Patent Document

[0001]    This application is based on and claims the benefit of priority from Japanese Patent Application No. 2007-002711 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 allows a player to defer the right to receive a predetermined award and provides an award corresponding to the number of times deferred. 
         [0004]    2. Related Art 
         [0005]    Conventionally, in regards to a slot machine, which is 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 stationary symbols. Finally, the slot machine provides an award to a player based on the combination of the stationary symbols. Whether the 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. In addition, the technique disclosed in U.S. Application Publication No. 2003/0069073 determines to provide special award so called jackpot randomly only for the same slot machine, when the credit amount bet has reached the certain amount. With such a technology, a player may receive higher award by winning a jackpot in addition to the award provided in a basic game and a player&#39;s motivation to play a game can be enhanced. 
       SUMMARY OF THE INVENTION 
       [0006]    The award which a player receives by winning a jackpot is the accumulation of the portion of the credit amount bet by at least one person, and the technique of providing a jackpot award improves entertainment properties. However, the entertainment property has already become well known and there is a problem in that it lacks novelty in recent days. 
         [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, a counter and a controller. The memory stores a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide the player a specific award; (c) when the specific award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory. 
         [0009]    The gaming machine described above allows the player to have selection between reception and reservation of the award. When the player selects the reservation, the number of reservation stored in the counter increases. When the player selects the reception, the player can be paid in accordance with the level of award correlated with the number of times. 
         [0010]    Since the player has a chance to obtain a higher award as the player increases the number of times to reserve, the gaming machine can provide more fun to the player. 
         [0011]    In another aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a portion of credits bet in a game and a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) when the portion of credits has reached a predetermined threshold, randomly determine whether to provide the player a jackpot award; (c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory. 
         [0012]    In still another aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a portion of credits bet in a game and a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) when the portion of credits has reached a predetermined threshold, determine whether to provide the player a jackpot award in accordance with the number of times stored in the counter; (c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory. 
         [0013]    In yet another aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide the player a specific award of a predetermined game state; (c) when the specific award of the predetermined game state has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, switch the game to the predetermined game state and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory. 
         [0014]    In a further aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a basic game; (b) randomly determine whether to provide the player a specific award of a free game; (c) when the specific award of the free game has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, switch the basic game to a free game and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory. 
         [0015]    According to the present invention, the player can select whether to receive or to defer the predetermined award and with more awards being deferred, the higher the award becomes. Thus, the player can enjoy the game with further entertainment properties. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0016]      FIG. 1  is a flowchart showing the flow of a game which is executed in a slot machine according to a preferred embodiment of the present invention; 
           [0017]      FIG. 2  is an external perspective view showing a slot machine according to the preferred embodiment of the present invention; 
           [0018]      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; 
           [0019]      FIG. 4  is a block diagram showing a controller of the slot machine according to the preferred embodiment of the present invention; 
           [0020]      FIG. 5  is a block diagram showing a display/input controller of the slot machine according to the preferred embodiment of the present invention; 
           [0021]      FIG. 6  is a diagram showing a symbol line represented on each video reel according to the preferred embodiment of the present invention; 
           [0022]      FIG. 7  is a diagram showing a symbol arrangement table according to the preferred embodiment of the present invention; 
           [0023]      FIG. 8  is a flow chart showing a flow for processing a basic game executed by the slot machine according to the preferred embodiment of the present invention; 
           [0024]      FIG. 9  is a diagram showing a random number table for a basic game according to the preferred embodiment of the present invention; 
           [0025]      FIG. 10  is a diagram showing a payout table for a basic game according to the preferred embodiment of the present invention; 
           [0026]      FIG. 11  is a flow chart showing jackpot processing executed by the slot machine according to the preferred embodiment of the present invention; 
           [0027]      FIG. 12  is a diagram showing a random number table for determining a jackpot award (deferred once) according to the preferred embodiment of the present invention; 
           [0028]      FIG. 13  is a diagram showing a random number table for determining a jackpot award (deferred twice) according to the preferred embodiment of the present invention; 
           [0029]      FIG. 14  is a diagram showing a random number table for determining a jackpot award (deferred 3 times) according to the preferred embodiment of the present invention; 
           [0030]      FIG. 15  is a diagram showing a payout table for a jackpot according to the preferred embodiment of the present invention; 
           [0031]      FIGS. 16 to 17  are examples of display images according to the preferred embodiment of the present invention; 
           [0032]      FIG. 18  is a flow chart showing jackpot processing executed by a slot machine according to the preferred embodiment of the present invention; 
           [0033]      FIGS. 19 to 20  are a diagram showing a random number table for a free game according to the preferred embodiment of the present invention; 
           [0034]      FIG. 21  is a diagram showing a multiplication factor/number of times table for a free game according to the preferred embodiment of the present invention; and 
           [0035]      FIGS. 22 to 23  are examples of display images according to the preferred embodiment of the present invention. 
