Gaming machine displaying predetermined images for displaying a bonus symbol at a predetermined position

A gaming machine 13 determines a position of a symbol statically displayed corresponding to a random number thus generated, statically displays the video reels 3A to 3E which were rotationally displayed in sequence, in a case where a bonus game is statically displayed, displays an image corresponding to the total number of the bonus symbols statically displayed on the display every time the video reels 3A to 3E are statically displayed. Furthermore, in a case where the total number of the bonus symbols which were statically displayed is a predetermined number, and when the bonus symbol included in a video reel to be statically displayed next is determined to be stopped at a predetermined stop position, displays a predetermined image on the display while the video reel to be statically displayed next is being rotationally displayed.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine which displays a predetermined image in displaying a bonus symbol at a predetermined position.

2. Related Art

It is known that conventional slot machines have a function whereby a game is started when a predetermined amount of credits is bet, a plurality of reels on which a plurality of symbols are arranged are then started to rotate, and the rotations of the plurality of the reels are stopped after a predetermined amount of time elapses. Consequently, an award is provided to a player based on a symbol combination which is statically displayed. U.S. Pat. No. 6,517,433 discloses that, to improve a fault of lacking dynamic expressions on a display, a video display is disposed in front of rotational reels to provide a video image superimposed upon the rotational reels so as to associate images that provide visual effects, including information regarding games with images of the reels each other, thereby producing novel and powerful effects in games.

The present invention provides a gaming machine with new entertainment properties.

SUMMARY OF THE INVENTION

In a first aspect of the present invention, a gaming machine includes: an input device for starting a basic game; and a controller configured with logic to: (a) generate a random number and start the basic game corresponding to the input to the input device; (b) rotationally display each of a plurality of symbol groups displayed on the display; (c) determine a position of a symbol statically displayed on the display corresponding to the random number thus generated; (d) statically display each of the plurality of symbol groups which was rotationally displayed in sequence on the display corresponding to the operation (c); (e) in a case where a bonus symbol is statically displayed, display an image corresponding to a total number of the bonus symbol statically displayed on the display every time the symbol groups are statically displayed; and (f) in a case where the total number of the bonus symbols, which were statically displayed, is a predetermined number, and when the bonus symbol included in a symbol group to be statically displayed next is determined to be stopped at a predetermined stop position, display a predetermined image on the display while the symbol group to be statically displayed next is being rotationally displayed.

In the first aspect of the present invention, the gaming machine according to the first aspect of the present invention (a) generates a random number and starts the basic game corresponding to the input to the input device; (b) rotationally displays each of the plurality of symbol groups displayed on the display; (c) determines a position of a symbol statically displayed on the display corresponding to the random number thus generated; (d) statically displays each of the plurality of symbol groups which were rotationally displayed in sequence on the display corresponding to the operation (c); (e) in a case where a bonus symbol is statically displayed, displays an image corresponding to the total number of the bonus symbols statically displayed on the display every time the symbol groups are statically displayed; and (f) in a case where the total number of the bonus symbols which were statically displayed is a predetermined number, and when the bonus symbol included in a symbol group to be statically displayed next is determined to be stopped at a predetermined stop position, displays a predetermined image on the display while the symbol group to be statically displayed next is being rotationally displayed.

The second aspect of the present invention is a gaming machine, that includes: a display for rotationally displaying each of a plurality of symbol groups having a plurality of symbols, a plurality of bonus symbols being arranged in each of the plurality of symbol groups; an input device for starting a basic game; and a controller configured with logic to: (a) generate a random number and start the basic game corresponding to the input to the input device; (b) rotationally display each of the plurality of symbol groups displayed on the display; (c) determine a position of a symbol which is statically displayed on the display corresponding to the random number thus generated; (d) statically display each of the plurality of symbol groups which were rotationally displayed in sequence on the display corresponding to the operation (c); (e) in a case where the bonus symbol is statically displayed, display an image corresponding to the total number of the bonus symbol statically displayed on the display every time the symbol groups are statically displayed; and (f) in a case where the total number of the bonus symbols which was statically displayed is a predetermined number, and when the bonus symbol arranged in a predetermined position among the plurality of the bonus symbols arranged in a symbol group to be statically displayed next is determined to be stopped at a predetermined stop position, display a predetermined image on the display while the symbol group to be statically displayed next is being rotationally displayed.

The gaming machine according to the second aspect of the present invention (a) generates a random number and starts the basic game corresponding to the input to the input device; (b) rotationally displays each of the plurality of symbol groups displayed on the display; (c) determines a position of a symbol statically displayed on the display corresponding to the random number thus generated; (d) statically displays each of the plurality of symbol groups which was rotationally displayed in sequence on the display corresponding to the operation (c); (e) in a case where the bonus symbol is statically displayed, displays an image corresponding to the total number of the bonus symbol which is statically displayed on the display every time the symbol groups are statically displayed; and (f) in a case where the total number of the bonus symbols which was statically displayed is a predetermined number, and when the bonus symbol arranged in a predetermined position among the plurality of the bonus symbols arranged in a symbol group to be statically displayed next is determined to be stopped at a predetermined stop position, displays a predetermined image on the display while the symbol group to be statically displayed next is being rotationally displayed.

