`
`(19) United States
`(12) Patent Application Publication (10) Pub. No.: Us 2003/0181240 A1
`(43) Pub. Date: Sep. 25, 2003
`
`Nagao
`
`(54) METHOD OF CONTROLLING GAMING
`MACHINE, GAMING MACHINE, AND
`GAMING MACHINE CONTROL PROGRAM
`
`(52) U.S. Cl.
`
`.............................................................. .. 463/20
`
`(75)
`
`inventor: Toru Nagao, Tokyo (JP)
`
`Correspondence Address:
`SUGHRUE MION, I’LLC
`2100 PENNSYLVANIA AVENUE, N.W.
`WASHINGTON, l)C 20037 (US)
`
`(73) Assignce: KONAMI CORPORATION
`
`(21) Appl. No.:
`
`10/392,860
`
`(22)
`
`Filed:
`
`Mar. 21, 2003
`
`(30)
`
`Foreign Application Priority Data
`
`Mar. 22, 2002 (JP) .............. .. P2002-081416
`Sep. 10, 2002
`(JP) ............................. .. P2002-264400
`Publication Classification
`
`(51)
`
`Int. Cl.’ ................................................... .. G061? 19/00
`
`(57)
`
`ABSTRACT
`
`A method for controlling a gaming machine of the invention
`includes a tirst step of successively displaying a plurality of
`symbols Whose sequential relationship has been determined
`beforehand on symbol display sections, across one of which
`a winning line is provided; a second step of sequentially
`stopping the variable display operations at certain timings,
`manually or automatically; and a third step of alternately
`selecting a symbol from the group comprising the symbols
`stationarily displayed in the second step and a group of
`symbols satisfying a predetermined condition, the selected
`symbol to be stationarily displayed next on any of symbol
`display sections located on a specific winning line by means
`of sequential stoppage, so as to follow any of the symbols
`stationarily displayed in the second step. Processing pertain-
`ing to the iirst
`through third steps is repeated until the
`specific symbols are stationarily displayed on all the symbol
`display sections.
`
`VARIABLE
`SYMBOL
`
`VARIABLE
`SYMBOL
`
`VARIABLE
`
`High5 Exhibit 1003, Page 1 of 21
`
`
`
`Patent Application Publication
`
`Sep. 25, 2003 Sheet 1 of 8
`
`US 2003/0181240 A1
`
`FIG. 1
`
`High5 Exhibit 1003, Page 2 of 21
`
`
`
`Patent Application Publication
`
`Sep. 25, 2003 Sheet 2 of 8
`
`US 2003/0181240 A1
`
`A,/
`'
`___________________________________ _._.c_.__._._...._._,
`35
`1'/_
`
`CLOCK
`GENERATION
`
`~- 36
`
`OUTPUT
`
`PORT
`SYMBOL DISPLAY
`
`SECTION
`CONTROL
`
`H 37
`
`RANDOM NUMBER
`
`34—~
`
`GENERATION
`CIRCUIT
`
`-
`
`. 45“
`
`TI=IANsMIssIo}T
`
`IMING CONTROL
`
`CIRCUIT
`
`'4°
`
`
`
`DATA
`
`TRANSMISSION -
`
`CIRCUIT
`
`
`4e
`
`53
`-
`4
`CLOCK
`LIQUID-CRYSTAL
`49* GENERATION
`CIRCUIT
`DISPLAY
`
`SECTION
`
`
`
`I I I I I I I I I|
`
`I I I I I I I I I
`
`-
`
`
`
`
`
`-._
`
`H
`
`55««‘ SOUND ROM i
`
`_r"'T_..-
`
`SOUND
`ADJUSTMENT
`
`l ..................................... ___.i
`
`
`
`CIRCUIT
`
`AMPCL|'FF"é3L’,°;¥'°N
`
`High5 Exhibit 1003, Page 3 of 21
`
`
`
`Patent Application Publication
`
`Sep. 25, 2003 Sheet 3 of 8
`
`US 2003/0181240 A1
`
`FIG. 3
`
`VARIABLE
`SYMBOL
`
`VARIABLE
`SYMBOL
`
`VARIABLE
`
`SYMBOL
`
`High5 Exhibit 1003, Page 4 of 21
`
`
`
`Patent Application Publication
`
`Sep. 25, 2003 Sheet 4 of 8
`
`US 2003/0181240 A1
`
`FIG. 4
`
`START OF ONE GAME
`
`
`
`S3
`
`
`
`SET LBTTERY TABLE
`CORRESPONDING TO MODE OF GAME
`
`
`
`
`INTERNAL LOTTERY
`
`
`
`(D0-:
`
`SET WIN FLAG
`
`S6
`
`
`
`
`PROVIDE REPORT FRESENTATION
`
`
`
`SELECT GROUP OF REEL
`STOPPAGE DATA SETS
`
`
`
`START SIPINNING OF HEELS
`
`
`
`
` WIN HAS BEEN ACHIEVED?
