Source: http://www.google.com/patents/US7758415?dq=7,546,338
Timestamp: 2015-05-06 01:10:25
Document Index: 398003335

Matched Legal Cases: ['art 21', 'art 21', 'art 21', 'art 18', 'art 19', 'art 20', 'arts 18', 'arts 18', 'art 19']

Patent US7758415 - Slot machine - Google PatentsSearch Images Maps Play YouTube News Gmail Drive More »Sign inAdvanced Patent SearchPatentsA slot machine may comprise: a plurality of display windows in which a plurality of symbols are displayed variably and statically; at least one pay line across the display windows to connect a predetermined number of display windows, a winning combination of symbols being determined by symbol arrangement...http://www.google.com/patents/US7758415?utm_source=gb-gplus-sharePatent US7758415 - Slot machineAdvanced Patent SearchPublication numberUS7758415 B2Publication typeGrantApplication numberUS 11/802,087Publication dateJul 20, 2010Filing dateMay 18, 2007Priority dateMay 19, 2006Fee statusPaidAlso published asUS20070287529Publication number11802087, 802087, US 7758415 B2, US 7758415B2, US-B2-7758415, US7758415 B2, US7758415B2InventorsSakiko KojimaOriginal AssigneeUniversal Entertainment CorporationExport CitationBiBTeX, EndNote, RefManPatent Citations (10), Referenced by (5), Classifications (8), Legal Events (3) External Links: USPTO, USPTO Assignment, EspacenetSlot machine
US 7758415 B2Abstract
13. The slot machine according to claim 9, wherein the processor in the high probability mode is operable to determine the winning combination by recognizing symbols actually shown along the at least one pay line as each column is independently stopped and the replacing specific symbol is shown in the selected area. Description
A substantially horizontal operation part 21 is provided on the lower part of the liquid crystal display device 30. A coin insertion opening 22 for inserting a coin in the slot machine 10 is provided on the right side of the operation part 21. On the other hand, a BET switch 23 for determining which of nine pay lines L1, L2, L3, L4, L5, L6, L7, L8, and L9 to be described later are activated, and selecting the number of coins as game media to be bet on the activated pay line (hereinafter simply referred to as �activated line�), and a spin repeat BET switch 24 for playing the game again without changing the number of coins bet in the previous game on the activated line are provided on the left side of the operation part 21. When the BET switch 23 or the spin repeat bet switch 24 is pressed in a press operation, the number of coins on the activated line is determined according to the operation.
As shown in FIG. 2, the liquid crystal display device 30 includes a front panel 31 and the transparent liquid crystal panel 34 provided on the reverse side of the front panel 31 (refer to FIGS. 4 and 5). The front panel 31 is configured to include a transparent screen 31 a and a symbol formation area 31 b in which symbols are formed. Image information displayed on the transparent liquid crystal panel 34 provided on the reverse side of the front panel 31 can be recognized visually via the screen 31 a of the front panel 31. On the other hand, when the area of the transparent liquid crystal panel 34 which covers the front of the five mechanical reels 3A to 3E is in the transparent state, each symbol of the five mechanical reels 3A to 3E can be recognized visually via the screen 31 a. Various kinds of display parts, that is, a payout number display part 18, a credit number display part 19, and a BET number display part 20, are provided in the back side on the left of the liquid crystal display device 30. The symbol formation area 31 b of the front panel 31 has a transparent portion which covers the front of the various display parts 18 to 20, and the display contents of the various display parts 18 to 20 can be recognized visually.
The transparent liquid crystal panel 34 is formed by enclosing a liquid crystal in a space part between a transparent substrate such as a glass plate in which a thin-film transistor layer is formed, and a transparent substrate facing thereto. The display mode of the transparent liquid crystal panel 34 is set to be normally white. The term �normally white� means that the transparent liquid crystal panel performs a white display in a state where the liquid crystal is not driven (light transmitted through the panel out of the screen can be recognized visually from the outside). Thus, when the transparent liquid crystal panel 34 set to be normally white is adopted, the variable display and the static display of each symbol of the mechanical reels 3A to 3E can be recognized visually even if a situation where the liquid crystal cannot be driven arises. Therefore, the player can continue the game. That is, even if the above situation occurs, the player can play the game utilizing mainly the variable display mode and the static display mode of symbols of the mechanical reels 3A to 3E.