In a third aspect of the present invention, a gaming machine includes: a display for rotationally displaying each of a plurality of symbol groups including a plurality of symbols; an input device for starting a basic game; and a controller configured with logic to: (a) generate a random number and start the basic game corresponding to the input to the input device; (b) rotationally display each of the plurality of symbol groups displayed on the display; (c) determine a position of a symbol statically displayed on the display corresponding to the random number thus generated; (d) statically display each of the plurality of symbol groups which was rotationally displayed sequentially on the display corresponding to the operation (c); (e) in a case where a bonus symbol is statically displayed, display an image corresponding to the total number of the bonus symbol statically displayed on the display every time the symbol groups are statically displayed; (f) in a case where the total number of the bonus symbols which was statically displayed is a predetermined number, and when the bonus symbol included in a symbol group to be statically displayed next is determined to be stopped at a predetermined stop position, display a predetermined image on the display while the symbol group to be statically displayed next is being rotationally displayed; and (g) in a case where the total number of the bonus symbol which was statically displayed is more than the predetermined number when each of the plurality of symbol groups is displayed statically, start a bonus game.

The gaming machine according to the third aspect of the present invention (a) generates a random number and starts the basic game corresponding to the input to the input device; (b) rotationally displays each of the plurality of symbol groups displayed on the display; (c) determines a position of a symbol statically displayed on the display corresponding to the random number thus generated; (d) statically displays each of the plurality of symbol groups which was rotationally displayed in sequence on the display corresponding to the operation (c); (e) in a case where a bonus symbol is statically displayed, displays an image corresponding to the total number of the bonus symbol which is statically displayed on the display every time the symbol groups are statically displayed; (f) in a case where the total number of the bonus symbols which were statically displayed is a predetermined number, and when the bonus symbol included in a symbol group to be statically displayed next is determined to be stopped at a predetermined stop position, displays a predetermined image on the display while the symbol group to be statically displayed next is being rotationally displayed; and (g) in a case where the total number of the bonus symbol which was statically displayed is more than the predetermined number when each of the plurality of symbol groups is displayed statically, starts a bonus game.

In a fourth aspect of the present invention, a gaming machine includes: a display for rotationally displaying each of a plurality of symbol groups including a plurality of symbols, a plurality of bonus symbols being arranged in each of the plurality of symbol groups; an input device for starting a basic game; and a controller configured with logic to: (a) generate a random number and start the basic game corresponding to the input to the input device; (b) rotationally display each of the plurality of symbol groups displayed on the display; (c) determine a position of a symbol statically displayed on the display corresponding to the random number thus generated; (d) statically display each of the plurality of symbol groups which were rotationally displayed in sequence on the display corresponding to the operation (c); (e) in a case where the bonus symbol is statically displayed, display an image corresponding to the total number of the bonus symbol which is statically displayed on the display every time the symbol groups are statically displayed; (f) in a case where the total number of the bonus symbols which was statically displayed is a predetermined number, and when the bonus symbol arranged in a predetermined position among the plurality of the bonus symbols which are arranged in a symbol group to be statically displayed next is determined to be stopped at a predetermined stop position, display a predetermined image on the display while the symbol group to be statically displayed next is being rotationally displayed; and (g) in a case where the total number of the bonus symbol which was statically displayed is more than the predetermined number when each of the plurality of symbol groups is displayed statically, start a bonus game.

The gaming machine according to the fourth aspect of the present invention (a) generates a random number and starts the basic game corresponding to the input to the input device; (b) rotationally displays each of the plurality of symbol groups displayed on the display; (c) determines a position of a symbol which is statically displayed on the display corresponding to the random number thus generated; (d) statically displays each of the plurality of symbol groups which were rotationally displayed in sequence on the display corresponding to the operation (c); (e) in a case where the bonus symbol is statically displayed, displays an image corresponding to the total number of the bonus symbol which is statically displayed on the display every time the symbol groups are statically displayed; (f) in a case where the total number of the bonus symbols which was statically displayed is a predetermined number, and when the bonus symbol arranged in a predetermined position among the plurality of the bonus symbols which are arranged in a symbol group to be statically displayed next is determined to be stopped at a predetermined stop position, display a predetermined image on the display while the symbol group to be statically displayed next is being rotationally displayed; and (g) in a case where the total number of the bonus symbol which was statically displayed is more than the predetermined number when each of the plurality of symbol groups is displayed statically, starts a bonus game.

DETAILED DESCRIPTION OF THE INVENTION

A gaming machine13according to the present invention includes a start switch25. The CPU106(a) generates a random number and starts a basic game corresponding to an input to the start switch25, (b) rotationally display video reels3A to3E displayed on a liquid crystal display30, (c) determines a position of a symbol statically displayed corresponding to the random number thus generated, (d) statically displays the video reels3A to3E which were rotationally displayed in sequence, (e) in a case where a bonus game is statically displayed, display an image corresponding to the total number of the bonus symbol which is statically displayed on the display every time the video reels3A to3E are statically displayed, and (f) in a case where the total number of the bonus symbols which were statically displayed is a predetermined number, and when the bonus symbol included in a video reel to be statically displayed next is determined to be stopped at a predetermined stop position, display a predetermined image on the display while the video reel to be statically displayed next is being rotationally displayed.

A game which the gaming machine13according to the present invention controls is the game which enters into a bonus game on the condition that three or more bonus symbols appear on the liquid crystal display30.

Specifically, as shown inFIG. 1, in a case where a part of five video reels is statically displayed and two bonus symbols are statically displayed, which is called bonus reach, and in a case where it has been already determined in an internal configuration that a bonus symbol arranged in a video reel which is stopped next and arranged in a predetermined position of the video reels is statically displayed on the middle line, an image in which a fish82jumps out from the sea is displayed as an attraction preview for bonus determination. This image is only displayed when a bonus game is set.

FIG. 2is a perspective view showing the gaming machine13according to an embodiment of the present invention. The gaming machine13includes a cabinet20. The cabinet20has a surface opening towards a player. The cabinet20contains various components including a game controller100(refer toFIG. 4) for electrically controlling the gaming machine13, and a hopper44(refer toFIG. 4) for controlling the insertion, storage, and payout of coins (being one type of game medium), and the like. The game medium is not limited to coins, and it may be, for example, medals, tokens, electronic money, or electronic valuable information (credits) equivalent to these.

