Patent Abstract:
A gaming machine is provided, which includes a memory, an input device and a controller. The memory stores a number of played games and a predetermined time limit applied to the games. The input device accepts an operation to start a game. The controller is configured with logic to: (a) start the game when the input device has accepted the operation to start the game; (b) start counting up time at predetermined regular intervals to the time limit when a result of the game satisfies a predetermined condition; (c) increase the number of played games each time a game is started; and (d) when the number of played games is equal to or greater than a predetermined threshold at expiration of the time limit, pay a player in accordance with a predetermined award.

Full Description:
[0001]    This application is based on and claims the benefit of priority from Japanese Patent Application No. 2007-002710, filed on 10 Jan. 2007, the content of which is incorporated herein by reference. 
       BACKGROUND OF THE INVENTION 
       [0002]    1. Field of the Invention 
         [0003]    The present invention relates to a gaming machine which provides an award corresponding to the number of played games within a predetermined time limit. 
         [0004]    2. Related Art 
         [0005]    Conventionally, in regards slot machines, which are a type of gaming machine, a game is generally started by inserting a game medium such as coins into the gaming machine. Then, the slot machine displays an image of a symbol line which is rotated in a predetermined area of the gaming machine. After a predetermined amount of time elapses, the slot machine displays an image of the symbol line which is stopped. Finally, the slot machine provides an award to a player based on the combination of the stationary symbols. Whether a combination for which an award is provided has been formed or not is generally determined based on whether or not a predetermined number of the same type of symbols (for example, “Cherry”, “7”, etc.) is arranged along a predetermined active pay line. Furthermore, these slot machines have a game mode which can multiply payback to players. U.S. Pat. No. 7,052,392 discloses a technique that allows a player to improve the odds of winning in a bonus game associated with a result of a basic game. 
       SUMMARY OF THE INVENTION 
       [0006]    Although U.S. Pat. No. 7,052,392 discloses a technique that allows a player to improve the odds of winning in a bonus game associated with a result of a basic game, the entertainment properties of the technique thus disclosed has become ordinary of recent, and thus players have lost interest. 
         [0007]    The present invention has an object of providing a gaming machine which can further improve entertainment properties. 
         [0008]    In an aspect of the present invention, a gaming machine is provided, which includes a memory, an input device and a controller. The memory stores a number of played games and a predetermined time limit applied to the games. The input device accepts an operation to start a game. The controller is configured with logic to: (a) start the game when the input device has accepted the operation to start the game; (b) start counting up time at predetermined regular intervals to the time limit when a result of the game satisfies a predetermined condition; (c) increase the number of played games each time a game is started; and (d) when the number of played games is equal to or greater than a predetermined threshold at expiration of the time limit, pay a player in accordance with a predetermined award. 
         [0009]    The gaming machine described above allows the player to be paid in accordance with the predetermined award when the player can play the games the predetermined number of times within the time limit. 
         [0010]    Since the player can advantageously increase the number of games in a lost game that does not need time to pay out, the gaming machine gives a new dimension to the game. 
         [0011]    In another aspect of the present invention, a gaming machine is provided, which includes a display device, a memory, an input device and a controller. The display device displays an image related to a game. The memory stores a number of played games and a predetermined time limit applied to the games. The input device accepts an operation to start a game. The controller is configured with logic to: (a) start the game when the input device has accepted the operation to start the game; (b) start counting up time at predetermined regular intervals to the time limit when a result of the game satisfies a predetermined condition; (c) increase the number of played games each time a game is started; (d) cause the display device to display an image of the counted time; and (e) when the number of played games is equal to or greater than a predetermined threshold at expiration of the time limit, pay a player in accordance with a predetermined award. 
         [0012]    The gaming machine described above allows the player to visually comprehend the counted time, providing more fun to the player in playing the game. 
         [0013]    In still another aspect of the present invention, a gaming machine is provided, which includes a display device, a memory, an input device and a controller. The display device displays an image related to a game. The memory stores a number of played games and a predetermined time limit applied to the games. The input device accepts an operation to start a game. The controller is configured with logic to: (a) start the game when the input device has accepted the operation to start the game; (b) start counting up time at predetermined regular intervals to the time limit when a result of the game satisfies a predetermined condition; (c) increase the number of played games each time a game is started; (d) cause the display device to display an image of the counted time and the number of played games; and (e) when the number of played games is equal to or greater than a predetermined threshold at expiration of the time limit, pay a player in accordance with a predetermined award. 
         [0014]    The gaming machine described above allows the player to visually comprehend the counted time and the number of played games, providing more fun to the player in playing the game. 
         [0015]    In yet another aspect of the present invention, a gaming machine is provided, which includes a memory, an input device and a controller. The memory stores a number of played games and a predetermined time limit applied to the games. The input device accepts an operation to start a game. The controller is configured with logic to: (a) start the game when the input device has accepted the operation to start the game; (b) start counting up time at predetermined regular intervals to the time limit when a result of the game satisfies a predetermined condition; (c) increase the number of played games each time a game is started; and (d) when the number of played games is equal to or greater than a predetermined threshold at expiration of the time limit, pay a player in accordance with the number of played games. 
         [0016]    The gaming machine allows the player to advantageously increase the number of games in a lost game that does not need time to pay out. Since the player can obtain the award in accordance with the number of played games, the player feel more excited in playing the game. 
         [0017]    In a further aspect of the present invention, a gaming machine is provided, which includes a display device, a memory, an input device and a controller. The display device displays an image related to a game. The memory stores a number of played games and a predetermined time limit applied to the games. The input device accepts an operation to start a game. The controller is configured with logic to: (a) start the game when the input device has accepted the operation to start the game; (b) start counting up time at predetermined regular intervals to the time limit when a result of the game satisfies a predetermined condition; (c) increase the number of played games each time a game is started; (d) cause the display device to display an image of the counted time; and (e) when the number of played games is equal to or greater than a predetermined threshold at expiration of the time limit, pay a player in accordance with the number of played games. 