       
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
       [0036]    The embodiments of the present invention are hereinafter described in detail with reference to the attached drawings. 
         [0037]    A slot machine  13  according to the present invention is provided with ROM  108  for storing a plurality of levels of the awards, a touch panel  32  for receiving a signal of the input for selecting of whether or not a player receives the award and transmitting the signal of the input for selecting, and the RAM  110  for storing the number of received signals of input for selecting to defer the award. The CPU  106  starts the game, determines randomly whether or not to provide the predetermined award, and receives a signal of the input for selecting via the touch panel  32  in a case where the CPU  106  determines to provide the predetermined award. In a case where the CPU  106  receives the signal of input for selecting to defer the award, the CPU  106  increases the number stored in the RAM  110  by a predetermined number, and in a case where the CPU  106  receives the signal of input for selecting to receive the award, the CPU  106  provides the award according to the levels of awards which are corresponding to the numbers, among a plurality of levels of awards stored in the ROM  108 . 
         [0038]    The CPU  106  starts the game, determines randomly whether or not to provide the predetermined award, and receives a signal of the input for selecting via the touch panel  32  in a case where the CPU  106  determines to provide the predetermined award. In a case where the CPU  106  receives the signal of input for selecting to defer the award, the CPU  106  increases the number stored in the RAM  110  by a predetermined number, and in a case where the CPU  106  receives the signal of input for selecting to receive the award, among a plurality of levels of awards stored in the ROM  108 , the CPU  106  provides the award according to the levels of awards which are corresponding to the numbers. 
         [0039]      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. In addition, examples of such game media include medals, tokens, electronic money, or electronic value information (credit) having the same value. 
         [0040]    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 substantially the center thereof. 
         [0041]    The liquid crystal display  30  is provided for displaying various kinds of images with respect to the game such as images for visual effects. Such a configuration 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 portion 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. 
         [0042]    In a configuration in which the slot machine  13  includes video reels, five virtual reels are displayed on the liquid crystal display  30 . It should be noted 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 instead of mechanical reel. A plurality of types 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. 
         [0043]    The slot machine  13  includes a substantially 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  that allows the player to determine which lines are to be set to active pay lines among the 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 amount of coins as game media to be bet on the active pay lines; and a spin repeat bet switch  24  that allows the player to play the game again without changing the amount of coins bet on the active pay lines from that in the immediately prior game. Such an arrangement allows the player to set the amount of coins bet on the active pay line by performing a pushing operation on either the bet switch  23  or the spin repeat bet switch  24 . 
         [0044]    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 pushing 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. 
         [0045]    A cash out switch  26  is provided near the coin insertion opening  22  on the operation unit  21 . Upon the player pushing 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 thereof. 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 . 
         [0046]      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  includes 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 at the rear face of the front panel  31  through the display screen  31   a  of the front panel  31 . In a case in which an arrangement of the slot machine  13  includes video reels, the transparent liquid crystal panel  34  in an opaque state may display the reels in the form of an image. In addition, an ordinary liquid crystal panel may be employed instead of the transparent liquid crystal panel  34 . 
         [0047]    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 of the liquid crystal display  30 . It should be noted 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 . 
         [0048]    The slot machine  13  has the nine lines L 1  through L 9  for providing an award as shown in  FIG. 3 . Each of the lines L 1  through L 9  for providing an award 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. 
         [0049]    Upon pushing 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. 
         [0050]    Furthermore, upon pushing 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. 
         [0051]    Moreover, upon pushing 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. 