A liquid crystal display30is disposed at substantially the center of the front face of the cabinet20, and a liquid crystal display40is disposed above the display30.

The liquid crystal display30realizes a display device for displaying a variety of images related to the game including produced images and the like. The player advances the game while observing the variety of images displayed on the liquid crystal display30. In such a game, the liquid crystal display30displays a slot game as shown inFIGS. 11 to 14.

The gaming machine13is made up of video reels, and five virtual reels can be displayed on the liquid crystal display30. The term “video reels” means ones where image reels in place of mechanical reels are displayed on the liquid crystal display30. A plurality of types of necessary symbols for the game such as “BONUS,” “WILD,” “TREASURE BOX,” “GOLDEN MASK,” “HOLY GRAIL,” “COMPASS & MAP,” “SNAKE,” “A,” “K,” “Q,” “J,” and “10” are displayed together with images which appear to be spinning.

The other liquid crystal display40above the liquid crystal display30is a display functioning as a sub display for displaying the rules of the game, demonstration screens, and the like.

Sound propagation openings29aand29b, through which sound effects emitted from a speaker41(refer toFIG. 4) contained inside the cabinet20are propagated outside the cabinet20, are disposed on the upper right and left sides of the liquid crystal display40, respectively. The sound effects in accordance with the progress of the game or the like can be emitted through the sound propagation openings29aand29b. Decorative lamps42aand42bare disposed on substantially the right and left sides in the middle of the gaming machine13, respectively. The decorative lamps42aand42bemit light in accordance with the progress of the game.

A substantially horizontal operating part21is disposed below the liquid crystal display30. Disposed on the right side of the operating part21is a coin slot22through which a number of coins are inserted into the gaming machine13. On the other hand, disposed on the left side of the operating part21are a bet switch23and a spin repeat bet switch24. The bet switch23is used to choose the number of coins as a game medium to be bet on lines L1, L2, L3, L4, L5, L6, L7, L8, and L9for providing nine awards to be described later (hereinafter abbreviated to “winning lines”), any one of which can be determined to be activated, and the activated award is provided. The spin repeat bet switch24is used to repeat the game without changing the number of coins bet on any one of the winning lines in the previous game. The number of coins to be bet on the winning lines can be determined by pushing the bet switch23or the spin repeat bet switch24.

In the operating part21, a start switch25for accepting per game the player's operation of starting a game is disposed on the left side of the bet switch23. Pushing either the start switch25or the spin repeat bet switch24triggers the start of the game and then displays an image where the five video reels3A to3E start to spin.

Furthermore, in the operating part21, a cash out switch26is disposed in the vicinity of the coin slot22. When the player pushes the cash out switch26, the inserted coins can be discharged from a coin discharge slot27opening into a lower part of the front face of the cabinet20. The discharged coins can be gathered on a coin tray28.

FIG. 3shows an enlargement of a display area of the gaming machine13. As shown inFIG. 3, the gaming machine13has the lines L1to L9for providing the nine awards. The lines L1to L9extend so as to pass through a symbol on each of the video reels3A to3E when the image where all of the spinning five video reels3A to3E come to stop is displayed.

Pushing the bet switch23once will activate, for example, the line L3for providing a third award, the line L5for providing a fifth award, and the line L7for providing a seventh award, and also take up a coin as a credit medal.

Pushing the bet switch23two times will activate, for example, the line L1for providing a first award, the line L4for providing a fourth award, and the line L8for providing an eighth award, in addition to the above-mentioned three lines, and also take up two coins as credit medals.

Pushing the bet switch23three times will activate, for example, the line L2for providing a second award, the line L6for providing a sixth award, and the line L9for providing a ninth award, in addition to the above-mentioned six lines, and also take up three coins as credit medals.

An executable game in the present embodiment is a game designed to line up symbols along the winning lines.

A payout number display part48, a bet number display part50, and a credit number display part49can be arranged to be displayed in this order from the left side on the upper part of the liquid crystal display30. The payout number display part48displays the payout number of coins when a combination for providing an award is achieved along the winning lines. The credit number display part49displays the amount of credits of coins stored in the gaming machine13. The bet number display part50displays the bet number that is the number of coins bet on the winning lines.

FIG. 4is a block diagram showing the electrical configuration of the game controller100of the gaming machine13. Referring toFIG. 4, the game controller100of the gaming machine13is a microcomputer and provided with an interface circuit group102, an input-output bus104, a CPU106, a ROM108, a RAM110, an interface circuit111for communication, a random number generator112, a speaker drive circuit122, a hopper drive circuit124, a lamp drive circuit126, and a display/input controller140.

The interface circuit group102is connected to the input-output bus104performing input and output of data signals or address signals with respect to the CPU106.

The start switch25is connected to the interface circuit group102. A start signal output from the start switch25is converted to a predetermined signal by the interface circuit group102and then supplied to the input-output bus104.

The bet switch23, the spin repeat bet switch24, and the cash out switch26are also connected to the interface circuit group102. Switching signals output from the switches23,24, and26, are also supplied to the interface circuit group102and converted to predetermined signals and then supplied to the input-output bus104by the interface circuit group102, respectively.

A coin sensor43is also connected to the interface circuit group102. The coin sensor43is a sensor for detecting coins inserted into the coin slot22, and disposed in association with the coin slot22. A sensing signal output from the coin sensor43is also supplied to the interface circuit group102and converted to a predetermined signal and then supplied to the input-output bus104by the interface circuit group102.

The ROM108and the RAM110are connected to the input-output bus104.