         [0018]    In a still further aspect of the present invention, a gaming machine is provided, which includes a display device, a memory, an input device and a controller. The display device displays an image related to a game. The memory stores a number of played games and a predetermined time limit applied to the games. The input device accepts an operation to start a game. The controller is configured with logic to: (a) start the game when the input device has accepted the operation to start the game; (b) start counting up time at predetermined regular intervals to the time limit when a result of the game satisfies a predetermined condition; (c) increase the number of played games each time a game is started; (d) cause the display device to display an image of the counted time and the number of played games; and (e) when the number of played games is equal to or greater than a predetermined threshold at expiration of the time limit, pay a player in accordance with the number of played games. 
         [0019]    According to the present invention, a player can enjoy further entertainment properties. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0020]      FIG. 1  is a flowchart showing the flow of a game which is executed in a slot machine according to the preferred embodiment of the present invention; 
           [0021]      FIG. 2  is an external perspective view showing the slot machine according to the preferred embodiment of the present invention; 
           [0022]      FIG. 3  is an enlarged front view showing an enlarged view of a display region of the slot machine according to the preferred embodiment of the present invention; 
           [0023]      FIG. 4  is a block diagram showing a controller of the slot machine according to the preferred embodiment of the present invention; 
           [0024]      FIG. 5  is a block diagram showing a display/input controller of the slot machine according to the preferred embodiment of the present invention; 
           [0025]      FIG. 6  is a diagram showing a symbol line represented on each video reel according to a preferred embodiment of the present invention; 
           [0026]      FIG. 7  is a diagram showing a symbol arrangement table according to the preferred embodiment of the present invention; 
           [0027]      FIG. 8  is a flowchart showing a main flow for a game program executed by the slot machine according to the preferred embodiment of the present invention; 
           [0028]      FIG. 9  is a flowchart showing a flow for processing a basic game executed by the slot machine according to the preferred embodiment of the present invention; 
           [0029]      FIG. 10  is a flowchart showing a flow for processing a basic game executed by the slot machine according to the preferred embodiment of the present invention; 
           [0030]      FIG. 11  is a continued flowchart from  FIG. 10 . 
           [0031]      FIG. 12  is a diagram showing a random number table for a basic game according to the preferred embodiment of the present invention; 
           [0032]      FIG. 13  is a diagram showing a payout table for a basic game according to the preferred embodiment of the present invention; 
           [0033]      FIG. 14  is a diagram showing a payout table for a sub game according to the preferred embodiment of the present invention; and 
           [0034]      FIGS. 15 and 16  are examples of display images according to the preferred embodiment of the present invention. 
       
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
       [0035]    The embodiments of the present invention are hereinafter described in detail with reference to the attached drawings. 
         [0036]    The slot machine  13  according to the present invention is provided with RAM  110  storing the number of played games and a predetermined time limit in regards to the game, and a touch panel  32  accepting an input by a start operation in the game. A CPU  106  starts the game in response to the acceptance of the input by the start operation in the game by way of a start switch  25 . When a predetermined condition is generated, the CPU  106  starts processing for incrementing by a certain number the number of the played games every time the game is started. Upon a predetermined time limit elapsing, in a case in which the number of the played games is more than the predetermined times of the games thus played, the CPU  106  provides an award according to a predetermined award. 
         [0037]    Specifically, as shown in  FIG. 1 , the CPU  106  CPU  106  starts the game in response to the acceptance of the input by the start operation in the game by way of a start switch  25  (Step S 100 ). When a predetermined condition is generated, the CPU  106  starts processing for counting a predetermined time limit at a predetermined time interval (Step S 200 ). Then, the CPU  106  starts processing for incrementing by a certain number the number of the played games every time the game is started (Step S 300 ). Upon the predetermined time limit elapsing, in a case in which the number of the played games is more than the predetermined times of the games thus played, the CPU  106  provides an award according to a predetermined award (Step S 400 ). 
         [0038]      FIG. 2  is a perspective diagram illustrating the slot machine  13  according to the embodiment of the present invention. The slot machine  13  includes a cabinet  20  and a main door  42 . The cabinet  20  has a structure in which the face facing the player is open. The cabinet  20  includes various kinds of components. Such components include: a controller  100  (see  FIG. 4 ) for electrically controlling the slot machine  13 ; a hopper  44  for controlling insertion, retaining, and paying out of coins (game medium) (see  FIG. 4 ), etc. The game medium is not restricted to coins. Furthermore, examples of such game media include medals, tokens, electronic money or electronic value information (credit) having the same value. 
         [0039]    The main door  42  is a member that serves as a cover of the cabinet  20 , which protects the internal components stored in the cabinet  20  from being exposed to the outside. The main door  42  includes the liquid crystal display  30  at approximately the center thereof. 
         [0040]    The liquid crystal display  30  is provided for displaying various kinds of images with respect to the game such as images for providing visual effects. Such an arrangement allows the player to advance the game while visually confirming various kinds of images displayed on the liquid crystal display  30 . The liquid crystal display  30  includes a transparent liquid crystal panel  34 . The transparent liquid crystal panel  34  has a function of switching a part of or the entire area of the liquid crystal panel  34  between a transparent mode and an opaque mode, and a function of displaying various kinds of images. 
         [0041]    In a configuration in which the slot machine  13  includes video reels, five virtual reels are displayed on the liquid crystal display  30 . Note that the term “video reel” as used here represents a mechanism for displaying a reel on the liquid crystal display  30  in the form of an image. Multiple kinds of symbols necessary for the basic game include “BONUS”, “WILD”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS &amp; MAP”, “SNAKE”, “A”, “K”, “Q”, “J”, and “10”. With such an arrangement, the liquid crystal display  30  displays these symbols with an image as if the reel were rotating. 
