Gaming machine, game providing method, and program
The integration of bingo and slot game elements in a gaming machine through dynamic symbol display and bonus calculation enhances player engagement and excitement, addressing the lack of novelty in existing gaming machines.
Patent Information
- Application Number
- JP2024117019
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-22
- Publication Date
- 2026-02-03
AI Technical Summary
Existing gaming machines lack novelty and excitement as the slot and bingo games are played independently, failing to attract player interest and provide sufficient stimulation.
A gaming machine that integrates elements of bingo and slot games by randomly displaying predetermined symbols in a matrix, allowing for dynamic game states, including the possibility of re-bingo and cancellation of winning lines, with bonus amounts awarded based on filled pay lines and symbol combinations.
The integrated game provides increased player engagement through novel rules and excitement, offering multiple opportunities for winning and preventing game termination due to full cell filling, thereby enhancing player experience.
Smart Images

Figure 2026016029000001_ABST
Abstract
Description
[Technical Field]
[0001] The present disclosure relates to a gaming machine, a game providing method, and a program. [Background technology]
[0002] Patent Document 1 discloses a gaming machine that offers slot games and bingo games. This gaming machine provides a bingo card with numbers arranged in a matrix, draws numbers based on the results of symbols stopping in the slot game, and awards a bingo game bonus if the drawn numbers line up in a row on the bingo card. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] U.S. Patent No. 6,840,858 Summary of the Invention [Problem to be solved by the invention]
[0004] In the gaming machine described in Patent Document 1, the slot game and the bingo game are linked, but the rules of the slot game and the basic rules of the bingo game remain unchanged. As a result, the slot game and the bingo game are essentially provided as independent games, which lack the novelty necessary to attract players' interest and do not provide sufficient new stimulation and excitement to satisfy players. The present disclosure combines elements of a bingo game and elements of a slot game to provide a game that is novel and attracts players' interest, and provides sufficient new stimulation and excitement to players. [Means for solving the problem]
[0005] A gaming machine according to one aspect of the present disclosure comprises a display unit having a display area for displaying symbols in each of cells arranged in a matrix, the display area being provided with a pay line consisting of a plurality of cells, the symbols including predetermined symbols each awarded with a predetermined bonus amount, and a control unit connected to the display unit, the control unit performing an action to randomly cause symbols to appear in empty cells of the display area, retaining the predetermined symbols displayed in the cells after the action has been performed, and setting cells in which the predetermined symbols were not displayed as empty cells to perform the above-mentioned action again, and if all of the cells constituting the pay line are filled with the predetermined symbols after the action has been performed, generating a new predetermined symbol based on the total amount of bonus amounts awarded to the predetermined symbols displayed on the pay line, retaining the new predetermined symbol in one of the cells constituting the pay line, and setting the remaining cells constituting the pay line as empty cells, and repeating the action until a termination condition is met, after which the total amount of bonus amounts awarded to the predetermined symbols displayed in the display area is awarded to the player.
[0006] In this gaming machine, an action is executed in which symbols, including a predetermined symbol, randomly appear in empty cells in the display area. After the action is executed, the displayed predetermined symbol is retained in that cell, and cells without the displayed predetermined symbol become empty, and the above-described action is executed again. A bonus amount is awarded to the predetermined symbol, and the total bonus amount awarded to the displayed predetermined symbols is awarded to the player after the game ends. When all cells constituting a winning line are filled with predetermined symbols, the situation is the same as winning (bingo) in a bingo game. In this situation, a new predetermined symbol is generated based on the total bonus amount awarded to the predetermined symbols displayed on the winning line. The new predetermined symbol is retained in one of the cells constituting the winning line, and the remaining cells constituting the winning line become empty. In this way, the predetermined symbols that filled the winning line are represented by one predetermined symbol, and the remaining cells are returned to empty cells. As a result, the above-described action is executed again for more empty cells. In this gaming machine, the greater the number of empty cells, the higher the possibility of a predetermined symbol being displayed. Therefore, after securing the bonus amount acquired by achieving the bingo state, the number of empty cells can be increased, providing a game state in which the possibility of winning a bonus is increased. Furthermore, by returning the remaining cells to empty cells as described above, the game can be prevented from ending due to the cells in the display area being completely filled, potentially allowing for longer play. Furthermore, a line that has already achieved the bingo state may become a bingo state again, or a predetermined symbol may be removed from a line immediately before the bingo state (a reach state), thereby canceling the reach state. Thus, this gaming machine provides a new function of changing the game state upon achieving the bingo state and introduces new rules that may result in a re-bingo or the cancellation of the reach state, thereby providing a variety of game developments. Therefore, this gaming machine can provide a novel game that combines elements of a bingo game and a slot game, while providing new stimulation and excitement through new rules.