`
`--‘PERFORM WINNING
`OPERATION
`
`
`LIFT INHIBITION OF
`BETTING OPERATION
`
`S12
`
`‘ 5“
`
`
`END OF ONE GAME
`
`High5 Exhibit 1003, Page 5 of 21
`
`
`
`Patent Application Publication
`
`Sep. 25, 2003 Sheet 5 of 8
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`US 2003/0181240 A1
`
`FIG. 5
`
`A
`
`C
`
`———
`
`High5 Exhibit 1003, Page 6 of 21
`
`
`
`Patent Application Publication
`
`Sep. 25, 2003 Sheet 6 of 8
`
`US 2003/0181240 A1
`
`FIG. 6
`
`T1 ,_
`
`SELECT SYMBOLS TO BE
`STOPPED ON FIRST REEL
`
`T2
`SYMBOL ON
`
`
`ACTIVE LINE OF FIRST REEL IS
`
`VARIABLE SYMBOL?
`
`YES
`
`NO
`
`
`I ENDOF DETERMINATION )
`
`T3
`
`SELECT ONE FROM NUMERALS
`RANGING FROM 0 TO 9
`
`T4
`
`STORE SELECTED NUMERAL AS n1
`
`T5 _
`
`SELECT SYMBOLS TO BE
`STOPPED ON SECOND REEL
`
`NO
`
`
`
`
`
`SYMBOLS ON
`ACTIVE LINE OF SECOND REEL ARE
`VARIABLE SYMBOLS?
`
`
`
`
`YES
`
`I ENDOF DETERMINATION J
`
`T7
`
`SELECT ONE FROM n1 TO 9
`
`T8
`
`STORE SELECTED NUMERAL AS n2
`
`High5 Exhibit 1003, Page 7 of 21
`
`
`
`Patent Application Publication
`
`Sep. 25, 2003 Sheet 7 of 8
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`US 2003/0181240 A1
`
`FIG. 7
`
`T
`SELECT ‘SYMBOLS TO BE
`
`STOPPED on THIRD REEL
`
`T9
`
`T10
`
`
`SYMBOL ON
`
`
`ACTIVE LINE OF THIRD REEL IS
`
`VARIABLE SYMBOL?
`
`YES
`
`T11 ~ SELECT ONE FROM n2 T0 9
`
`NO
`
`( END OF DETERMINATION )
`
`T12
`
`STORE SELECTED NUMERAL AS n3
`
`T13\.
`
`
`
`
`THERE IS
`
`COINCIDENCE BETWEEN
`VALUE OF n1, THAT OF n2 AND
`THAT OF n3?
`
`YES
`
`
`
`NO
`
`END OF DETERMINATION
`
`T14
`
`DETERMINE ACHIEVEMENT OF WIN
`
`High5 Exhibit 1003, Page 8 of 21
`
`
`
`Patent Application Publication
`
`Sep. 25,2003 Sheet 8 of 8
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`US 2003/0181240 A1
`
`FIG. 8A
`
`FIRST REEL
`
`SECOND REEL
`
`THIRD REEL
`
`4 —
`
`FIG. 8B
`
`FIRST REEL
`
`SECOND REEL
`
`THIRD REEL
`
`High5 Exhibit 1003, Page 9 of 21
`
`
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`US 2003/0181240 A1
`
`Sep. 25, 2003
`
`METHOD OF CONTROLLING GAMING
`MACHINE, GAMING MACHINE, AND GAMING
`MACHINE CONTROL PROGRAM
`
`BACKGROUND OF THE INVENTION
`
`[0001] The invention relates to a game which effects
`matching of symbols, and more particularly, to a method of
`controlling a gaming machine, a gaming machine, and a
`program for controlling a gaming machine, which enable
`enhancement of player’s expectation at
`the time of deter-
`mination of a win or failure.