         [0042]    The slot machine  13  includes an approximately horizontal operation unit  21  below the liquid crystal display  30 . Furthermore, a coin insertion opening  22  is provided on the right side of the operation unit  21 , which allows the player to insert coins. On the other hand, the components provided to the left side of the operation unit  21  include: a bet switch  23  which allows the player to determine which lines are to be set to active pay lines among nine lines L 1 , L 2 , L 3 , L 4 , L 5 , L 6 , L 7 , L 8 , and L 9 , for providing an award described later (which will simply be referred to as “active pay lines” hereafter), and which allows the player to select the number of coins as game media which are to be bet on the active pay lines; a spin repeat bet switch  24  which allows the player to play the game again without changing the number of coins bet on the active pay lines from that in the immediately prior game. Such an arrangement allows the player to set the number of coins bet on the active pay lines by performing a pressing operation on either the bet switch  23  or the spin repeat bet switch  24 . 
         [0043]    With the operation unit  21 , a start switch  25  is provided on the left side of the bet switch  23 , which allows the player to input a start operation instruction for the basic game in increments of games. Upon performing a pressing operation on either the start switch  25  or the spin repeat bet switch  24 , which serves as a trigger to start the game, the five mechanical reels  3 A to  3 E start to rotate. 
         [0044]    On the other hand, a cash out switch  26  is provided near the coin insertion opening  22 . Upon the player pressing the cash out switch  26 , the inserted coins are paid out from a coin payout opening  27  provided at a lower portion of the front face of the main door  42 . The coins thus paid out are retained in a coin tray  28 . Furthermore, the coin payout opening  27  is provided on the upper side of the coin tray  28 , with sound transmission openings  29  provided to both the left and right of the coin payout opening  27 . Here, the sound transmission openings  29  are provided for transmitting sound effects generated by a speaker  41  (see  FIG. 4 ) stored within the cabinet  20 . 
         [0045]      FIG. 3  is an enlarged view illustrating the display region of the slot machine  13 . The liquid crystal display  30  of the slot machine  13  includes a front panel  31  and the transparent liquid crystal panel  34  provided to the rear face of the front panel  31 . The front panel  31  comprises a transparent display screen  31   a  and a design formation area  31   b  where designs have been formed. Such an arrangement allows the player to visually confirm the image information displayed on the transparent liquid crystal panel  34  provided to the rear face of the front panel  31  through the display screen  31   a  of the front face  31 . On the other hand, let us consider an arrangement in which the slot machine  13  comprises video reels. With such an arrangement, the transparent liquid crystal panel  34  in an opaque state may display the reels in the form of an image. Furthermore, an ordinary liquid crystal panel may be employed instead of the transparent liquid crystal panel  34 . 
         [0046]    Furthermore, various kinds of display units, i.e., a payout display unit  48 , a credit amount display unit  49 , and a bet amount display unit  50 , are provided on the left side of the rear face the liquid crystal display  30 . Note that the design formation area  31   b  of the front panel  31  is formed having a transparent portion that covers the top faces of these display units  48  through  50 , thereby allowing the player to visually confirm the contents displayed on the display units  48  through  50 . 
         [0047]    The slot machine  13  has the nine lines L 1  through L 9  for providing awards as shown in  FIG. 3 . Each of the lines L 1  through L 9  for providing awards is formed such that it extends so as to pass through one of the symbols for each of the mechanical reels  3 A to  3 E when the five video reels have stopped. 
         [0048]    Upon pressing the bet switch  23  once, the line L 3  for providing a third award, the line L 5  for providing a fifth award, and the line L 7  for providing a seventh award, are set to be active pay lines, and one coin is input as a credit medal, for example. 
         [0049]    Furthermore, upon pressing the bet switch  23  twice, the line L 1  for providing a first award, the line L 4  for providing a fourth award, and the line L 8  for providing an eighth award, are set to be active pay lines, in addition to the three lines, and two coins are input as credit medals, for example. 
         [0050]    Furthermore, upon pressing the bet switch  23  three times, the line L 2  for providing a second award, the line L 6  for providing a sixth award, and the line L 9  for providing a ninth award, are set to be active pay lines, in addition to the six lines, and three coins are input as credit medals, for example. 
         [0051]    The payout display unit  48  is a component for displaying the amount of the coins paid out when a combination of the symbols has been established along any one of the active lines for providing an award. The credit amount display unit  49  is a component for displaying the amount of the coins retained in the slot machine  13  in the form of a credit. The bet amount display unit  50  is a component for displaying the bet amount which is the number of coins bet on the active pay lines. Each of the display units  48  through  50  comprises a segment display device. Alternatively, each of the display units  48  through  50  may be displayed on the transparent liquid crystal panel  34  in the form of an image. 
         [0052]      FIG. 4  is a block diagram illustrating an electric constitution of the controller  100  of the slot machine  13  having video reels. As shown in  FIG. 4 , the controller  100  of the slot machine  13  is a micro computer, and includes an interface circuit group  102 , an input/output bus  104 , the CPU  106 , ROM  108 , RAM  110 , a communication interface circuit  111 , a random number generator  112 , a speaker driving circuit  122 , a hopper driving circuit  124 , a display unit driving circuit  128 , and a display/input controller  140 . 
         [0053]    The interface circuits  102  are electrically connected with the input/output bus  104 , which carries out input and output of data signals and address signals for the CPU  106 . 
         [0054]    The start switch  25  is electrically connected with the interface circuits  102 . In the interface circuits  102 , a start signal generated by the start switch  25  is transformed into a predetermined form of signal to be supplied to the input/output bus  104 . 