         [0052]    The payout display unit  48  is a component for displaying the amount of 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 coins retained in the slot machine  13  in the form of credits. The bet amount display unit  50  is a component for displaying the bet amount, which is the amount of coins bet on the active pay lines. Each of the display units  48  through  50  includes a seven-segment display device. Alternatively, each of the display devices  48  through  50  may be displayed on the transparent liquid crystal panel  34  in the form of an image. 
         [0053]      FIG. 4  is a block diagram illustrating an electronic 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 , a 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 . 
         [0054]    The interface circuit group  102  is electrically connected with the input/output bus  104 , which carries out the input and output of data signals or address signals for the CPU  106 . 
         [0055]    The start switch  25  is electrically connected with the interface circuit group  102 . In the interface circuit group  102 , a start signal generated by the start switch  25  is converted into a predetermined form of signal to be supplied to the input/output bus  104 . 
         [0056]    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 . Each of the switching signals output from these switches  23 ,  24 , and  26  is also supplied to the interface circuit group  102 , and is converted into a predetermined signal by the interface circuit group  102 . The switching signals thus converted are supplied to the input/output bus  104 . 
         [0057]    A coin sensor  43  is also electrically connected with the interface circuit group  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 . The sensing signal output from the coin sensor  43  is also supplied to the interface circuit group  102 , and is converted into a predetermined signal by the interface circuit group  102 . The sensing signal thus converted is supplied to the input/output bus  104 . 
         [0058]    The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
         [0059]    When the start switch  25  accepts an instruction for starting a basic game, the CPU  106  reads 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 operations of displaying 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 displaying an image of the five video reels stopping such that the combination of the symbols on these five video reels is rearranged, upon which a new combination of the symbols is made along the active pay lines. In a case where a particular combination of the symbols for providing an award has been made along any one of the active pay lines when stationary, the CPU  106  pays out a predetermined amount of coins corresponding to the particular combination for providing the award. 
         [0060]    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 ,  FIG. 11  and  FIG. 17  (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. It should be noted that the routine execution program includes the basic game program and the like. The RAM  110  temporarily stores flags, variables, etc. used for the control program. 
         [0061]    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. 
         [0062]    The random number generator  112  for generating a random number is connected to the input/output bus  104 . The random number generator  112  generates random numbers in a predetermined range of “0” to “65535” (two to the sixteenth power minus one), for example. Alternatively, an arrangement may be made in which the CPU  106  generates a random number by computation. 
         [0063]    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 an occurrence of a predetermined event. 
         [0064]    The speaker drive circuit  122  for the speakers  41  is also electrically connected with the input/output bus  104 . The CPU  106  reads 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. 
         [0065]    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 amount thereof is equivalent to the current number of coins remaining as credits, which is stored in a predetermined memory area of the RAM  110 . 
         [0066]    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. 
         [0067]      FIG. 5  is a block diagram illustrating the electronic 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  includes an interface circuit  142 , an input/output bus  144 , a 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 . 
         [0068]    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 and from the CPU  146 . 
         [0069]    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. 
         [0070]    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 . 
         [0071]    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. 
         [0072]    The image data ROM  156  stores various kinds of image data including the image data for visual effects, etc. 
         [0073]    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. 
         [0074]      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. 
         [0075]    Referring to  FIG. 6 , code numbers of “00” to “20” are referred to for each symbol of video reels  3 A to  3 E. These code numbers are converted to data in a data table so as to be stored in the ROM  108  ( FIG. 4 ). 
         [0076]    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 in 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 rotated in a forward direction. 
         [0077]    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. 
         [0078]      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 them. In addition, the first video reel through the fifth video reel correspond 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. 
         [0079]      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 is then executed. 
         [0080]    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. 
         [0081]    First, the CPU  106  included in the controller  100  determines whether or not any coins inserted by the player are remaining (Step S 1 ). More specifically, the CPU  106  reads a credit amount C stored in the RAM  110 , and executes processing according to the credit amount C. When the credit amount C equals “0” (NO in Step S 1 ), the CPU  106  terminates the routine without executing any processing, since it cannot start a game. When the credit amount C is not less than “1” (YES in Step S 1 ), the CPU  106  determines that coins remain as credits, and the CPU  106  moves the processing to Step S 2 . 