FIG. 6 shows symbol arrays arranging 21 symbols appearing on each of the mechanical reels 3A to 3E. As shown in FIG. 6, code numbers �00� to �20� are attached to the respective symbols of the mechanical reels 3A to 3E, and the code numbers are tabulated and stored (memorized) in a ROM 108 (FIG. 7) as a data table to be described later. The symbol array is arranged on each of the mechanical reels 3A to 3E, comprising a �BONUS� trigger symbol (symbol 61) (hereinafter abbreviated as a �BONUS�) a �Wild� symbol (symbol 62) (hereinafter abbreviated as a �Wild�), a �treasure box� symbol (symbol 63) (hereinafter abbreviated as a �treasure box�), a �gold mask� symbol (symbol 64) (hereinafter abbreviated as a �gold mask�), a �grail� symbol (symbol 65) (hereinafter abbreviated as a �grail�), a �compass and map� symbol (symbol 66) (hereinafter abbreviated as a �compass and map�), a �snake� symbol (symbol 67) (hereinafter abbreviated as a �snake�), an �ace� symbol (symbol 68) (hereinafter abbreviated as an �ace�), a �king� symbol (symbol 69) (hereinafter abbreviated as a �king�), a �queen� symbol (symbol 70) (hereinafter abbreviated as a �queen�), a �jack� symbol (symbol 71) (hereafter abbreviated as a �jack�), and a �10� symbol (symbol 72) (hereinafter abbreviated as a �10�. The symbol array of each of the mechanical reels 3A to 3E moves in an arrow direction of FIG. 6, when the reels 3A to 3E rotate in a forward direction (downward).
Here, in the present embodiment, a combination of each of �BONUS�, �Wild�, �SNAKE�, �TREASURE BOX�, �GOLD MASK�, �GRAIL�, �COMPASS AND MAP�, �ACE�, �KING�, �QUEEN�, �JACK�, and �10� is provided as a winning combination. The combination (combination data) is control information in which a profit (payout number of coins) to be awarded to the player is associated basically with a winning symbol combination, and control information to be used for stop control of each of the mechanical reels 3A to 3E, the switching (shifting) of a game state, the award of coins, and the like.
The ROM 108 stores a control program for totally controlling the slot machine 10, a program for executing a routine shown in FIGS. 9 and 10 (hereinafter referred to as �routine execution program�), initial data for executing the control program, and various kinds of data tables to be used in a lottery. The routine execution program includes the first game program, the second game program, and the like. As examples of the data tables, the tables shown in FIGS. 11, 12, and 22 can be counted.
FIG. 11 shows a probability lottery table used in the high probability mode. In the probability lottery table for the high probability mode, the range of random numbers and a winning probability are associated and registered for each winning combination. Therefore, in the basic game lottery processing to be described later, when a random number within the range of �0� to �999� is extracted from among the random numbers of �0� to �65535�, for example, it is determined in the slot machine 10 to generate the BONUS as a final result of the basic game. In other words, a probability that a combination of stopped symbols is determined as a winning combination of BONUS is �1000/65536�. On the other hand, when a random number within the range of �10100�to �65535� is extracted from among the random numbers of �0� to �65535�, it is determined in the slot machine 10 to generate BLANK (or losing combination) as a final result of the basic game. In other words, a probability that a combination of stopped symbols is determined as the losing combination is �55436/65536�.
FIG. 22 shows a winning payout table used in the high probability mode. Each winning combination is associated with the number of coins to be paid out for each credit number bet in one game, and registered in the winning payout table for the high probability mode. Therefore, for example, in the case where the �Wild� occurs in a winning determination, 50 coins are paid out when a bet credit number is �1�, 100 coins are paid out when a bet credit number is �2�, and 150 coins are paid out when a bet credit number is �3�.