         [0055]    Furthermore, the bet switch  23 , the spin repeat bet switch  24 , and the cash out switch  26  are connected to the interface circuit group  102 . In the interface circuits  102 , a switching signal generated by each of these switches  23 ,  24  and  25  is transformed into a predetermined form of signal to be supplied to the input/output bus  104 . 
         [0056]    A coin sensor  43  is also electrically connected with the interface circuits  102 . The coin sensor  43  detects coins inserted into the coin insertion slot  22 , and is disposed at an appropriate position relative to the coin insertion slot  22 . In the interface circuits  102 , a sensing signal generated by the coin sensor  43  is transformed into a predetermined form of signal to be supplied to the input/output bus  104 . 
         [0057]    The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
         [0058]    Upon reception of the basic game start operation instruction input through the start switch  25 , which serves as a trigger, the CPU  106  reads out a basic game program, and executes the basic game. The basic game program has been programmed so as to instruct the CPU  106  to perform the following operation. That is to say, according to the basic game program, the CPU  106  displays an image of the five video reels commencing to scroll the symbols on the five video reels on the liquid crystal display  30  via the display/input controller  140 . Then, the CPU  106  displays an image of the five video reels stopping such that the combination of the symbols on these five video reels is rearranged, whereupon a new combination of the symbols is made along the active pay lines. In a case that a specified combination of the stationary symbols for providing an award has been made along any one of the active pay lines, the CPU  106  pays out a predetermined amount of coins corresponding to the specified combination for providing the award. 
         [0059]    The ROM  108  stores: a control program for central control of the slot machine  13 ; a program for executing a routine shown in  FIG. 8  and  FIG. 11  (which is referred to as the “routine execution program” hereafter); initial data for executing the control program; and various data tables used for determination processing. Note that the routine execution program includes the basic game program etc. The RAM  110  temporarily stores flags, variables, etc., used for the control program. 
         [0060]    Furthermore, a communication interface circuit  111  is connected to the input/output bus  104 . The communication interface circuit  111  is a circuit for communicating with a server, etc., via various kinds of communication networks including a public telephone line network, LAN, etc. 
         [0061]    Furthermore, the random number generator  112  for generating a random number is connected to the input/output bus  104 . The random number generator  112  generates a random number in a predetermined range, e.g., in a range of 0 and 65535 (the sixteenth power of two minus one). Alternatively, an arrangement may be made in which the CPU  106  generates a random number by computation. 
         [0062]    Furthermore, the display unit driving circuit  128  for driving each of the display units  48  through  50  is connected to the input/output bus  104 . The CPU  106  controls the operation of each of the display units  48  through  50  via the display unit driving circuit  128  according to occurrence of a predetermined event. 
         [0063]    The speaker drive circuit  122  for the speakers  41  is also electrically connected with the input/output bus  104 . The CPU  106  reads out the sound data stored in the ROM  108 , and transmits the sound data thus read to the speaker driving circuit  122  via the input/output bus  104 . In this way, the speakers  41  generate predetermined sound effects. 
         [0064]    The hopper drive circuit  124  for driving the hopper  44  is also electrically connected with the input/output bus  104 . Upon reception of a cash out signal input from the cash out switch  26 , the CPU  106  transmits a driving signal to the hopper driving circuit  124  via the input/output bus  104 . Accordingly, the hopper  44  pays out coins such that the number of them is equivalent to the current number of coins remaining as credit, which is stored in a predetermined memory area of RAM  110 . 
         [0065]    Furthermore, the display/input controller  140  is connected to the input/output controller  140 . The CPU  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 reception of the image display command input from the CPU  106 , the display/input controller  140  creates a driving signal for driving the liquid crystal display  30  according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display  30 . As a result, a predetermined image is displayed on the transparent liquid crystal panel  34  of the liquid crystal display  30 . The display/input controller  140  transmits the signal input through the touch panel  32  provided on the liquid crystal display  30  to the CPU  106  via the input/output bus  104  in the form of an input signal. 
         [0066]      FIG. 5  is a block diagram illustrating the electric constitution of display/input controller  140  of the slot machine  13 . The display/input controller  140  of the slot machine  13  is a sub-microcomputer for performing image display processing and input control for the touch panel  32 . The display/input controller  140  comprises an interface circuit  142 , an input/output bus  144 , the CPU  146 , ROM  148 , RAM  150 , a VDP  152 , video RAM  154 , image data ROM  156 , a driving circuit  158 , and a touch panel control circuit  160 . 
         [0067]    The interface circuit  142  is connected to the input/output bus  144 . The image display command output from the CPU  106  of the controller  100  is supplied to the input/output bus  144  via the interface circuit  142 . The input/output bus  144  performs input/output of data signals or address signals to/from the CPU  146 . 
         [0068]    Furthermore, the ROM  148  and the RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program for generating a driving signal, which is to be supplied to the liquid crystal display  30 , according to an image display command received from the CPU  106  of the controller  100 . On the other hand, the RAM  150  stores flags and variables used in the display control program. 
         [0069]    Furthermore, the VDP  152  is connected to the input/output bus  144 . The VDP  152  includes a so-called sprite circuit, a screen circuit, a palette circuit, etc, and can perform various kinds of processing for displaying images on the liquid crystal display  30 . With such an arrangement, the components connected to the VDP  152  include: the video RAM  154  for storing image data according to the image display command received from the CPU  106  of the controller  100 ; and the image data ROM  156  for storing various kinds of image data including the image data for visual effects etc. Furthermore, the driving circuit  158  for outputting a driving signal for driving the liquid crystal display  30  is connected to the VDP  152 . 