         [0082]    In Step S 2 , the CPU  106  determines whether or not a pushing operation has been executed on the spin bet repeat switch  24 . When the switch  24  has been pushed and the CPU  106  receives an operation signal from the switch  24  (YES in Step S 2 ), the CPU  106  moves the processing to Step S 14 . On the other hand, when the CPU  106  does not receive the operation signal from the switch  24  after a predetermined period of time elapses (NO in Step S 2 ), the CPU  106  determines that the switch  24  has not been pushed and moves the processing to Step S 3 . 
         [0083]    In the following Step S 3 , the CPU  106  sets the game conditions. Specifically, the CPU  106  determines the amount of coins bet on the active pay lines in this game based on the operation of the bet switch  23 . Then, the CPU  106  determines the bet amount to be bet on the active pay lines based upon the number of signals that indicate operation of the bet switch  23  have been received, and stores the bet amount thus determined in a predetermined memory area of the RAM  110 . The CPU  106  reads the credit amount C stored in a predetermined memory area of the RAM  110 , and subtracts the total bet amount, which is the sum of the bet amounts, from the credit amount C thus read. Then, the CPU  106  stores the subtracted value in a predetermined memory area of the RAM  110 . Subsequently, the CPU  106  moves the processing to Step S 4 . 
         [0084]    In the following Step S 4 , the CPU  106  determines whether the start switch  25  has been activated, and then waits for the start switch  35  to be operated. Upon the start switch  25  being operated, and accordingly, upon the operation signal being input from the start switch  25  (in a case of “YES” in the determination processing in Step S 4 ), the CPU  106  determines that the start switch  25  has been operated, and the flow proceeds to Step S 5 . 
         [0085]    On the other hand, in Step S 14 , the CPU  106  determines whether the credit amount C is at least the total bet amount in a previous game. In other words, the CPU  106  determines whether it can start a game in response to a pushing operation executed on the spin repeat bet switch  24 . Specifically, in a case where the spin repeat bet switch  24  has been pushed, and accordingly, in a case where the operation signal has been input from the switch  24 , the CPU  106  reads the credit amount C and the bet amount bet to each of the active pay lines L 1  to L 9  in the previous game stored in the predetermined memory areas of the RAM  110 . Then, the CPU  106  determines whether the credit amount C is at least the total bet amount bet in the previous game based upon the relation between the credit amount C and the bet amount thus read. When the CPU  106  determines that the credit amount C is less than the total bet amount (NO in Step S 14 ), the CPU  106  terminates the routine without any processing, since it cannot start a game. On the other hand, in a case where determination has been made that the credit amount C is at least the total bet amount bet in the previous game (in a case of “YES” in the determination processing in Step S 14 ), the CPU  106  subtracts the total bet amount bet in the previous game from the credit amount C, and stores the subtracted value in a predetermined area of the RAM  110 . Subsequently, the CPU  106  moves the processing to Step S 5 . 
         [0086]    In Step S 5 , the CPU  106  performs processing for jackpot and moves the processing to Step S 6 . 
         [0087]    In Step S 6 , the CPU  106  performs processing for determining a combination of symbols. A specific description is provided below regarding the combination determination processing. 
         [0088]    In the combination determination processing, the CPU  106  first determines the combinations of the symbols along the active pay lines when they are stationary. 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 . It should be noted that a description is provided in the present embodiment regarding an arrangement in which the random number is generated by the random number generator  112 , which is a separate component from the CPU  106 . In addition, an arrangement may be made in which the random number is generated by computation processing by the CPU  106  without involving the random number generator  112 . The CPU  106  reads a random number table for a basic game (see  FIG. 9 ), and a payout table (see  FIG. 10 ) for a basic game, 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 symbols when they are stationary 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 symbols when they are stationary 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 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 symbols displayed to be stationary 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. 
         [0089]    Upon determination of the combination of the symbols when stationary with respect to the active pay lines, the CPU  106  determines whether the combination of the symbols when they are stationary with respect to the active pay lines matches any one of the specified combinations for providing an award. In a case where the combination of the symbols when they are stationary 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 corresponds 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 where 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 processing to Step S 7 . 