[0007] In one embodiment, the control unit may rotate the reels containing the symbols to cause the symbols to randomly appear in the cells. In this case, the gaming machine allows the player to visually check the process of the symbols appearing, allowing the player to play while predicting and anticipating in which cell a new predetermined symbol will appear, thereby increasing the player's immersion in the game.
[0008] In one embodiment, a reel including symbols may be provided for each cell, and may rotate and stop at each cell. In this case, since the reel rotates in units of cells, the gaming machine can clarify the process of the symbols appearing, making it easier for players to understand the game.
[0009] In one embodiment, the predetermined symbols include credit symbols displaying credit amounts, and when all of the cells constituting a pay line are filled with the predetermined symbols after the execution of an action, the control unit may add up the credit amounts displayed on the credit symbols located in the cells constituting the pay line to determine the bonus amount. When a win is achieved, the holding of the predetermined symbols other than the generated predetermined symbol is released, and the cells become vacant. The credit amounts of the credit symbols are added up to determine the bonus amount, and become the credit amount of the new credit symbol. Therefore, even if the holding of the credit symbol displayed in the vacant cell is released, the credit amount is carried over. This makes it possible to avoid a situation in which the winning amount is reduced due to the release of the holding of the credit symbol.
[0010] In one embodiment, the predetermined symbols include multiplier symbols with a multiplier applied thereto, and the control unit causes the multiplier symbols to appear and be held in the cells in a locked state in which the multiplier effect is not exerted, and when all of the cells constituting the winning line are filled with the predetermined symbols, the control unit unlocks the multiplier symbols held in the cells constituting the winning line, increases the credit amounts of all of the credit symbols held in the cells constituting the winning line by the multiplier corresponding to the unlocked multiplier symbols, and totals the increased credit amounts as a bonus amount. In this case, the gaming machine can provide excitement and thrills by adopting a new rule in which the multiplier effect is not exerted simply by being displayed, but is exerted only when a bingo state is achieved.
[0011] In one embodiment, the predetermined symbols include a ranked jackpot symbol, and the control unit causes the jackpot symbol to appear in a locked state in which the jackpot effect is not activated and holds it in a cell, and when all of the cells constituting the winning line are filled with the predetermined symbols, the control unit releases the locked state of the jackpot symbol, converts the rank of the unlocked jackpot symbol into a credit amount, and calculates the bonus amount by adding up the converted credit amount and the credit amounts of all the credit symbols held in the cells constituting the winning line. In this case, the gaming machine can provide excitement and thrills by adopting a new rule in which the jackpot effect is not activated simply by being displayed, but is activated when a bingo state is achieved.
[0012] In one embodiment, the control unit may decrease the remaining number of times for an action, which is set to an initial value, each time the action is executed, and reset the remaining number of times to the initial value when a new predetermined symbol appears as a result of the execution of the action, with the end condition for the action being that the remaining number of times is exhausted. Since the game does not end when a bingo state is achieved but when the remaining number of times for the action is exhausted, a player can expect to achieve the bingo state multiple times in a single game. Furthermore, since the remaining number of times is reset each time a predetermined symbol appears, the predetermined symbol can be given the function of resetting the remaining number of times in addition to its function as an element for achieving the bingo state. Furthermore, since releasing the holding of a predetermined symbol increases the likelihood that a new predetermined symbol will stop and the game will continue, achieving the bingo state can heighten the player's anticipation of the game continuing.