         [0070]    The CPU  146  instructs the video RAM  154  to store the image data which is to be displayed on the liquid crystal display  30  according to the image display command received from the CPU  106  of the controller  100  by reading out the display control program stored in the ROM  148  and by executing the program thus read. Examples of the image display commands include various kinds of image display commands including the image display commands for visual effects etc. 
         [0071]    The image data ROM  156  stores various kinds of image data including the image data for visual effects etc. 
         [0072]    The touch panel control circuit  160  transmits the signals input via the touch panel  32  provided on the liquid crystal display  30  to the CPU  106  via the input/output bus  144  in the form of an input signal. 
         [0073]      FIG. 6  shows symbol lines on which 21 symbols arranged on each video reel  3 A to  3 E are represented. The symbol line for the first video reel corresponds to the video reel  3 A. The symbol line for the second video reel corresponds to the video reel  3 B. The symbol line for the third video reel corresponds to the video reel  3 C. The symbol line for the fourth video reel corresponds to the video reel  3 D. The symbol line for the fifth video reel corresponds to the video reel  3 E. 
         [0074]    Referring to  FIG. 6 , a code number of “00” to “20” is assigned to for each symbol of video reels  3 A to  3 E. The code number is converted to be data in a data table so as to be stored in the ROM  108  ( FIG. 4 ). 
         [0075]    On each video reel  3 A to  3 E, a symbol line is represented with symbols as follows: Bonus symbol (symbol  61 ) (hereafter, “Bonus”), Wild symbol (symbol  62 ) (hereafter, “Wild”), Treasure Chest symbol (symbol  63 ) (hereafter, “Treasure Chest”), Golden Mask symbol (symbol  64 ) (hereafter, “Golden Mask”), Holy Grail symbol (symbol  65 ) (hereafter, “Holy Grail”), Compass and Map symbol (symbol  66 ) (hereafter, “Compasses and Map”), Snake symbol (symbol  67 ) (hereafter, “Snake”), Ace symbol (symbol  68 ) (hereafter, “Ace”), King symbol (symbol  69 ) (hereafter, “King”), Queen symbol (symbol  70 ) (hereafter, “Queen”), Jack symbol (symbol  71 ) (hereafter, “Jack”), and 10 symbol (symbol  72 ) (hereafter, “10”). The symbol line of each video reel  3 A to  3 E displays an image moving to the direction of the arrow in  FIG. 8  (moving below from the top) by displaying an image that the each video reel  3 A to  3 E is being moved in forward direction. 
         [0076]    Here in the present embodiment, each combination of “Bonus”, “Wild”, “Snake”, “Treasure Chest”, “Golden Mask”, “Holy Grail”, “Compass and Map”, “Ace”, “King”, “Queen”, “Jack” and “10” is set as an award combination. A combination (combination data) is control information which relates credits awarded to a player (the amount of payout of coins) to a combination of an award combination, and which is used for stop control of each video reel  3 A through  3 E, change (shift) of a game state, awarding of coins, and the like. 
         [0077]      FIG. 7  shows a symbol arrangement table. The symbol arrangement table relates the code number indicating the position of each symbol which constitutes the symbol lines to each symbol of the respective video reels  3 A to  3 E, and then, registers thereof. In addition, the first video reel through the fifth video reel corresponds to the video reels  3 A to  3 E, respectively. In other words, the symbol arrangement table includes symbol information corresponding to the symbol position (the code number) of video reels  3 A to  3 E. 
         [0078]      FIG. 8  is a flow chart illustrating a flow of the processing operation in the game machine  13  executed by the controller  100  of the game machine  13 . The processing operation is called from a main program for the slot machine  13  at a predetermined timing, and then executed. 
         [0079]    A description is provided below regarding a case in which the slot machine  13  has been activated beforehand. Furthermore, let us say that the variables used by the CPU  106  included in the controller  100  have been initialized to predetermined values, thereby operating the slot machine  13  in a normal state. 
         [0080]    As shown in  FIG. 6 , the CPU  106  included in the controller  100  firstly determines whether or not any coins inserted by the player are remaining in a main flow of the game program executed in the gaming machine  13  (Step S 1 ). More specifically, the CPU  106  reads an amount of credits C stored in RAM  110  and executes processes according to the amount of credits C thus read. When the amount of credits C equals “0” (NO in Step S 1 ), the CPU  106  terminates the routine without executing any process, because it cannot start a game. When the amount of credits C is not less than “1” (YES in Step S 1 ), the CPU  106  determines that coins remain as credit, and moves the process to Step S 2 . 
         [0081]    The term “coin” refers to a game credit in the gaming machine. The credit may be currency circulated in the country where the present invention can be carried out. For example, the credit may also be medals that are uniquely used in the game hall where the present invention can be carried out and that are available to players by exchanging with currency in that country. Furthermore, the credits may be electromagnetic or electric information which can be stored in a storage medium such as a magnetic medium, an optical medium, or the like. In the case of electric information, the coin is stored in the storage medium as an award with values corresponding to the amount of the coins. In addition, “the coin” may be given to players by way of printed information such as a bar code, QR code, and the like, as well as being stored in the storage medium. In the present embodiment described below, although the coins as medals are paid out, it is selectable according to the way of payout employed in the gaming machine. 
         [0082]    Upon advancing to Step S 2 , the CPU  106  sets a game condition, and moves the processing to Step S 3 . Specifically, the CPU  106  determines the number of coins bet in a basic game described later based on the number of the coins inserted by a player. Then, the CPU  106  receives an operational signal generated by a pressing operation of a bet switch  43 . Based on the number of times the operational signal has been received, the CPU stores the bet amount in a predetermined memory area of the RAM  110 . The CPU  106  reads the amount of credits C written in a predetermined area in the RAM  110 . The CPU  106  subtracts a total bet amount including 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 in the RAM  110 . 
