similar to thesymbol display areas 81 to 89 arranged in a matrix of 3 rows by 3 columns, a WILD symbol is rearranged in a clockwise direction (in a direction of an arrow 99) around the center symbol display area. - Since a part of symbols rearranged once is rearranged again by executing the second game, a player can expect a probability of changing the award which was once settled.
- In addition, the player not only can feel suspense of winning as to how many times a WILD symbol is rearranged consecutively, but also can enjoy a game process in which a WILD symbol is rearranged sequentially in a clockwise direction in a square spiral pattern.
- While an embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not limiting, and any changes in design may be made to specific configurations such as various means. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments.
- For example, although a WILD symbol is rearranged sequentially in a clockwise direction in the present embodiment, the present invention is not limited thereto. For example, a WILD symbol may be rearranged sequentially in a counterclockwise direction.
- In addition, although the larger the number of WILD symbols rearranged, the lower the probability for rearranging WILD symbol sequentially in a clockwise direction becomes in the present embodiment, the present invention is not limited thereto. For example, the probability may be fixed constant or may be determined as appropriate regardless of the number of WILD symbols rearranged again.
- In addition, although a second game is performed during a first game in the present embodiment, the present invention is not limited thereto, and the second game may be performed during a bonus game.
- Furthermore, although in the present embodiment an example applied to a video reel slot machine is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a mechanical reel slot machine.
Claims (5)
1. A gaming machine comprising:
a display for variably displaying each of a plurality of symbol groups; and
a controller for executing the following operations of:
(a) generating a random number, and starting a first game;
(b) determining a symbol to be rearranged on the display corresponding to the random number generated;
(c) variably displaying each of the plurality of symbol groups displayed on the display;
(d) rearranging the symbol determined;
(e) determining whether the first game was switched to a second game based on whether a specific symbol is arranged in any one of display positions among a predetermined display position and a plurality of peripheral display positions therearound;
(f) upon determining that the first game was switched to the second game, while the specific symbol is consecutively arranged, repeating rearrangement of symbols in a display position set so as to be moved in a square spiral pattern in sequence in a predetermined direction from the peripheral display position, where the specific symbol was arranged, around the predetermined display position; and
(g) providing an award corresponding to a symbol rearranged so that the total number of the symbol and the specific symbol is at least a predetermined number on the display among the symbols rearranged in the processing of (f).
2. A gaming machine comprising:
a display for variably displaying each of a plurality of symbol groups; and
a controller for executing the following operations of:
(a) generating a random number and starting a first game;
(b) determining a symbol to be rearranged on the display corresponding to the random number generated;
(c) variably displaying each of the plurality of symbol groups displayed on the display;
(d) rearranging the symbol determined;
(e) determining whether the first game was switched to a second game based on whether a specific symbol is arranged in any one of display positions among a predetermined display position and a plurality of peripheral display positions therearound;
(f) upon determining that the first game was switched to the second game, while the specific symbol is arranged consecutively, repeating rearrangement of symbols in a display position set so as to be moved in a square spiral pattern in sequence in a predetermined direction from the peripheral display position, where the specific symbol was arranged, around the predetermined display position; and
(g) providing an award corresponding to a symbol rearranged so that the total number on a winning line of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (f).
3. A gaming machine comprising:
a display for variably displaying each of a plurality of symbol groups; and
a controller for executing the following operations of:
(a) generating a random number and starting a first game;
(b) determining a symbol to be rearranged on the display corresponding to the random number generated;
(c) variably displaying each of the plurality of symbol groups displayed on the display;
(d) rearranging the determined symbol;
(e) providing an award corresponding to a symbol rearranged so that the total number on the display of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (d);
(f) determining whether the first game was switched to a second game based on whether the specific symbol is arranged in any one of display positions among a predetermined display position and a plurality of peripheral display positions therearound;
(g) upon determining that the first game was switched to the second game, while the specific symbol is consecutively arranged, repeating rearrangement of symbols in a display position set so as to be moved in a square spiral pattern in sequence in a predetermined direction from the peripheral display position, where the specific symbol was arranged, around the predetermined display position; and
(h) providing an award corresponding to a symbol rearranged so that the total number on the display of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (g).