         [0090]    Here, a random number table for basic games shown in  FIG. 9  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 of 0 to 65535, the slot machine  13  internally 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 65535 is extracted from a range of numbers of 0 to 65535, the slot machine  13  internally 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. 
         [0091]      FIG. 10  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. 
         [0092]    Referring to  FIG. 8  again, in the following Step S 6 , the CPU  106  instructs the video reels  3 A to  3 E to start to rotate. Specifically, the CPU  106  displays an image which shows the video reels  3 A to  3 E rotating, in sequence or simultaneously, based upon the symbol arrangement table stored in the RAM  110 . 
         [0093]    Upon displaying the image which shows the video reels  3 A to  3 E starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 8 ) After the predetermined period of time has elapsed (in a case of “YES” in the determination processing in Step S 7 ), the CPU  106  instructs the video reels  3 A to  3 E to automatically stop rotating (Step S 8 ) Specifically, the CPU  106  displays an image which shows the video reels  3 A to  3 E stopping rotation sequentially or simultaneously such that the stationary symbols, which correspond to the specified combinations for providing an award determined in Step S 6 , are displayed within a display region that has a visually interactive relationship with the player. Subsequently, the flow proceeds to Step S 10  according to the instruction from the CPU  106 . 
         [0094]    In the following Step S 10 , 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 6 . Specifically, the CPU  106  makes this determination based upon the state of the flag that indicates whether 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 any one of the “other” combinations, which are combinations 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 “other” combinations (in a case of “YES” in the determination processing in Step S 9 ), the processing proceeds to Step S 10  according to the instruction from the CPU  106 . 
         [0095]    In the following Step S 10 , the CPU  106  determines whether the symbol combination thus formed based upon the combination determination processing performed in Step S 5  is a bonus combination. Specifically, the CPU  106  makes this determination based upon the state of the flag that indicates whether 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 indicating winning of an award by the player has been activated and the specified combination for providing an award is a “bonus” combination, the processing proceeds to Step S 12  according to the instruction from the CPU  106 . If not, the flow proceeds to Step S 13 . 
         [0096]    In the following Step S 12 , the CPU  106  executes free game receive/defer select processing. Upon finishing the processing in Step S 12 , the CPU  106  terminates the routine. 
         [0097]    In a case where the flow has proceeded to Step S 12 , 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. 10 ). The CPU  106  reads 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 . The CPU  106  displays the sum thus stored on the credit amount display unit  49 . Subsequently, the CPU  106  terminates the routine. 
         [0098]    Referring to  FIG. 11 , jackpot processing is explained. 
         [0099]    In Step S 21 , the CPU  106  determines whether or not the portion of the credit amount bet has reached the predetermined amount. In a case where the CPU  106  determines that the portion of the credit amount bet has reached the predetermined amount, the CPU  106  moves the processing to Step S 22 , and in a case where the CPU  106  determines that it has not reached the predetermined amount, the CPU  106  terminates the routine. Specifically, the CPU  106  compares the portion of the credit amount bet stored in the predetermined area with the predetermined amount. 
         [0100]    In Step S 22 , the CPU  106  executes the read processing of the number of times jackpot awards deferred, and moves the processing to Step S 23 . Specifically, the CPU  106  reads the number on the counter for counting the number of times the jackpot has been deferred in the predetermined memory area in RAM  110 . 
         [0101]    In Step S 23 , the CPU  106  determines whether or not the player receives the jackpot award, and moves the processing to Step S 24 . Specifically, the CPU  106  determines whether or not the player receives the jackpot award with reference to a random number table for determining a jackpot award, which is described below in  FIG. 12  through  FIG. 14 . 
         [0102]    Here, a random number table for determining a jackpot award shown in  FIG. 12  is explained. The random number table for determining the jackpot award (not deferred) is referred to when the CPU  106  determines whether or not to provide the jackpot award in a case where the number of times deferred jackpot is 0. For example, in a case where the random number generated by the random number generator  112  is “8000”, the number belongs to a range of random numbers “0 to 9999”, and thus the CPU  106  determines to provide the jackpot award. 
         [0103]    Although the random number table for determining the jackpot award (deferred once) shown in  FIG. 13  is similar to the random number table for determining the jackpot award (not deferred) shown in  FIG. 12 , the random number table for determining the jackpot award (deferred once) shown in  FIG. 13  has a higher probability of providing a jackpot award than the random number table for determining the jackpot award (not deferred) shown in  FIG. 12 , since the number of times jackpot awards have been deferred is higher. 