Upon acceptance of the start operation of a game through the start switch25, the CPU106reads a game program to execute the game. The game program is programmed as follows. That is, a display for starting the scroll of the symbols on the five video reels is made on the liquid crystal display30via the display/input controller140. Thereafter, a display for stopping the five video reels is made to rearrange the five video reels. If a combination of stationary symbols at this time is displayed on the winning lines, and the combination corresponds to a specific combination for which a predetermined award is provided, a number of coins associated with the specific combination are paid out.

The ROM108stores a control program for governing and controlling the gaming machine13, a program for executing routines as shown inFIG. 8 to 9D(hereinafter referred to as a “routine execution program”), and initial data for executing the control program, and various data tables used in the determination processes. The routine execution program includes the above-mentioned basic game program. As an example of the data tables, there is a table as shown inFIGS. 7 and 10. The RAM110temporarily stores the values of flags and variables, and the like used in the control program.

The game program includes processing for determining a stationary symbol. The processing for determining a stationary symbol is used for determining the symbol (code number that corresponds to the symbol) rearranged along the winning line for each reel3A to3E. The processing for determining a stationary symbol includes symbol weighting data that corresponds to each of a plurality of types of payout ratios (e.g., 80%, 84%, and 88%). The symbol weighting data is data for each of the five reels3A to3E, and indicates the correspondence between the code number of each symbol (seeFIG. 7) and one or a plurality of random numbers in a predetermined number range (0 to 256). The payout ratio is determined based upon the payout ratio setting data stored in the ROM108. A determination of a stationary symbol is performed based upon the symbol weighting data that corresponds to the payout ratio.

The interface circuit111for communication is also connected to the input-output bus104. The interface circuit111for communication is a circuit for communication with a central controller11and the like over a network12including a variety of networks of LAN.

The random number generator112for generating random numbers is also connected to the input-output bus104. The random number generator112generates random numbers included in a certain range of numerical values, for example, “0” to “65535 (the sixteenth power of two minus one)”. Alternatively, the random numbers may be generated by the arithmetic processing of the CPU106.

The speaker drive circuit122for driving the speaker41is also connected to the input-output bus104. The CPU106reads sound data stored in the ROM108, and sends the read sound data to the speaker drive circuit122via the input-output bus104. This enables the speaker41to emit predetermined sound effects.

The hopper drive circuit124for driving the hopper44is also connected to the input-output bus104. If a cashout signal from the cash out switch26is input, the CPU106outputs a drive signal to the hopper drive circuit124via the input-output bus104. This enables the hopper44to pay out a number of coins corresponding to the remainder of credits at that point, which is stored in a predetermined memory area of the RAM110.

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 machine13.

The lamp driving circuit126for driving the decorative lamps42aand42bis also connected to the input-output bus104. The CPU106sends signals for driving the lamps under a predetermined condition based on the program stored in the ROM108, to the lamp driving circuit126. This makes the decorative lamps42aand42bflash or the like.

The display/input controller140is also connected to the input-output bus104. The CPU106generates an image display instruction according to the state of the game and the outcome of the game, and outputs the generated image display instruction to the display/input controller140via the input-output bus104. If the image display instruction from the CPU106is input, the display/input controller140generates a drive signal for driving the liquid crystal display30based on the input image display instruction, and outputs the generated drive signal to the liquid crystal display30. This enables a predetermined image to be displayed on the liquid crystal display30. The display/input controller140also sends, as an input signal, the signal accepted by a touch panel32on the liquid crystal display30, via the input-output bus104to the CPU106. The image display instruction also contains the instructions in accordance with the payout number display part48, the credit number display part49, and the bet number display part50.

FIG. 5is a block diagram showing the electrical configuration of the display/input controller140of the gaming machine13. The display/input controller140is a sub-micro computer which performs image display processing and the control of input from the touch panel32, and which has an interface circuit142, an input-output bus144, a CPU146, a ROM148, a RAM150, a VDP152, a video RAM154, a ROM156for image data, a drive circuit158, and a touch panel control circuit160.

The interface circuit142is connected to the input-output bus144. An image display instruction output from the CPU106on the above-mentioned game controller100is supplied to the input-output bus144via the interface circuit142. The input-output bus144performs input and output of data signals or address signals with respect to the CPU146.

The ROM148and the RAM150are connected to the input-output bus144. The ROM148stores a display control program under which a drive signal to be supplied to the liquid crystal display30is generated based on the image display instruction from the CPU106on the game controller100. On the other hand, the RAM150stores the values of flags and variables used in the control program.

The VDP152is also connected to the input-output bus144. The VDP152is a processing unit including a so-called sprite circuit, a screen circuit, and a palette circuit, thus enabling it to perform different processes for displaying images on the liquid crystal display30. The video RAM154and the ROM156are connected to the VDP152. The video RAM154stores image data based on the image display instructions from the CPU106on the game controller100. The ROM156for image data stores various types of image data containing the above-mentioned produced image data. Further connected to the VDP152is the drive circuit158which outputs a drive signal for driving the liquid crystal display30.

By reading and executing the display control program stored in the ROM148, the CPU146instructs the video RAM154to store image data to be displayed on the liquid crystal display30in response to the image display instruction from the CPU106on the game controller100. The image display instruction contains various types of image display instructions such as the display instructions of the above-mentioned produced image.

The ROM156for image data stores various types of image data such as the produced image data.

The touch panel control circuit160sends, as an input signal, the signal input through the touch panel32on the liquid crystal display30, via the input-output bus144to the CPU106.

FIG. 6shows symbol lines where 21 symbols are represented and arranged on video reels3A to3E, respectively. It should be noted that the symbol line for the first video reel corresponds to the video reel3A. The symbol line for the second video reel corresponds to the video reel3B. The symbol line for the third video reel corresponds to the video reel3C. The symbol line for the fourth video reel corresponds to the video reel3D. The symbol line for the fifth video reel corresponds to the video reel3E.