`
`[0002] Gaming machines which enable matching of sym-
`bols have hitherto been known. For instance, Registered
`Utility Model No. 3063137 describes a gaming machine
`which successively displays a plurality of types of symbols
`including the concept of sequence. When symbols are
`aligned in a predetermined sequence, a win is achieved. In
`this gaming machine, a plurality of types of symbols are
`displayed on a plurality of display areas (e.g., a plurality of
`reels) while being changed. Next, such changes in the
`symbols are stopped. At this time, when a plurality of types
`of symbols including the concept of sequence are aligned in
`a predetermined sequence, a player achieves a win.
`In
`contrast, ifthe symbols have failed to be aligned, the player
`loses. As a result of use of symbols including the concept of
`sequence, the arrangement of symbols is given a meaning.
`[0003] However, in the case of this gaming machine, the
`sequence (arrangement) of symbols acts as a mere condition
`for achieving a win and does not determine the relationship
`between symbols appearing on respective display areas
`(e.g.. reels). Enhancement of the player’s expectation and
`arousing the player’s passion for gambling are key factors in
`the field of a game in which matching of symbols is
`performed. A mere change in conditions for achieving a \vin
`is not considered to easily enhance the player’s expectation
`and passion for gambling.
`SUMMARY OF THE INVENTION
`
`[0004] The invention aims at providing a method of con-
`trolling a gaming machine, a gaming machine, and a pro-
`gram for controlling a gaming machine, which enable stir-
`ring up of a player‘s expectation and passion for gambling,
`by means of imparting, to symbols which have been stopped
`immediately beforehand, the function of suggesting candi-
`date symbols which are to be stationarily stopped next time.
`[0005]
`In order to solve the aforesaid object, the invention
`is characterized by having the following arrangement.
`[0006]
`(1) A method of controlling a gaming machine
`comprising:
`[0007]
`a first step of variably displaying a plurality of
`symbols, whose sequential relationship is previously
`determined, on a symbol displaying regions across a
`winning line is provided;
`
`a second step of stopping the variable display
`[0008]
`operation at predetermined timings manually or
`automatically; and
`[0009]
`a third step of, subsequently to stopping and
`displaying a symbol of the symbols on a symbol
`displaying region of the symbol displaying regions
`located on a specific winning line, stopping and
`
`displaying a following symbol which satisfies a
`predetermined condition in terms of the sequential
`relationship with the preceding symbol on a symbol
`displaying region which is located on the specific
`winning line other than the preceding symbol dis-
`playing region, manually or automatically,
`
`[0010] wherein the third step is repeated until the
`symbols are stopped and displayed on all the symbol
`displaying regions.
`
`(2) The method according to (1), wherein the
`[0011]
`predetennined condition is that the sequential rank of
`the following symbol is higher or lower in rank than
`that of the preceding symbol.
`
`(3) The method according to (1), wherein in the
`[0012]
`third step, the sequential rank of the first symbol which
`is already stopped is detected, and the second symbol
`to be stopped next
`is selected from the group of
`symbols higher or lower in rank than the detected
`sequential rank, or equal to the same, by lottery.
`
`(4) A method of controlling a gaming machine,
`[0013]
`in which numerals from 0 to “m" (“m" is a natural
`number) are displayed on the first to Nth columns (N is
`a natural number higher than 1) and any symbol is
`selected for each of the respective columns by lottery,
`and in which a win or failure is detcnnined by the
`selected numerals or a combination thereof on a pre-
`determined winning line crossing the respective col-
`umns, the method comprising Ihe steps of:
`
`[0014] when one of numerals to be located on the
`winning line at n+1th column (n is a natural number,
`n+1 §N) is selected by lottery, selecting any numeral
`by lottery from a range from a numeral determined
`on the nth column (here “n" is a natural number;
`n§N) to m, or a range from one to the numeral
`determined on the nth columt1(where “n” is a natural
`number; n§N); and
`
`determining a win when identical numerals
`[0015]
`have been selected for all the columns or when a
`specific combination is established by the selected
`numerals.