         [0083]    In Step S 3 , the CPU  106  determines whether or not a sub game flag is activated (described hereafter). More specifically, the CPU  106  refers to the flag which is stored in a predetermined area of the RAM  110 , and determines whether it is activated or not. If it is activated (YES determination in the Step S 3  processing), the CPU  106  moves the processing to Step S 5 . If it is not activated (NO determination in Step S 3  processing), the CPU  106  moves the processing to Step S 4 . 
         [0084]    In the following Step S 4 , the CPU  106  performs basic game processing. When the basic game processing is terminated, the CPU  106  advances the process to Step S 6 . 
         [0085]    Upon moving to Step S 5 , the CPU  106  performs processing of a basic game with the sub game described later. When the basic game with the sub game is finished, the CPU  106  terminates the routine. 
         [0086]    In Step S 6 , the CPU  106  determines whether or not the symbol combination matches Holy Grail. Specifically, the CPU  106  determines whether the determined symbol combination is Holy Grail or not in the basic game. If it is Holy Grail (in the case of determination of “YES” in the processing in Step S 6 ), the CPU  106  advances the processing to Step S 7 . On the other hand, if it is not Holy Grail (in the case of determination of “NO” in the processing in Step S 6 ), the CPU  106  terminates the routine. 
         [0087]    In Step S 7 , the CPU  106  activates the sub game flag. More specifically, the CPU  106  activates the sub game flag which is stored in a predetermined area of the RAM  110 . Upon finishing the processing in Step S 7 , the CPU  106  terminates the routine. 
         [0088]    A description is made regarding a basic game processing with reference to  FIG. 8 . 
         [0089]    In the following Step S 11 , the CPU  106  determines whether or not the start switch  25  is activated. Based on the determination, the CPU  106  stands by as is until the player operates the start switch  25 . Upon the player operating the start switch  25 , and accordingly, upon receipt of an operation signal via the start switch  25  (in a case of “YES” in the determination processing denoted by Step S 11 ), the CPU  106  determines that the start switch  25  has been operated, and accordingly, the CPU  106  moves the processing to Step S 12 . 
         [0090]    Upon moving to Step S 12 , the CPU  106  performs processing for determining a symbol combination. A specific description is provided below regarding the combination determination processing. 
         [0091]    In the combination determination processing, first, the CPU  106  determines the combinations of the stationary symbols along the active pay lines. Specifically, the CPU  106  issues a command for the random number generator  112  to generate a random number, thereby extracting a random number in a predetermined range (in a range of “0” to “65535” in the present embodiment) generated by the random number generator  112 . The CPU  106  stores the random number thus extracted in a predetermined memory area of the RAM  110 . In this embodiment, the random number generator  112  displaced outside the CPU  106  generates random numbers. However, the present invention is not restricted to this setup. It may be alternatively possible that the CPU  106  generates random numbers without the random number generator  112 . The CPU  106  reads a random number table for a basic game (see  FIG. 12 ), and a payout table for a basic game (see  FIG. 13 ), each of which is stored in the ROM  108 . Then, the CPU  106  stores the random number table for a basic game and the payout table for a basic game thus read in a predetermined memory area of the RAM  110 . It should be noted that the CPU  106  controls display of the stationary symbols for each reel based upon the random number table for a basic game. Furthermore, the CPU  106  reads the random number table for a basic game and the payout table for a basic game stored in the predetermined area of the RAM  110 . Then, the CPU  106  determines the combination of the stationary symbols with respect to the active pay lines with reference to the random number table for a basic game, using the random number stored in the predetermined memory region of the RAM  110  as a parameter. Upon determination of specified combinations for providing an award, the CPU  106  stores the specified combination data for providing an award thus determined in a predetermined memory area of the RAM  110 . Then, the CPU  106  reads out the random number and the specified combination data for providing an award stored in the predetermined memory area of the RAM  110 , and determines the combination of the stationary symbols to be displayed based upon the random number and the specified combination data for providing an award thus read. In this stage, a symbol arrangement table (see  FIG. 7 ) stored in the ROM  108  is read by the CPU  106 . The symbol arrangement table thus read is stored in a predetermined memory area of the RAM  110 , and used as reference data. The CPU  106  stores the data for the stationary symbols thus determined in a predetermined memory area of the RAM  110 . Alternatively, an arrangement may be made in which the stationary symbols are determined for each reel using the random number table for a basic game. 
         [0092]    Upon determination of the combination of the stationary symbols with respect to the active pay lines, the CPU  106  determines whether or not the combination of the stationary symbols with respect to the active pay lines matches any one of the specified combinations for providing an award. In a case that the stationary combination of the symbols with respect to the active pay lines matches any one of the specified combinations for providing an award, the CPU  106  activates a flag, which indicates that the player has won the award that corresponds to the kind of specified combination for providing an award, in order to provide the award that accords with the specified combination of symbols with respect to the active pay lines for providing the award. The activated flag, which indicates the player has won an award, is stored in a predetermined area of the RAM  110  according to the instruction from the CPU  106 . On the other hand, in a case that the combination of the stationary symbols with respect to the active pay lines matches any one of the other combinations, i.e., the losing combinations, the CPU  106  does not activate the flag which indicates that the player has won an award. Subsequently, the CPU  106  moves the process to Step S 6 . 
         [0093]    Here, a random number table for basic games shown in  FIG. 12  is explained. In the random number table for a basic game, a range of random numbers and the probability of winning are registered in association with each of the specified winning combinations. In processing for determining a symbol combination, for example, in a case where a random number lying in a range of “0” to “299” is extracted from a range of numbers between “0” to “165535”, the internal component of the slot machine  13  determines to generate a bonus combination as the final results of the basic game. In other words, the probability is “300/65536” that the combination of the stationary symbols matches any one of the bonus combinations. On the other hand, in a case where a random number lying in a range of “10000” to “165535” is extracted from a range of numbers “0” to “65535”, the internal component of the slot machine  13  determines to generate other combinations, i.e. losing combinations, as the final results of the basic game. In other words, the probability is “55536/65536” that the combination of the stationary symbols matches any one of the losing combinations. 