The random number generator 112 for generating random numbers is also connected to the input/output bus 104. The random number generator 112 generates a numeric value in a fixed range, for example, a random number included in the numbers of �0� to �65535 (2 to the power of 16 minus 1)�. Alternatively, the random number may be generated by the arithmetic processing of the CPU 106.
First, the CPU 106 in the control device 100 determines whether or not a credit which is the remaining number of coins inserted by the player remains (step S1). Specifically, the CPU 106 reads the credit number C stored in the RAM 110, and performs processing based on the read credit number C. When the credit number C is �0� (when determined to be NO in the processing of step S1), a game cannot be started, and the CPU 106 exits the routine without performing processing in any way. On the other hand, when the credit number C is �1� or greater (when determined to be YES in the processing of step S1), the CPU 106 determines that the credit remains and shifts the processing to step S2.
In the basic game lottery processing, the CPU 106 first determines the combinations of symbols to be stopped along the activated lines. Specifically, the CPU 106 instructs the random number generator 112 to generate random numbers, and extracts the random numbers in a prescribed range (�0� to �65535� in the present embodiment) generated by the random number generator 112. The CPU 106 stores the extracted random numbers in the predetermined memory area of the RAM 110. Although the random numbers are generated in the random number generator 112 provided outside the CPU 106 in the present embodiment, the random numbers may be generated by the arithmetic processing of the CPU 106 without providing the random number generator 112. The CPU 106 reads the probability lottery table (refer to FIG. 11) and a winning mode table (not illustrated) for the high probability mode which are stored in the ROM 108, and stores the read probability lottery table and the read winning mode table in the predetermined memory area of the RAM 110. The probability lottery table for the high probability mode is prepared for each reel. The CPU 106 reads the probability lottery table and the winning mode table which are stored in the predetermined memory area of the RAM 110, refers to the probability lottery table while taking the random number values written in the predetermined memory area of the RAM 110 as parameters, and determines the combinations of symbols to be stopped on the activated lines. Thus, when the winning combination is determined, the CPU 106 stores determined winning combination data in the predetermined memory area of the RAM 110. The CPU 106 reads the random number values and the winning combination data written in the predetermined memory area of the RAM 110, and determines the combination of symbols to be stopped and displayed based on the read random number values and winning combination data. The symbol configuration table (refer to FIG. 12) stored in the ROM 108 at that time is read, stored in the predetermined memory area of the RAM 110, and referred to by the CPU 106. The CPU 106 stores the stopped symbol data determined as mentioned above in the predetermined memory area of the RAM 110. Alternatively, the stopped symbols may be determined for each reel by using the probability lottery table.
After the rotation of the mechanical reels 3A to 3E starts, the CPU 106 counts the number of driving pulses transmitted to each of the stepping motors 45A to 45E, and stores the count values in the predetermined memory area of the RAM 110. A reset pulse is acquired whenever each of the mechanical reels 3A to 3E rotates, and the reset pulse of each of the mechanical reels 3A to 3E is input into the CPU 106 via the reel position detection circuit 46. The driving pulse count values written in the RAM 110 are cleared by the reset pulses obtained thus and set to �0�. Then, the count value corresponding to the rotational position of each of the mechanical reels 3A to 3E within one revolution is stored in the predetermined memory area of the RAM 110. In the symbol configuration table stored in the RAM 110, each rotational position of the mechanical reels 3A to 3E is associated with each symbol of the mechanical reels 3A to 3E. When the CPU 106 refers to the symbol configuration table, the CPU 106 associates a code number sequentially given for each fixed rotation pitch of each of the mechanical reels 3A to 3E, with the symbol code indicating the symbol provided corresponding to each code number based on the rotational position at which the reset pulse is generated.