`
`(5) The method according to (4), wherein an
`[0016]
`amount of gaming value to be paid for a player is
`determined based on a probability of the winning.
`
`(6) A method of controlling a gaming machine,
`[0017]
`comprising:
`
`a first step of successively displaying a plu-
`[0018]
`rality of symbols, including variable symbols whose
`relationship varies within a predetermined sequence
`range,
`in symbol display regions, across which a
`winning line is provided;
`
`a second step of sequentially stopping the
`[0019]
`successively displaying operations at certain tim-
`ings, manually or automatically;
`
`a third step of detemiining the rank of the
`[0020]
`variable symbol from the sequence range when any
`one of the variable symbols is stopped and displayed
`on any of the symbol display regions located on a
`specific winning line; and
`
`High5 Exhibit 1003, Page 10 of 21
`
`
`
`US 2003/0181240 A1
`
`Sep. 25, 2003
`
`a fourth step of, subsequently to the third step,
`[0021]
`determining any rank from the rank range satisfying
`a predetermined condition with respect
`to the
`sequential rank ofvariable symbols that have already
`been detennined through the third processing when
`the variable symbol
`is stopped and displayed on
`another symbol display region which is located on
`the specific winning line other than the tirst symbol
`displaying region,
`
`fourth steps are
`[0022] wherein the second to
`repeated until the symbols are stopped and displayed
`on all the symbol displaying regions.
`
`(7) The method according to (6), wherein the
`[0023]
`predetermined condition is that the sequential rank of a
`variable symbol stationarily displayed through the
`fourth step is higher or lower in rank than that of the
`variable symbol determined in the third step.
`
`(8) The method according to (6), wherein, in the
`[0024]
`fourth step, the sequential rank of the variable symbol
`determined in the third step is detected, and the sequen-
`tial rank of a variable symbol which comes to a
`standstill after the third step is determined within the
`range higher or lower than the thus-detected rank, or
`equal to the same, by lottery.
`
`(9) The method according to (6), wherein an
`[0025]
`amount of gaming value to be paid for a player is
`determined based on a probability of the winning.
`
`(10) A method for controlling a gaming machine
`[0026]
`which displays a plurality uI'syml1ol.s, including vari-
`able symbols whose numerical values vary within the
`range from 0 to “m” (“m" is a natural number), on lirst
`through Nth columns (N is a natural number higher
`than 1); selects any one symbol
`for the respective
`columns by lottery; further selects a numeral from the
`range by lottery when the variable symbol has been
`selected by lottery; and determines a win or failure in
`accordance with the determined numerals or a combi-
`nation thereof, the method comprising the step to:
`
`detecting a numeral of the variable symbol in
`[0027]
`the column for which lottery is performed imt11ecli-
`ately beforehand when the variable symbol
`is
`selected for any one of the columns by lottery;
`
`determining a numeral of the variable symbol
`[0028]
`in the column from a range from the detected
`numeral to "m” or the range from 1 to the detected
`numeral; and
`
`determining achievement of a \vin when vari-
`[0029]
`able symbols having identical numerals is selected
`on all the columns or when the symbols have con-
`stituted a predetermined combination.
`
`(11) The method according to (10), wherein an
`[0030]
`amount of gaming value to be paid for a player is
`determined based on a probability of the winning.
`
`(12) A gaming machine comprising:
`[0031]
`a display section for successively displaying a
`[0032]
`plurality of symbols whose sequential relationship is
`determined beforehand on symbol display sections,
`across which a winning line is provided;
`
`a stop unit for sequentially stopping the vari-
`[0033]
`able display operations at certain timings, manually
`or automatically; and
`
`a control section for, subsequently to stopping
`[0034]
`and displaying a symbol on any of the symbol
`displaying regions located on a specific winning line
`by the stop unit, alternately selecting a symbol from
`the group comprising the symbol having been
`stopped by the stop unit and a group of symbols
`satisfying a predetermined condition in terms of the
`sequential relationship, the symbol to be stationarily
`displayed next on another symbol display region
`located on the specific winning line,
`
`[0035] wherein processing of stopping the variable
`display and selecting the symbol is repeated until the
`symbols are stationarily displayed on all the symbol
`display regions.
`
`(13) The gaming machine according to (12),
`[0036]
`wherein the predetermined condition is that the sequen-
`tial
`rank of the symbol having been stopped and
`displayed is higher or lower in rank than that of the
`symbol which has been stopped already.