         [0094]      FIG. 13  shows a payout table for a basic game. In the payout table for a basic game, the coin amount to be paid out is registered in association with each specified combination for providing an award for each credit amount bet on one game. Therefore, let us consider a stage in which a determination is made whether the combination thus generated matches any one of the specified combinations for providing an award. In this stage, let us consider a case in which the combination thus generated matches the combination “Wild”. In this case, in a case where the credit amount bet is “1”, 50 coins are paid out. In a case where the credit amount bet is “2”, 100 coins are paid out. In a case where the credit amount bet is “3”, 150 coins are paid out. 
         [0095]    Referring to Step S 9  again, the CPU  106  instructs the video reels  3 A through  3 E to start to rotate. Specifically, the CPU  106  displays an image which shows rotating the video reels  3 A to  3 E, in sequence or Simultaneously, based upon the symbol arrangement table stored in the RAM  110 . 
         [0096]    Upon beginning to display a video image of the video reels  3 A through  3 E starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 14 ). After the predetermined period of time has elapsed (in a case of “YES” in the determination processing in Step S 14 ), the CPU  106  instructs the video reels  3 A through  3 E to automatically stop rotating (Step S 15 ). Specifically, the CPU  106  displays an image of the video reels  3 A through  3 E stopping to rotate in a predetermined order or at the same time such that the stationary symbols, which correspond to a specified winning combination as determined in the Step S 12 , is displayed in a display region that can be observed by the player. The CPU  106  then moves the processing to Step S 16 . 
         [0097]    In the following Step S 16 , the CPU  106  determines whether a predetermined symbol combination has been formed based upon the results of the combination determination processing performed in Step S 12 . Specifically, the CPU  106  makes this determination based upon the state of the flag that indicates whether or not the player has won an award with respect to the active pay lines stored in the predetermined memory area of the RAM  110 . In a case where the flag, which indicates that the player has won an award, has not been activated, i.e. in a case where the symbol combination matches a combination of “Others”, which is a combination other than the specified combinations for providing an award (in a case of NO in the determination processing in Step S 10 ), the CPU  106  determines that the specified combination for providing an award has not been formed, and ends this routine. On the other hand, in a case where the flag, which indicates that the player has won an award, has been activated, i.e. in a case where the symbol combination matches any one of the combinations other than the combination of “Others” (in a case of YES in the determination processing in Step S 10 ), the flow proceeds to Step  11  according to the instruction from the CPU  106 . 
         [0098]    In the following Step S 17 , the CPU  106  determines whether the symbol combination thus formed based upon the combination determination processing performed in Step S 12  is a bonus combination. Specifically, the CPU  106  makes this determination based upon the state of the flag that indicates whether or not the player has won an award with respect to the active pay lines stored in the predetermined memory area of the RAM  110 . In a case where the flag, which indicates that the player has won an award, has been activated, and the specified combination for providing an award is a “bonus” combination, the flow proceeds to Step  18  according to the instruction from the CPU  106 . If not, the flow proceeds to Step  19 . 
         [0099]    In the following Step S 18 , the CPU  106  performs bonus game processing. Upon finishing the processing in Step S 11 , the CPU  106  terminates the routine. 
         [0100]    In a case where the flow has proceeded to Step S 19 , the CPU  106  pays out an amount of coins corresponding to the specified combination for providing an award. Specifically, the CPU  106  calculates the amount of coins to be paid out for the specified combination for providing an award, with reference to the payout table for a basic game ( FIG. 17 ). The CPU  106  reads out the credit amount stored in the predetermined memory area of the RAM  110 . Then, the CPU  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 the RAM  110 . Furthermore, the CPU  106  displays the sum thus stored on the credit amount display unit  49 . Subsequently, the CPU  106  terminates the routine. 
         [0101]    A description is provided regarding a basic game with sub game processing with reference to  FIG. 10  and  FIG. 11 . 
         [0102]    Firstly, in Step S 21 , the CPU  106  included in the controller  100  sets S as a time limit of the sub game to 60 seconds. Then, the CPU  106  performs counting at one second intervals, and moves the processing to Step S 22 . Specifically, the CPU  106  stores the value “60” as the time limit in a predetermined memory area in the RAM  110 , and performs decrementing the value at one second intervals. 
         [0103]    In Step S 22 , the CPU  106  initializes the number of sub games played to zero, and moves the processing to Step S 23 . More specifically, the CPU  106  stores the value of the number of games in a predetermined area of the RAM  110  and sets the value to zero. 
         [0104]    In Step S 23 , the CPU  106  decides whether the start switch is activated or not. If it is activated, the CPU  106  moves the processing to Step S 24 . If it is not activated, the CPU  106  moves the processing to Step S 23 . Specifically, this processing is the same as that in Step S 11  described above with reference to  FIG. 9 . 
         [0105]    Referring to  FIG. 10  again, in Step S 24 , the CPU  106  increments by 1 the number of sub games played and the processing proceeds to Step S 25 . Specifically, the CPU  106  increments by 1 the number of sub games played stored in a predetermined memory area in the RAM  110 . 
         [0106]    In Step S 25 , the CPU  106  displays a numeral image in regards to processing for a counting time limit in S 21  and the number of sub games played. Then, the CPU  106  moves the processing to Step S 26 . Specifically, the CPU  106  displays, on the liquid crystal display  30  via the display/input controller  140 , a value of the time limit of the sub game during counting and a value of the number of sub games played, which are stored in a predetermined memory area in the RAM  110 . 