As shown inFIG. 6, the code numbers “00” through “20” are assigned to the respective symbols of the symbol sequences for the video reels3A through3E. The code numbers are stored (recorded) in the ROM108(FIG. 4) in the form of a data table.

A symbol line is depicted on each of the video reels3A through3E. Each symbol sequence includes: a “BONUS” symbol (symbol61) (which is simply referred to as “BONUS” hereafter); a “WILD” symbol (symbol62) (which is simply referred to as “WILD” hereafter); a “TREASURE BOX” symbol (symbol63) (which simply referred to as “TREASURE BOX” hereafter); a “GOLDEN MASK” symbol (symbol64) (which simply referred to as “GOLDEN MASK” hereafter); a “HOLY GRAIL” symbol (symbol65) (which is simply referred to as “HOLY GRAIL” hereafter); a “COMPASS & MAP” symbol (symbol66) (which is simply referred to as “COMPASS & MAP” hereafter); a “SNAKE” symbol (symbol67) (which is simply referred to as “SNAKE” hereafter); an “A” symbol (symbol68) (which is simply referred to as “A” hereafter); a “K” symbol (symbol69) (which is simply referred to as “K” hereafter); a “Q” symbol (symbol70) (which is simply referred to as “Q” hereafter); a “J” symbol (symbol71) (which is simply referred to as “J” hereafter); and a “10” symbol (symbol72) (which is simply referred to as “10” hereafter). Each of the symbol lines on the video reels3A through3E is moved by displaying a video image in which the corresponding video reels3A through3E are rotated in a forward direction.

In the present embodiment, “BONUS,” “WILD,” “SNAKE,” “TREASURE BOX,” “GOLDEN MASK,” “HOLY GRAIL,” “COMPASS & MAP,” “A,” “K,” “Q,” “J,” and “10” are provided as hands in providing a predetermined award. The hands (hand data) are basically control information which are the associations between advantages given to a player (the numbers of payout coins) and winning symbol combinations, and which are used to control the stopping of the video reels3A to3E, the switching (conversion) of the state of the game, and the supply of coins.

FIG. 7shows a symbol arrangement table. In the symbol arrangement table, the individual symbols on the video reels3A to3E are registered in association with the code numbers designating the positions of the symbols in the symbol lines, respectively. The first to fifth video reels correspond to the video reels3A to3E, respectively. In other words, the symbol arrangement table contains the information of the symbols corresponding to the symbol positions (the code numbers) of the video reels3A to3E, respectively.

FIG. 8is a flowchart showing the flow of processing in the basic game of the gaming machine13to be executed by the game controller100of the gaming machine13. The routine ofFIG. 8is a unit game.

It is supposed that the gaming machine13is activated in advance and the variables used in the CPU106on the game controller100are initialized to predetermined values, thereby providing a stationary action of the gaming machine13.

First, the CPU106on the game controller100determines whether there remains a certain credit being the number of remaining coins inserted by the player (Step S1). Specifically, the CPU106reads the amount of credits C stored in the RAM110, and performs processing based on the amount of credits C thus read. When the amount of credits C is “0” (when the result is NO in Step S1), the CPU106cannot start any game and hence terminates the present routine without performing any processing. On the other hand, when the amount of credits C is “1” or more (when the result is YES in Step S1), the CPU106determines that credit remains, and moves on to Step S2.

In Step S2, the CPU106determines whether the spin repeat bet switch24has been pushed. When the spin repeat bet switch24is already pushed and an operation signal from the switch24is then input (when the result is YES in Step S2), the CPU106moves on to Step S13. On the other hand, when no operation signal from the switch24is input in a predetermined period of time (when the result is NO in Step S2), the CPU106determines that the spin repeat bet switch24is not pushed, and moves on to Step S3.

In Step S3, a game condition is set. Specifically, the CPU106determines the number of coins to be bet on the winning lines in the present game, depending on the operation of the bet switch23. At this time, the CPU106receives operation signals sent in accordance with the operation of the bet switch23and, based on the number of the received operation signals, causes the number of bets on the winning lines to be stored in a predetermined memory area of the RAM110. The CPU106reads the amount of credits C written in the predetermined memory area of the RAM110, and subtracts the amount of credits C thus read from the total number of bets including the aforesaid number of bets. Then, the CPU106causes the resulting value to be stored in a predetermined memory area of the RAM110. The CPU106then moves on to Step S4.

In Step S4, the CPU106waits for the operation of the start switch25by deciding whether the start switch25is ON. When the start switch25is operated and an operation signal from the start switch25is then input (when the result is YES in Step S4), the CPU106determines that the start switch25has been operated, and then moves on to Step S5.

On the other hand, in Step S13, the CPU106determines whether the value of the credit amount C is not less than the value of the total number of bets in the previous game. In other words, the CPU106determines whether the game can be started by the operation of pushing the spin repeat bet switch24. Specifically, when the spin repeat bet switch24is pushed and an operation signal is then input from the switch24, the CPU106reads the amount of credits C written in a predetermined memory area of the RAM110and the number of bets related to the winning lines L1to L9in the previous game, and then performs processing based on the relationship between the amount of credits C thus read and the number of bets thus read, namely whether the value of the credit amount C is not less than the value of the total number of bets in the previous game. When the CPU106determines that the former value is less than the latter value (when the result is NO in Step S13), the CPU106cannot start any game and hence terminates the present routine without performing any processing. On the other hand, when the former value is not less than the latter value (when the result is YES in Step S13), the CPU106subtracts the value of the total number of bets in the previous game from the value of the credit amount C, and causes the resulting value to be stored in a predetermined memory area of the RAM110. The CPU106then moves on to Step S5.

In Step S5, the CPU106performs processing for determining a stationary symbol. The specific contents of the processing for determining a stationary symbol are as follows.