`[0037]
`(14) The gaming machine according to (12),
`wherein the control section detects the sequential rank
`of the symbol
`that has already been stopped and
`displayed by the stop unit, and a symbol to be stopped
`next is selected from the group of symbols higher or
`lower in rank than the detected sequential rank, or equal
`to the same, by lottery.
`
`(15) A gaming machine comprising:
`[0038]
`display sections for displaying numerals from
`[0039]
`0 to "m" ("m” is a natural number) on first to Nth
`columns (N is a natural number higher than 1);
`
`a lottery device for selecting any symbols for
`[0040]
`the respective columns by means of lottery; and
`[0041]
`a control section for determining a win or
`failure in accordance with the selected numerals or a
`combination thereof on a specific winning line cross-
`ing the respectivc columns, wherein
`
`the lottery device selects any numeral to be
`[0042]
`located on the specilie winning line by lottery
`from a range from a numeral determined on the
`nth column (here “n” is a natural number; n§N) or
`a range from one to the numeral determined on the
`nth column (where “n” is a natural number; n§N)
`when any one is selected from the n+1th column
`(“n” is a natural number; n+1 §N) by lottery; and
`[0043]
`the control section determines a win when
`identical numerals have been selected for all
`the
`columns on the specific winning line or when a
`specific combination is established by the numerals
`selected for the respective column.
`
`(16) A gaming machine, comprising:
`[0044]
`display sections for successively displaying a
`[0045]
`plurality of symbols,
`including variable symbols
`whose relationship varies within a predetermined
`sequence range, a wining line being provided across
`the display sections;
`
`High5 Exhibit 1003, Page 11 of 21
`
`
`
`US 2003/0181240 A1
`
`Sep. 25, 2003
`
`a stop unit for sequentially stopping the suc-
`[0046]
`cessively displaying operations at cenain timings,
`manually or automatically; and
`
`a control section for determining the sequen-
`[0047]
`tial rank of the variable symbols from the sequence
`range when any one of the variable symbols are
`stationarily displayed in any of the symbol display
`sections located on a specific winning line when any
`of the variable symbols is stopped and displayed on
`any of the symbol display regions located on a
`specific winning line by the stop unit, and selecting
`the sequential ranks of variable symbols that have
`already been determined through the third process-
`ing and the rank range satisfying a predetermined
`condition from the sequence range when the variable
`symbol is stationarily displayed in another symbol
`display area sharing a winning line identical with the
`specific winning line,
`
`[0048] wherein processing of stopping variable dis-
`play and determining the sequential ranks is repeated
`until the symbol is stopped and displayed in all the
`symbol display sections.
`
`(17) The gaming machine according to (16),
`[0049]
`wherein the predetermined condition is that the rank of
`a variable symbol to be stationarily displayed is higher
`in rank than or equal to the determined variable symbol
`or lower in rank than or equal to the same.
`
`(18) The gaming machine according to (15),
`[0050]
`wherein the control section detects the sequential rank
`of the variable symbol determined already, and deter-
`mines the sequential rank of a variable symbol wlticlt
`comes to a standstill after the variable symbol whose
`sequential rank is already determined is determined
`within the range higher or lower than the thus-detected
`sequential rank, including the same, by lottery.
`[0051]
`(19) A gaming machine comprising:
`[0052]
`a display section for displaying a plurality of
`symbols, including variable symbols whose numeri-
`cal values vary within the range from 0 to "m" ("m"
`is a natural number), on first through Nth columns (N
`is a natural number higher than 1);
`
`a lottery device for selecting any one symbol
`[0053]
`for each the respective columns by lottery and fur-
`ther selecting a numeral from the range by lottery
`when the variable symbol has been selected by
`lottery; and
`
`a control section for determining a win or
`[0054]
`failure in accordance with the determined numerals
`or a combination thereof,
`
`[0055] wherein the lottery device detects a numeral
`of the variable symbol
`in the column for which
`lottery has been performed immediately before the
`variable symbol has been selected for any one of the
`columns by lottery and determines a numeral of the
`variable symbol in the column from a range from the
`detected numeral to “m” or the range from 1 to the
`detected numeral, and
`
`identical numerals are selected on all the columns
`crossing a specific winning line or when value of the
`variable symbols selected for respective columns
`constitutes a predetermined combination.