         [0107]    In Step S 26 , the CPU  106  performs processing for determining a symbol combination and then moves the processing to Step S 27 . Specifically, this processing is the same as that in Step S 12  described above with reference to  FIG. 9 . 
         [0108]    Referring to  FIG. 10  again, in Step S 27 , the CPU  106  processes starting rotation of a scroll line, and moves the processing to Step S 28 . Specifically, this processing is the same as that in Step S 13  described above with reference to  FIG. 9 . 
         [0109]    Referring to  FIG. 10  again, in Step S 28 , the CPU  106  determines whether a predetermined period of time has elapsed, and in a case where it has elapsed, the CPU  106  moves the processing to Step S 29 . When it has not elapsed, the CPU  106  moves the processing to Step S 28 . Specifically, this processing is the same as that in Step S 14  described above with reference to  FIG. 9 . 
         [0110]    Referring to  FIG. 10  again, in Step S 29 , the CPU  106  processes stopping rotation of a scroll line, and moves the processing to Step S 30 . Specifically, this processing is the same as that in Step S 15  described above with reference to  FIG. 9 . 
         [0111]    Returning to  FIG. 10 , in Step S 30 , the CPU  106  determines whether or not a predetermined symbol combination has been formed. In a case that the predetermined symbol combination has been formed, the flow proceeds to Step S 31 . On the other hand, in a case that the predetermined symbol combination has not been formed, the flow proceeds to Step S 34 . Specifically, this processing is the same as that in Step S 16  described above with reference to  FIG. 9 . 
         [0112]    Returning to  FIG. 10 , in Step S 31 , the CPU  106  determines whether or not a symbol combination is a bonus. In a case that the symbol combination is a bonus, the flow proceeds to Step S 32 . On the other hand, in a case that the symbol combination is not a bonus, the flow proceeds to Step S 33 . Specifically, this processing is the same as that in Step S 17  described above with reference to  FIG. 9 . 
         [0113]    Referring to  FIG. 10  again, in Step S 32 , the CPU  106  performs a bonus game processing, and moves the processing to Step S 44 . Specifically, this processing is the same as that in Step S 18  described above with reference to  FIG. 9 . 
         [0114]    Returning to  FIG. 10 , in Step S 33 , the CPU  106  performs payout processing according to the symbol combination, and the flow proceeds to Step S 34 . Specifically, this processing is the same as that in Step S 19  described above with reference to  FIG. 9 . 
         [0115]    Referring to  FIG. 11 , in Step S 34 , the CPU  106  determines whether S (a value of time limit) is zero or not. In a case where it is zero, the processing proceeds to Step S 35 . On the other hand, in a case where it is not zero, the processing proceeds to Step S 23 . Specifically, the CPU  106  refers to the value of the time limit of the sub game which is stored in a predetermined memory area in the RAM  106 , during counting, and determines whether the value is zero or not. 
         [0116]    In Step S 35 , the CPU  106  determines whether or not the number of sub games played is more than 10 times. When it is more than ten times, the processing is moved in Step S 36 , and when it is not more than 10 times, the CPU  106  terminates the routine. Specifically, the CPU  106  refers to the value of the number of sub games played, which is stored in a predetermined memory area in the RAM  106 , and determines whether the value is more than ten times or not. 
         [0117]    In Step S 36 , the CPU  106  provides an award corresponding to the number of games played. Specifically, the CPU  106  refers to the payout table for a sub game described later, and determines the amount of credits to be paid out. Upon finishing the processing in Step S 36 , the CPU  106  terminates the routine. 
         [0118]    The payout table for a sub game shown in  FIG. 14  is explained. The CPU  106  refers to the payout table for a sub game in order to determine the amount of credits corresponding to the value of the number of sub games played. For example, in the case where the number of sub games played is 11 times, the amount of credits is determined as “110”. 
         [0119]      FIG. 15  is a diagram showing an example of a rendered image. In  FIG. 15 , upon a start of the basic game with the sub game in  FIG. 10 , the message “TIME LIMIT IS 60 SECONDS. PLAY 10 TIMES WITHIN 60 SECONDS AND YOU WIN AN AWARD” is displayed. The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0120]      FIG. 16  illustrates an example of the rendered image. According to  FIG. 16 , counting the time limit of the sub game and the number of sub games played in Step S 25  in the  FIG. 10  are displayed. Counting of the time limit is displayed on the display area  81  and the number of sub games played is displayed on the display area  82 . The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0121]    It should be noted that although in the present embodiment the amount of credits corresponding to the number of sub games played is  100 ,  110 ,  120 , and  130 , the present embodiment is not limited thereto. Therefore, in the case where the number of sub games played is more than a predetermined number, the CPU may provide an award corresponding to a predetermined award. 
         [0122]    In addition, although in the present embodiment the time limit of the sub game is 60 seconds, the present embodiment is not limited thereto. Another value may be used. 
         [0123]    Furthermore, in the present embodiment, processing for counting the time limit of the sub game is not supposed to be stopped during counting. However, the present embodiment is not limited thereto. Therefore, in the case where a predetermined symbol combination is achieved, processing for counting the time limit of the sub game may be stopped during counting. 
         [0124]    In addition, 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 slot machine. 
         [0125]    Furthermore, although in the present embodiment, an example using a slot machine (a so-called casino machine) in which a reel is automatically stopped after being rotated without using a stop button is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a slot machine (a so-called Pachinko-slot machine) in which reels are stopped in the order by which a player stops the reels by hand using the stop button. 
         [0126]    While the embodiments according to the present invention have been described as mentioned above, it is understood that many changes and modifications may be made therein without departing from the spirit and scope of the present invention.

Technology Classification (CPC): 6