First, the CPU106extracts a random number from the random number generator112, and then selects the random number corresponding to each of the five reels3A to3E from a random number range of 0 to 255. Then, the CPU106reads the payout ratio setting data so as to be stored in the RAM110, refers to the symbol weighting data corresponding to the payout ratio setting data, and determines code numbers (seeFIG. 6) of each reel3A to3E based on the five random numbers thus selected. The code number selected for each reel3A to3E corresponds to the symbol code number of the symbol which is to be rearranged along the winning line. The CPU106determines the code number for each reel3A to3E, thereby determining an award. For example, let us consider a case in which the CPU106determines that the code numbers for the reels3A to3E are “20”, “20”, “20”, “20”, and “20”. This determination indicates that the CPU106has determined that the player wins the “BONUS” award. In addition, when three or more identical symbols are rearranged on the winning line, an award corresponding to the rearranged symbols is achieved.

In the present embodiment, regarding “BONUS”, when three or more “BONUS” symbols are rearranged regardless of a winning line, the player wins the “BONUS” award.

After deciding the combination of stationary symbols relating to the winning lines, the CPU106determines if the determined combination corresponds to a specific combination for providing a predetermined award. In a case where the combination of the stationary symbols with respect to the active pay lines matches any one of the specified winning combinations, the CPU106activates a flag, which indicates that the player has won the award that corresponds to the type of specified winning combination, in order to provide the award that corresponds with the specified winning combination of symbols with respect to the active pay lines thus determined as described above. The flag indicating the provision of the activated award is then stored in a predetermined memory area of the RAM110by the CPU106. On the other hand, when the combination of stationary symbols relating to the winning lines is another combination, namely a non-winning combination, the CPU106does not activate the flag indicating the provision of the award. The CPU106then moves on to Step S6.

In Step S6, the CPU106executes the display of an image where the video reels3A to3E start to spin. Specifically, the CPU106executes the display of an image where the video reels3A to3E spin in sequence or at the same time based on the symbol arrangement table stored in the RAM110.

The CPU106waits until a predetermined period of time has elapsed after displaying an image where the video reels3A to3E start to spin (Step S7). When the predetermined period of time has elapsed (when the result is YES in Step S7), the CPU106stops automatically the spinning of the video reels3A to3E (Step S8). Specifically, based on the specific combination for providing the award written in the predetermined memory area of the RAM110, the CPU106performs a display to stop the images of the spinning video reels3A to3E in sequence, so that stationary symbols corresponding to the specific combination for providing the award determined in Step S5can be displayed in a display area having a visually interactive relationship with the player. The CPU106then moves on to Step S9. In addition, reel rotation processing is described with reference toFIGS. 9A to 9D.

In the following Step S9, the CPU106determines whether or not a predetermined symbol combination has been formed based upon the results of the combination determination processing performed in Step S5. Specifically, the CPU106makes a determination based on the state of the flag indicating the provision of an award relating to the winning lines stored in the predetermined memory area of the RAM110. When the flag indicating the provision of the award is not activated, namely when the specific combination for providing the award is “others” (when the result is NO in Step S9), the CPU106determines that the specific combination for providing the award is not achieved, and terminates the present routine. On the other hand, when the flag is activated, namely when the aforesaid specified combination is other than the “others” (when the result is YES in Step S9), the CPU106moves on to Step S10.

In Step S10, the CPU106determines whether the achieved symbol combination is “BONUS” by the combination determination processing in Step S5. Specifically, when it is “BONUS” (when the result is YES in Step S10), the CPU106moves on to Step S11. On the other hand, when it is not “BONUS” (when the result is NO in Step S10), the CPU106moves on to Step S12.

In Step S11, the CPU106performs a bonus game processing. More specifically, in the bonus processing, the main CPU41starts to perform a bonus game so as to perform a predetermined number of bonus games. The CPU106then terminates the present routine.

In Step S12, the CPU106pays out a number of coins corresponding to the above-mentioned specific combination for providing the award. Specifically, the CPU106refers to a payout table and calculates a payout number of coins corresponding to this specific combination. The CPU106reads the amount of credits stored in the predetermined memory area of the RAM110, and adds the payout number thus calculated to the amount of credits thus read, and then causes the resulting value to be stored in a predetermined memory area of the RAM110. The CPU106also causes the stored value to be displayed on the credit number display part49. The CPU106then terminates the present routine.

The processing for stopping rotation reels is described with reference toFIGS. 9A to 9D.

First, in Step S21ofFIG. 9A, the CPU106sets a bonus symbol counter to zero, and moves the processing to Step S22. More specifically, the CPU106sets the value of the bonus symbol counter stored in a predetermined area of the RAM110to zero.

In Step S22, the CPU106stops the first reel3A and moves the processing to Step S23. More specifically, in processing for determining a stationary symbol in Step S5ofFIG. 8, a symbol corresponding to the code number determined regarding the first reel3A is rearranged on the winning line L5.

In Step S23, the CPU106determines whether a bonus symbol is rearranged or not. In a case of a YES determination, the CPU106moves the processing to Step S24. In a case of a NO determination, the CPU106moves the processing to Step S26. In Step S24, the CPU106increments the bonus symbol counter by 1, and moves the processing to Step S25.

In Step S25, the CPU106performs a visual effect according to a value of the bonus symbol counter, and moves the processing to Step S26. More specifically, the CPU106refers to a notice effect modes table described later inFIG. 10, determines a notice effect mode according to the value of the bonus symbol counter, and displays an image that provides visual effects on the liquid crystal display30via the display/input controller140.

In Step S26, the CPU106stops the second reel3B, and moves the processing to Step S27. More specifically, according to processing for determining a stationary symbol, in Step S5ofFIG. 8, a symbol corresponding to a code number determined regarding the second reel3B is rearranged on the winning line L5.