`
`(20) The ganiing machine according to (19),
`[0057]
`wherein an amount of gaming value to be paid for a
`player is determined based on a probability of the
`Winning.
`
`(21) A gaming machine comprising:
`[0058]
`a display section for successively displaying a
`[0059]
`plurality of symbols whose sequential relationship is
`determined beforehand on symbol display sections,
`across which a winning line is provided;
`
`a stop unit for sequentially stopping the vari-
`[0060]
`able display operations at certain timings, manually
`or automatically; and
`
`a control section for, subsequently to stopping
`[0061]
`and displaying a symbol on any of the symbol
`displaying regions located on a specific winning line
`by the stop unit, alternately selecting a symbol from
`the group comprising the symbol having been
`stopped by the stop unit and a group of symbols
`satisI'yiug a predetermined contlillon in terms of the
`sequential relaliuttship. the symlml to be stationarily
`displayed next on another symbol display region
`located on the specific winning line.
`
`[0062] wherein processing of alternately selecting the
`symbol to be displayed on the symbol display region
`is repeated until
`the symbols are stopped and dis-
`played on all the symbol display regions.
`
`[0063]
`
`(22) A gaming machine comprising:
`
`display sections for successively displaying a
`[0064]
`plurality of symbols,
`including variable symbols
`whose relationship varies within a predetermined
`sequence range, a wining line being provided across
`the display sections;
`
`a stop unit for sequentially stopping the suc-
`[0065]
`cessively displaying operations at certain timings,
`manually or automatically; and
`
`a control section for alternatively selecting a
`[0066]
`sequential rank of a-variable symbol to be stopped at
`any one of the symbol display region located on a
`specific winning line, and alternatively selecting the
`sequential rank of a variable symbol to be stopped at
`another symbol display regiun sharing the specific
`winning line from the group comprising the sequen-
`tiztl rank of the variable symbol to be stopped and the
`sequence range satisfying a precletenuined condition
`in tenns of the sequential relationship,
`
`[0067] wherein processing of alternatively selecting
`symbol is repeated until the symbol is stopped and
`displayed in all the symbol display sections.
`
`(23) A computer readable recording medium for
`[0068]
`causing a gaming machine including a computer to
`execute:
`
`determines
`section
`control
`the
`[0056] wherein
`achievement of a win when variable symbols having
`
`first processing for variably displaying a plu-
`[0069]
`rality of symbols, whose sequential relationship is
`
`High5 Exhibit 1003, Page 12 of 21
`
`
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`US 2003/0181240 A1
`
`Sep. 25, 2003
`
`previously determined, on a symbol displaying
`regions across which a winning line is provided;
`
`second processing for stopping the variable
`[0070]
`display operation at predetermined timings manually
`or automatically; and
`
`third processing for, subsequently to stopping
`[0071]
`and displaying a symbol of the symbols on a symbol
`displaying region of the symbol displaying regions
`located on a specific winning line, stopping and
`displaying a
`following symbol which satislles a
`predetermined condition in terms of the sequential
`relationship with the preceding symbol on a symbol
`displaying region which is located on the specific
`winning line other than the preceding symbol dis-
`playing region, mantially or automatically,
`
`[0072] wherein the third processing is repeated until
`the symbols are stopped and displayed on all
`the
`symbol displaying regions.
`
`BRIEF DES(7RII”l"ION OF DRAWINGS
`
`[0073] FIG. 1 is a perspective View showing a gaming
`machine according to an embodiment of the invention;
`[0074] FIG. 2 is a diagram showing an electrical configu-
`ration of the gaming machine;
`[0075] FIG. 3 is a diagram showing the layout of respec-
`tive symbol display sections;
`[0076] FIG. 4 is a main flow of a control program of the
`gaming machine;
`[0077] FIG. 5 is a diagram showing pay lines;
`[0078] FIG. 6 is a llowchart showing a processing opera-
`tion for stopping spinning reels;
`[0079] FIG. 7 is a flowchart showing a processing opera-
`tion for stopping spinning reels; and
`[0080] FIGS. 8A and 8B are diagrams showing display
`statuses of respective symbol display sections.