         [0104]    Although the random number table for determining the jackpot award (deferred twice) shown in  FIG. 14  is similar to the random number table for determining the jackpot award (deferred once) shown in  FIG. 13 , the random number table for determining the jackpot award (deferred twice) shown in  FIG. 14  has higher a probability of providing a jackpot award than the random number table for determining the jackpot award (deferred once) shown in  FIG. 13 , since the number of times jackpot awards have been deferred is higher. 
         [0105]    Referring to  FIG. 11  again, in Step S 24 , the CPU  106  determines whether or not to provide the jackpot award. In a case where the CPU  106  determines to provide the award, the CPU  106  moves the processing to Step S 25 , and in a case where the CPU  106  determines not to provide the award, the CPU  106  terminates the routine. 
         [0106]    In the following Step S 25 , the CPU  106  receives a input for selecting of whether a player receives or defers the award, and moves processing to Step S 26 . Specifically, the CPU  106  receives a signal of the input for selecting via the touch panel  32 . 
         [0107]    In the following Step S 26 , the CPU determines whether the CPU has received the input for selecting to defer the award. In a case where the CPU receives the input for selecting to defer the award, the processing is moved to Step S 27 , and in a case where the CPU receives the input for selecting of receiving the award, the processing is moved to Step S 28 . Specifically, the CPU  106  determines whether a player receives or defers the free game according to a signal of the input for selecting received via the touch panel  32 . 
         [0108]    In the following Step S 27 , the CPU  106  adds one to the number of times the jackpot has been deferred. Specifically, the CPU  106  adds one to the read number of times the jackpot has been deferred, and stores the number in the predetermined memory area in the RAM  110 . Upon finishing the processing in Step S 27 , the CPU  106  terminates the routine. 
         [0109]    In Step S 28 , the CPU  106  provides the award according to the levels of awards which are corresponding to the number of times the jackpot has been deferred. Specifically, the CPU determines the amount of credits corresponding to the number of times the jackpot has been deferred with reference to the payout table for the jackpot, which is described below in  FIG. 15 . 
         [0110]    Here, the payout table for a jackpot in  FIG. 15  is explained. This payout table for a jackpot is referred to when the CPU  106  provides an award according to the level of awards which are corresponding to the number of times the jackpot has been deferred. For example, in a case where jackpot has been deferred once, the CPU  106  pays out 200 credits. 
         [0111]      FIG. 16  illustrates an example of the rendered image. According to  FIG. 16 , while the game is proceeding, the number of times the jackpot has been deferred at the current state is displayed within a display region  81  and the credit amount corresponding to the number of times the jackpot has been deferred is displayed within a display region  82 . The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0112]      FIG. 17  illustrates the example of the rendered image. According to  FIG. 17 , in a case where the CPU  106  determines to provide the jackpot award in Step S 24  in  FIG. 11 , “YOU WON JACKPOT!” is displayed and the button  82  “RECEIVE” and the button  83  “DEFER” are displayed. The CPU  106  displays the image on the liquid crystal display  30  via a display/input controller  140 . 
         [0113]    Referring to  FIG. 11 , free game receive/defer select processing is explained. 
         [0114]    In Step S 31 , the CPU  106  executes the read processing of the number of times a free game has been deferred, and moves to Step S 32 . Specifically, the CPU  106  reads the number on the counter for counting the number of times a free game has been deferred in the predetermined memory area in the RAM  110 . 
         [0115]    In Step S 32 , the CPU  106  receives a signal of input for selecting of whether to receive or defer a free game, and moves to Step S 33 . Specifically, the CPU  106  receives the signal of the input for selecting via the touch panel  32 . 
         [0116]    In Step S 33 , the CPU  106  determines whether or not the CPU  106  has received the input for selecting to defer the free game. In a case where the CPU  106  receives the input for selecting to defer, the processing is moved to Step S 34 , and in a case where the CPU  106  receives the input for selecting of receiving, the processing is moved to Step S 28 . 
         [0117]    Specifically, the CPU  106  determines whether a player receives or defers the free game according to a signal of the input for selecting received via the touch panel  32 . 