4. A gaming machine comprising:
a display for variably displaying each of a plurality of symbol groups; and
a controller for executing the following operations of:
(a) generating a random number and starting a first game;
(b) determining a symbol to be rearranged on the display corresponding to the random number generated;
(c) variably displaying each of the plurality of symbol groups displayed on the display;
(d) rearranging the determined symbol;
(e) providing an award corresponding to a symbol rearranged so that the total number on a winning line of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (d);
(f) determining whether the first game was switched to a second game based on whether a specific symbol is arranged in any one of display positions among a predetermined display position and a plurality of peripheral display positions therearound;
(g) upon determining that the first game was switched to the second game, while the specific symbol is consecutively arranged, repeating rearrangement of symbols in a display position set so as to be moved in a square spiral pattern in sequence in a predetermined direction from the peripheral display position, where the specific symbol was arranged, around the predetermined display position; and
(h) providing an award corresponding to a symbol rearranged so that the total number on the display of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (g).
5. A gaming machine comprising:
a display for variably displaying each of a plurality of symbol groups; and
a controller for executing the following operations of:
(a) generating a random number and starting a first game;
(b) determining a symbol to be rearranged on the display corresponding to the generated random number;
(c) variably displaying each of the plurality of symbol groups displayed on the display;
(d) rearranging the symbol determined;
(e) determining whether the first game was switched to the second game based on whether a specific symbol is rearranged in a center display position of symbol display areas arranged in a matrix of a plurality of blocks;
(f) upon determining that the first game was switched to the second game, while the specific symbol is consecutively arranged, repeating rearrangement of the specific symbol in a single block among a plurality of peripheral blocks adjacent consecutively with the center display position, and rearranging the specific symbol sequentially in a block positioned in a clockwise or counterclockwise direction around the center display position therefrom; and
(g) providing an award corresponding to a symbol rearranged so that the total number on the display of the symbol and the specific symbol is at least a predetermined number among the symbols rearranged in the processing of (f).
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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US12/203,519 US20090227329A1 (en) | 2008-03-07 | 2008-09-03 | Gaming Machine Rearranging Peripheral Symbols Again Around Predetermined Display Position |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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US3468408P | 2008-03-07 | 2008-03-07 | |
US12/203,519 US20090227329A1 (en) | 2008-03-07 | 2008-09-03 | Gaming Machine Rearranging Peripheral Symbols Again Around Predetermined Display Position |
Publications (1)
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US20090227329A1 true US20090227329A1 (en) | 2009-09-10 |
Family
ID=41054188
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US12/203,519 Abandoned US20090227329A1 (en) | 2008-03-07 | 2008-09-03 | Gaming Machine Rearranging Peripheral Symbols Again Around Predetermined Display Position |
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US (1) | US20090227329A1 (en) |
Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6517433B2 (en) * | 2001-05-22 | 2003-02-11 | Wms Gaming Inc. | Reel spinning slot machine with superimposed video image |
US20040266520A1 (en) * | 2003-04-30 | 2004-12-30 | Eiji Aida | Gaming machine |
-
2008
- 2008-09-03 US US12/203,519 patent/US20090227329A1/en not_active Abandoned
Patent Citations (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US6517433B2 (en) * | 2001-05-22 | 2003-02-11 | Wms Gaming Inc. | Reel spinning slot machine with superimposed video image |
US20040266520A1 (en) * | 2003-04-30 | 2004-12-30 | Eiji Aida | Gaming machine |
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Owner name: ARUZE CORP., JAPAN Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:SAITO, HIROKI;REEL/FRAME:021476/0264 Effective date: 20080827 |
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