`DETAILED DESCRIPTION OF PREFERRED
`EMBODIMENTS
`
`[0081] Gaming machines according to embodiments of
`the invention will be described hereinbelow. The invention
`can be applied to any machine which enables sequential
`stoppage of symbols of respective columns (i.e., a machine
`which eflects a game), by means of successively displaying
`a plurality of rows of symbols. Mechanical reels may be
`used for sections which successively display symbols, or
`there may be employed a video reel which successively
`displays symbols as images on a liquid—crystal screen or the
`like. Further,
`the invention can be applied to a gaming
`machine which automatically and sequentially stops reels
`regardless of the player’s intention, in the manner of a
`pachinko machine, as well as to a gaming machine which
`enables a player to actuate stop buttons at his/her own will,
`thereby determining stop timings of respective reels and a
`sequence in which the reels are to be stopped. Moreover, the
`embodiments describe the invention while medals are taken
`as an example of gaming value medium, However, this does
`not mean that the gaming value medium of the invention
`should be limited to the embodiments. Any medium capable
`
`of afiording a gaming value, such as pachinko balls, corre-
`sponds to the gaming value medium.
`First Embodiment
`[0032]
`
`[0083] As shown in FIG. 1, a gaming machine 1 is
`constituted by a housing 2; and a front panel 3 which is
`removably attached to the front of the housing 2. Symbol
`display sections 7 through 9 are provided on the back of the
`front panel 3. The symbol display sections 7 through 9 are
`constituted by a liquid—crystal panel or a CRT (cathode
`ray—tube) and display symbols
`in three columns,
`for
`example. The embodiment adopts a video reel method.
`Various symbols can be displayed on the respective symbol
`display sections 7 to 9 by means of uxcctrtiutt of a prugruttt.
`l’rot.'ided on the front panel of the lttmsittg 2 are a ntctlttl
`insert slot 10; and a medal return button 10:: to be used for
`returning medals when inserted medals have become
`clogged. A start
`lever 11 is to be actuated for starting
`rotational display of the respective symbol display sections
`7 to 9.
`
`[0084] A game to be played on this gaming machine 1 is
`started when the player specifies one or more active winning
`lines (i.e., pay line(s)) by means of betting operation. Here,
`a plurality of active lines, such as a center horizontal line, an
`upper horizontal line, a lower horizontal line, and oblique
`lines, can be set as active lines. As will be described later, the
`betting operation can be performed by insertion of medals
`into the medal inset slot 10 or by betting medals performed
`by a reserved medal in.scrt button 21. Further, the betting
`operation can be performed by combined usage of these
`betting operations.
`
`[0085] When one or more active lines are specified by a
`player’s betting operation and the start lever 11 is actuated,
`the symbol display sections 7 to 9 successively display
`symbols. After lapse of a predetermined period ol' time, the
`symbol display sections 7 to 9 sequentially stop the display
`changing operations. A sequence in which the symbol dis-
`play sections are to be stopped is, for example, in order of
`symbol display sections 7, 8, and 9. When a predetermined
`combination of symbols is displayed along any one of the
`active winning lines at the time of stoppage of the symbol
`display sections 7 to 9, a win corresponding to the combi-
`nation of symbols is achieved.
`
`[0086] A medal payout port 15 and a medal receiver 16 are
`provided at lower positions on the front panel 3. A game
`presentation indicator 17 which operates for providing game
`presentation is provided at an upper position on the front
`panel 3. The game presentation indicator 17 is constituted of,
`e.g., LCDs (Liquid Crystal Device) or various lamps. '1 he
`embodiment shows an example adopting an LCD. Abonus
`game indicator 18 is provided at an elevated position on the
`front panel 3. The bonus game indicator 18 is constituted of
`LEDs and shows occurrence or achievement of a bonus win
`for affording high gaming value to the player, game presen-
`tation, occurrence of an error, and occurrence of a play—end
`state. Speakers 19 generate a voice guide, music, or sound
`effects. Incidentally, when a bonus win has been achieved, a
`game proceeds in a manner advantageous to the player; for
`example, such that a winning percentage assumes a value of
`one-third.