         [0118]    In Step S 34 , the CPU  106  adds one to the number of times deferred. Specifically, the CPU  106  adds one to the read number of a free game having been deferred, and stores the number in the predetermined memory area in the RAM  110 . Upon finishing the processing in Step S 34 , the CPU  106  terminates the routine. 
         [0119]    In Step S 35 , the CPU  106  provides the award according to the level of awards which are corresponding to the number of times a free game has been deferred. Specifically, the CPU  106  executes the free game a number of times corresponding to the number of times a free game has been deferred with reference to the multiplication factor/a number of times table for a free game, which is described below in  FIG. 21 . In addition, the CPU  106  provides the award according to a multiplication factor corresponding to the number of times deferred, a random number table for a free game which is described below in  FIG. 19 , and a payout table for a free game which is described below in  FIG. 20 . 
         [0120]    Here, a random number table for free games in  FIG. 19  is explained. In the random number table for a free game, a range of random numbers and the probability of winning are registered in association with each symbol. In symbol combination determination processing, for example, in a case where a random number lying in a range of 3100 to 3899 is extracted from a range of random numbers of 0 to 65535, the slot machine  13  internally determines to generate an “Ace” combination as the final results of the free game. In other words, the probability is “800/65536” that the combination of the stationary symbols matches any one of the “Ace” combinations. 
         [0121]      FIG. 20  shows a payout table for a free game. In the random number table for a free game, the amount of coins that should be paid out for each credit amount bet in one game are registered in association with each symbol. Therefore, when the CPU  106  determines whether the combination thus generated matches any one of winning combinations for providing an award, for example, in a case where the combination thus generated matches the combination “Ace” and in a case where the credit amount bet is “1”, 10 coins are paid out. In a case where the credit amount bet is “2”, 15 coins are paid out. In a case where the credit amount bet is “3”, 20 coins are paid out. 
         [0122]    Furthermore, the multiplication factor table/number of times table for free games shown in  FIG. 21  is explained. This multiplication factor table for a free game is referred to when the CPU  106  provides the award according to the level of awards which are corresponding to the number of times the free games has been deferred. For example, in a case where the number of times a free game has been deferred is one, the multiplication factor of the award is “double”, and the number of times performing free games turns out to be “30 times”. 
         [0123]    The CPU  106  extracts the credit amount corresponding to the combination of symbols from a payout table for a free game which is described above in  FIG. 20 , and pays out double the amount of credits. 
         [0124]      FIG. 22  illustrates an example of the rendered image. According to  FIG. 22 , while the game is proceeding, the number of times the free games have been deferred at the current state is displayed within a display region  82 , a multiplication factor corresponding to the number of times the free games have been deferred is displayed within a display region  81 , and the combination of bonus symbol, which is a condition for winning free games, is displayed. The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0125]      FIG. 23  illustrates an example of the rendered image. According to  FIG. 23 , in Step S 11  shown in  FIG. 8 , in a case where the combination of symbols for a bonus is formed, “YOU WIN A FREE GAME” is displayed and the button  83  “RECEIVE” and the button  84  “DEFER” are displayed. The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0126]    Although in the present embodiment, the player can not receive a jackpot or a free game until the next time the player receives a jackpot or a free game in a case where a player defers a jackpot or a free game, the present embodiment is not limited thereto, and a player may cancel deferring and receive a jackpot or a free game. 
         [0127]    In addition, although in the present embodiment, an example where the more a player defers a jackpot or a free game, the more a player receives awards is explained, the present embodiment is not limited thereto, and in a case where the predetermined combination of symbols is formed or the predetermined number of predetermined symbols are displayed, the number of times deferred may be reset (for example, 0) to a predetermined number. 
         [0128]    Furthermore, although in the present embodiment, an example is explained for a case in which the portion of the credit amount bet has reached the predetermined amount, the CPU  106  determines whether or not to provide the jackpot award randomly, and in a case where the predetermined combination of symbols is formed, etc., a jackpot award may be provided when the predetermined condition is satisfied. 
         [0129]    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 the present invention may be applied to a mechanical slot machine, for example. 
         [0130]    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 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, for example. 
         [0131]    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 Category: 3