In Step S27, the CPU106determines whether a bonus symbol is rearranged or not. In a case of a YES determination, the CPU106moves the processing to Step S28. In a case of a NO determination, the CPU106moves the processing to Step S30inFIG. 9B. In Step S28, the CPU106increments the bonus symbol counter by 1, and moves the processing to Step S29.

In Step S29, the CPU106performs a visual effect according to a value of the bonus symbol counter, and moves the processing to Step S30inFIG. 9B. The specific processing is similar to that of Step S25inFIG. 9A.

In Step S30ofFIG. 9B, the CPU106determines whether the value of the bonus symbol counter is 2 or not. In a case of a YES determination, the CPU106moves the processing to Step S31. In a case of a NO determination, the CPU106moves the processing to Step S33.

In Step S31, the CPU106determines whether the symbol of the third reel, which has a code number of 20, is stopped at the middle line (at the winning line5) or not. In a case of a YES determination, the CPU106moves the processing to Step S32. In a case of a NO determination, the CPU106moves the processing to Step S33. More specifically, in processing for determining a stationary symbol in Step S5ofFIG. 8, the CPU106determines whether the code number determined regarding the third reel3C is 20 or not.

In Step S32, the CPU106performs an attraction preview for bonus determination, and moves the processing to Step S33. More specifically, as described later inFIG. 12, the CPU displays an image in which a fish82jumps out from the sea on the liquid crystal display30via the display/input controller140.

In addition, the CPU may jump to Step11inFIG. 8so as to execute a bonus game at the time when the attraction preview for bonus determination is performed.

In Step S33, the CPU106stops the third reel3C, and moves the processing to Step S34. More specifically, in processing for determining a stationary symbol in Step S5ofFIG. 8, a symbol corresponding to a code number determined regarding the third reel3C is rearranged on the winning line L5.

In Step S34, the CPU106determines whether a bonus symbol is rearranged or not. In a case of a YES determination, the CPU106moves the processing to Step S35. In a case of a NO determination, the CPU106moves the processing to Step S37inFIG. 9C. In Step S38, the CPU106increments a value of the bonus symbol counter by 1, and moves the processing to Step S36.

In Step S36, the CPU106performs a visual effect according to a value of the bonus symbol counter, and moves the processing to Step S37inFIG. 9C. The specific processing is similar to that of Step S25inFIG. 9A.

In Step S37ofFIG. 9C, the CPU106determines whether the value of the bonus symbol counter is 2 or not. In a case of a YES determination, the CPU106moves the processing to Step S38. In a case of a NO determination, the CPU106moves the processing to Step S40.

In Step S38, the CPU106determines whether the symbol of the fourth reel, which has a code number of 20, is stopped at the middle line (at the winning line5) or not. In a case of a YES determination, the CPU106moves the processing to Step S39. In a case of a NO determination, the CPU106moves the processing to Step S40. More specifically, in processing for determining a stationary symbol in Step S5ofFIG. 8, the CPU106determines whether the code number determined regarding the fourth reel3D is 20 or not.

In Step S39, the CPU106performs an attraction preview for bonus determination, and moves the processing to Step S40. More specifically, as described later inFIG. 12, the CPU displays an image in which a fish82jumps out from the sea on the liquid crystal display30via the display/input controller140.

In addition, the CPU may jump to Step11inFIG. 8so as to execute a bonus game at the time when the attraction preview for bonus determination was performed.

In Step S40, the CPU106stops the fourth reel3D, and moves the processing to Step S41. More specifically, in processing for determining a stationary symbol in Step S5ofFIG. 8, a symbol corresponding to a code number determined regarding the fourth reel3D is rearranged on the winning line L5.

In Step S41, the CPU106determines whether a bonus symbol is rearranged or not. In a case of a YES determination, the CPU106moves the processing to Step S42. In a case of a NO determination, the CPU106moves the processing to Step S44inFIG. 9D. In Step S42, the CPU106increments a value of the bonus symbol counter by 1, and moves the processing to Step S43.

In Step S43, the CPU106performs a visual effect according to a value of the bonus symbol counter, and moves the processing to Step S44inFIG. 9D. The specific processing is similar to that of Step S25inFIG. 9A.

In Step S44ofFIG. 9D, the CPU106determines whether the value of the bonus symbol counter is 2 or not. In a case of a YES determination, the CPU106moves the processing to Step S45. In a case of a NO determination, the CPU106moves the processing to Step S47.

In Step S45, the CPU106determines whether the symbol of the fifth reel, which has a code number of 20, is stopped at the middle line (at the winning line5) or not. In a case of a YES determination, the CPU106moves the processing to Step S46. In a case of a NO determination, the CPU106moves the processing to Step S47. More specifically, in processing for determining a stationary symbol in Step S5ofFIG. 8, the CPU106determines whether the code number determined regarding the fifth reel3E is 20 or not.

In Step S46, the CPU106performs an attraction preview for bonus determination, and moves the processing to Step S47. More specifically, as described later inFIG. 12, the CPU displays an image in which a fish82jumps out from the sea on the liquid crystal display30via the display/input controller140.

In addition, the CPU may jump to Step11inFIG. 8so as to execute a bonus game at the time when the attraction preview for bonus determination was performed.

In Step S47, the CPU106stops the fifth reel3E, and moves the processing to Step S48. More specifically, in processing for determining a stationary symbol in Step S5ofFIG. 8, a symbol corresponding to a code number determined regarding the fifth reel3E is rearranged on the winning line L5.

In Step S48, the CPU106determines whether a bonus symbol is rearranged or not. In a case of a YES determination, the CPU106moves the processing to Step S49. In a case of a NO determination, the CPU106moves the processing to Step S9inFIG. 8. In Step S49, the CPU106increments a value of the bonus symbol counter by 1, and moves the processing to Step S50.