FIG. 13 shows an aspect in which the CPU 106 causes the liquid crystal display device 30 to display the image of the airplane 81 flying on the upper part of the screen 31 a during the rotation of the mechanical reels 3A to 3E. When the CPU 106 displays, on the liquid crystal display device 30, the image showing that the airplane 81 flies, the liquid crystal display device 30 suggests that the player can replace one reel with the Wild symbol after the mechanical reels 3A to 3E stop. The speaker 41 outputs the flight sound �zoom!!� of the airplane as a sound effect in synchronization with the display of the image of the airplane 81.
Here, the �Wild symbol� may be used as a symbol containing the meaning of a �specific symbol that is determined in advance to be constituted as any winning combinations� in addition to the above.
FIG. 15 (FIG. 19 when the BONUS occurs) shows an aspect indicating that the CPU 106 causes the liquid crystal display device 30 to display, on the static display area 83C, the image in which a character 84 appears when the CPU 106 receives the selection of a third reel by the player in FIG. 14 (FIG. 18 when the BONUS occurs). When the CPU 106 causes the liquid crystal display device 30 to display the image in which the character 84 comes down on the static display area 83C by using a rope ladder, the player can recognize that the selection operation is effective. The speaker 41 outputs a sound �floomp!!� of the rope ladder as a sound effect in synchronization with the display of the image in which the character 84 appears.
FIG. 16 (FIG. 20 when the BONUS occurs) shows an aspect indicating that the CPU 106 causes the liquid crystal display device 30 to display �Wild� along with the character 84 on the static display area 83C when the character 84 climbs down using the rope (or rope ladder) and the character's foot reaches the predetermined position (e.g., the ground) in FIG. 15 (FIG. 19 when the BONUS occurs). Thus, the player can recognize that the entire third reel is replaced with the Wild symbol. The speaker 41 outputs a sound indicating the appearance of a hero �ta-dah!!� as a sound effect along with the character 84 in synchronization with the display of the image in which the �Wild� appears. After the processing of step S12 is completed, the CPU 106 shifts the processing to step S13.
Shifting to step S14, the CPU 106 determines whether or not the realized winning combination is a combination which allows a shift to the free game, that is, the �BONUS�. Specifically, the CPU 106 makes the determination based on the kind of the winning flag stored in the RAM 110. When an activated winning flag is a flag indicating the �BONUS� winning (when it is determined to be YES in the processing of step S14), the CPU 106 determines that a game state should be shifted to the free game, and shifts the processing to step S15. On the other hand, when the activated winning flag is a flag indicating the win other than the �BONUS� (when it is determined to be NO in the processing of step S14), the CPU 106 determines that the corresponding number of coins to the winning combination should be paid out, and shifts the processing to step S18.
Thus, the activated pay lines as shown in FIG. 17 are realized as a result. The speaker 41 outputs a hero's voice �Yay!!� in synchronization with the display of the image in which the pay lines appear.
Shifting to step S19, the CPU 106 pays out the number of coins corresponding to the winning combination other than the �BONUS� in a predetermined mode. Specifically, the CPU 106 calculates the payout number of coins corresponding to the winning combination with reference to the winning payout table for the high probability mode (refer to FIG. 22). The CPU 106 reads the credit number stored in the predetermined memory area of the RAM 110, adds the calculated payout number to the read credit number, and stores the additional value in the predetermined memory area of the RAM 110. The CPU 106 displays the stored value on the credit number display part 19. After the completion of the processing in step S19, the CPU 106 exits the routine.
Then, the speaker 41 outputs a hero's voice �Oh Yay!!� in synchronization with the display of the image in which the BONUS is realized.
If the column is selected for the symbol replacement, it is possible to be benefited by the replacement since any of the activated lines cross any one of the columns. However, if one or more symbols in a part of row are replaced with Wild symbol, the player may want to be careful in choosing the symbols for replacement since the activated lines may not or less activated lines cross the symbols the player selected. For example, the lines L2, L4, L5, L6, and L8 cross the centered symbol of �A�, such that the upper or lower symbol �grail� or �Queen� may not be appropriate for the selection.
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