`
`[0087] A plurality of lamps 20 provided on the front panel
`3 provide a display pertaining to a game, such as a display
`
`High5 Exhibit 1003, Page 13 of 21
`
`
`
`US 2003/0181240 A1
`
`Sep. 25, 2003
`
`of active lines (pay lines) which have been rendered active
`in accordance with the number of inserted medals or a
`display of a win, by means of illumination, extinction, or
`blinking. The reserved medal insert button 21 is for using
`only a predetermined number of medals reserved in an
`unillustrated medal reservoir. A reserved medal insert button
`22 is for using a maximum specified number of medals
`reserved in an unillustrated medal reservoir. A reserved
`medal count indication section 23 displays the number of
`medals reserved in an unillustrated medal reservoir. A win
`count display section 24 displays the number of wins
`achieved at the time of achievement of wins or the number
`of remaining achievable wins at the time of occurrence of a
`bonus win. A medal-to-be-paid count display section 25
`displays the number of medals paid. The reserved medal
`count display section 23, the win count display section 24,
`and the medal-to-be-paid count display section 25 are con-
`stituted of, e.g., LEDs. A settlement button 26 performs
`settlement of reserved medals. A lock device 27 unlocks a
`door when turned in an unlocking direction‘ A label 28
`describes the model of the slot machine 1 and the name of
`a manufacturer.
`
`[0088] FIG. 2 is a diagram showing an electrical configu-
`ration of a gaming machine of the embodiment. As shown in
`FIG. 2, the gaming machine 1 is electrically constituted by
`a main board A and 2: sub-board 13. In the main board A, a
`CPU 30 includes ROM 31 and RAM 32 and performs a
`control operation in accordance with a preset program. The
`ROM 31 stores a prize group lottery table for preliminary
`determining (internal lottery) a group of prizes, and a control
`program for controlling the operation of the gaming machine
`1. The CPU 30, the ROM 31, and the RAM 32 constitute a
`stop unit and a control section.
`
`[0089] The CPU 30 is connected to a clock generation
`circuit 33 for producing a reference clock pulse and to a
`random number generation circuit 34 for generating a pre-
`determined random number. The CPU 30 and the random
`number generation circuit 34 constitute a random lottery
`device a control signal
`transmitted from the CPU 30 is
`output through an output port 35, to a medal payout device
`36 for paying medals, and to a symbol display section
`control circuit 37 for controlling the symbol display sections
`7 to 9. The symbol display sections 7 to 9 and the symbol
`display section control circuit 37 constitute a display section
`sewing as a symbol display region. The CPU 30 and the
`medal payout device constitute a payout device.
`
`[0090] Asignal output from a medal determination device
`38 for identifying whether or not a medal is appropriate, a
`signal output from a medal counter 40 for counting the
`number of medals paid, and a signal output from a start lever
`41 for starting spinning of the reels are input to the CPU 30
`through an input port 43. Asignal output from the CPU 30
`is output to the sub-board B through a data transmission
`circuit 46 under control of a transmission timing control
`circuit 45, which controls a timing at which a signal is to be
`transmitted to the sub-board B.
`
`In the sub-board B, a signal output from the data
`[0091]
`transmission circuit 46 is input to a data input circuit 47. The
`signal input to the data input circuit 47 is processed by a
`CPU 48. The CPU 48 is connected to a clock generation
`circuit 49, which produces a reference clock pulse, and to
`ROM 50 and RAM 51 having various programs and image
`
`data recorded thereon. Data pcnaining to images are output
`from the CPU 48 to a liquid-crystal indicator 53 by \vay of
`a display circuit 52, which performs an image processing
`operation. The liquid-crystal indicator 53 displays charac-
`ters, static images, motion pictures, or the like. Data per-
`taining to voice are output to an amplification circuit 56 from
`the CPU 48 by way of a sound [SI 54, which performs
`sound processing. The sound LS1 54 processes sound data
`by extraction of required sound data from st:-und ROM 55.
`The sound data are subjected to ]ll’(ICR:!-'»Slfig. such as ampli-
`fication, in the amplification circuit 56 and are output to a
`speaker 58 by way of a sound adjustment circuit 57.
`[0092] With reference to FIG. 3, symbols appearing on the
`symbol display sections 7 to 9 will he described. As shown
`in FIG. 3, well of the symbol r.li.-play sections 7 to 9 can
`display a variable symbol; e.g., a variable symbol of numer-
`als 0 to 9, and other symbols (e.g.. "'?.”