In Step S50, the CPU106performs a visual effect according to a value of the bonus symbol counter, and moves the processing to Step S9inFIG. 8. The specific processing is similar to that of Step S25inFIG. 9A.

A notice effect modes table is described with reference toFIG. 10. This notice effect modes table is referred to when the CPU106determines a notice effect modes table in Steps S25and S29ofFIG. 9A, Step S36ofFIG. 9B, Step S43ofFIG. 9C, and Step S50ofFIG. 9D. For example, when the value of the bonus symbol counter is 2, the notice effect mode is determined to be “PENGUIN GOES INTO THE SEA”.

FIGS. 11 to 14are diagrams showing images that provide visual effects. InFIGS. 11 to 14, in a display area of the liquid crystal display30, the images of slot games are displayed on the upper display area and the images that provide visual effects are displayed on the lower display area.

In the present embodiment, when three or more bonus symbols are rearranged, it is determined to proceed to a bonus game. Moreover, each time another bonus symbol is rearranged, an image that provides a visual effect corresponding to the number of the bonus symbols thus rearranged is displayed. In addition, in a case where the bonus symbol which is to be rearranged at the third position is the bonus symbol with the code number 20 and rearranged on the middle line, an attraction preview for bonus determination is performed while the reel of the bonus symbol thus to be rearranged at the third position is rotating.

FIG. 11is a diagram showing the first reel3A stopped and the second reel3B stopped in sequence.

According toFIG. 11, when the first reel3A is stopped, one bonus symbol is rearranged. Consequently, an image of appearance of a penguin81is displayed. Next, when the second reel3B is stopped, the total number of the bonus symbols thus rearranged is 2. Consequently, an image in which a penguin81goes into the sea is displayed. Since the total number of the bonus symbols thus rearranged is 2, and thus the image in which the penguin81goes into the sea is displayed, the player can recognize that the game is in the state of reach when the game proceeds to a bonus game.

FIG. 12is a diagram showing that the fourth reel3D is stopped in a case where the third reel3C is stopped and the bonus symbol of the fourth reel, which has a code number of 20, is rearranged at the middle line.

According toFIG. 12, when the third reel is stopped, a bonus symbol arranged in the third reel is not rearranged, and the total number of the bonus symbols thus rearranged remains to be 2. At this moment, while the fourth and fifth reels are rotating, since it has already been determined in an internal configuration that the bonus symbol of the fourth reel to be stopped next, which has a code number is 20, is rearranged at the middle line, the image in which the fish82jumps out from the sea is displayed as the attraction preview for bonus determination. Since this image is only displayed when a bonus game is set, the player can recognize that the game proceeds to a bonus game even before the total number of the bonus symbols thus rearranged becomes three.

Next, when the fourth reel3D is stopped, the total number of the bonus symbols thus rearranged becomes three. Consequently, an image in which the penguin81jumps out from the sea is displayed. Since the total number of the bonus symbols thus rearranged becomes three, the image in which the penguin81jumps out from the sea is displayed with characters “BONUS IS FIXED”, and thus the player can recognize that the game is set to proceed to a bonus game.

In addition, a bonus game may be executed when the attraction preview for bonus determination is performed even before the total number of the bonus symbols thus rearranged becomes three.

FIG. 13is a diagram showing the fourth reel3D stopped in a case where the third reel3C is stopped and the bonus symbol of the fourth reel, which has a code number of 20, is rearranged at the upper line.

According toFIG. 13, when the third reel is stopped, a bonus symbol arranged in the third reel is not rearranged, and the total number of the bonus symbols thus rearranged remains to be 2. At this moment, while the fourth reel is rotating, it has already been determined that the bonus symbol of the fourth reel, which has a code number of 20, is rearranged at the upper line, not the middle line, and an attraction preview for bonus determination is not performed.

Next, when the fourth reel3D is stopped, the total number of the bonus symbols thus rearranged becomes three. Consequently, an image in which the penguin81jumps out from the sea is displayed. Since the total number of the bonus symbols thus rearranged becomes three, the image in which the penguin81jumps out from the sea is displayed with characters “BONUS IS FIXED”, and thus the player can recognize that the game is set to proceed to a bonus game.

FIG. 14is a diagram showing the fourth reel3D stopped in a case where the third reel3C is stopped and the bonus symbol of the fourth reel, which has a code number of 08, is rearranged at the middle line.

According toFIG. 14, when the third reel is stopped, a bonus symbol arranged in the third reel is not rearranged, and the total number of the bonus symbols thus rearranged remains to be 2. At this moment, while the fourth reel is rotating, it has already been determined that the bonus symbol of the fourth reel, which has a code number of 08, not 20, is rearranged at the middle line, and an attraction preview for bonus determination is not performed.

Next, when the fourth reel3D is stopped, the total number of the bonus symbol thus rearranged becomes three. Consequently, an image in which the penguin81jumps out from the sea is displayed. Since the total number of the bonus symbols thus rearranged becomes three, the image in which the penguin81jumps out from the sea is displayed with characters “BONUS IS FIXED”, and thus the player can recognize that the game is set to proceed to a bonus game.

While the 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 restrictive, and any changes in design may be made to specific configurations such as various means. It is also to be understood that the effects described in the foregoing embodiment are intended to be illustrative as an optimum effect that the present invention can produce, and the effects according to the present invention are not limited to those described in the foregoing embodiment.

For example, although in the present embodiment, when three or more bonus symbols are rearranged regardless of a winning line, proceeding to a bonus game is determined, the present invention is not limited thereto. For example, proceeding to a bonus game may be determined only when three or more bonus symbols are rearranged on a winning line.