[0013] Another aspect of the present disclosure provides a game provision method for a gaming machine including a display unit having a display area displaying symbols in cells arranged in a matrix, the display area being provided with a pay line consisting of a plurality of cells, the symbols including predetermined symbols each conferring a predetermined bonus amount, and a control unit connected to the display unit, the control unit performing the following steps: executing an action to randomly place symbols in empty cells of the display area; retaining the predetermined symbols displayed in the cells after the action has been performed and setting cells that did not display the predetermined symbols as empty cells, and performing the above action again; if all cells constituting the pay line are filled with predetermined symbols after the action has been performed, generating a new predetermined symbol based on the total bonus amount awarded for the predetermined symbols displayed on the pay line, retaining the new predetermined symbol in one of the cells constituting the pay line, and setting the remaining cells constituting the pay line as empty cells; and repeating the action until a termination condition is met, and then awarding to a player the total bonus amount awarded for the predetermined symbols displayed in the display area. This game provision method achieves the same effects as the gaming machine described above.
[0014] Another aspect of the present disclosure provides a program for a gaming machine including a display unit having a display area displaying symbols in cells arranged in a matrix, the display area being provided with a pay line consisting of a plurality of cells, the symbols including predetermined symbols each conferring a predetermined bonus amount, and a control unit connected to the display unit, the program being executed by the control unit, and causing the control unit to implement the following functions: execute an action to randomly place symbols in empty cells in the display area; retain the predetermined symbols displayed in the cells after the action is executed, and set cells that did not display the predetermined symbols as empty cells, and execute the action again; if all cells comprising the pay line are filled with the predetermined symbols after the action is executed, generate a new predetermined symbol based on the total amount of bonus amounts awarded to the predetermined symbols displayed on the pay line, retain the new predetermined symbol in one of the cells comprising the pay line, and set the remaining cells comprising the pay line as empty cells; and repeat the actions until a termination condition is met, and then award to a player the total amount of bonus amounts awarded to the predetermined symbols displayed in the display area. This program achieves the same effects as the gaming machine described above. [Effects of the Invention]
[0015] According to the present disclosure, a gaming machine, a game providing method, and a program are provided that combine elements of a bingo game and elements of a slot game to provide a game that has a novelty that attracts the interest of players and provides players with sufficient new stimulation and excitement. [Brief explanation of the drawings]
[0016] [Figure 1] FIG. 1 is a perspective view illustrating an example of a gaming machine according to an embodiment. [Figure 2] FIG. 2 is a block diagram showing an example of the configuration of the gaming machine of FIG. [Figure 3]FIG. 3 is a schematic diagram of the display area of the gaming machine of FIG. [Figure 4] Fig. 4(A) is a diagram showing an example of a virtual reel set in a base game, and Fig. 4(B) is a diagram showing an example of a virtual reel strip in a feature game. [Figure 5] Figure 5(A) is a diagram showing an example of symbols in a normal game, and Figure 5(B) is a diagram showing an example of symbols in a feature game. [Figure 6] FIGS. 6A and 6B are diagrams showing one state of symbol arrangement in a normal game. [Figure 7] 7A and 7B are diagrams showing an example of a display screen in the start processing of a feature game. [Figure 8] (A) and (B) of FIG. 8 are diagrams showing one state of symbol arrangement in a feature game. [Figure 9] (A) and (B) of FIG. 9 are diagrams showing one state of symbol arrangement in a feature game. [Figure 10] (A) and (B) of FIG. 10 are diagrams showing one state of the symbol arrangement in the feature game. [Figure 11] FIGS. 11A and 11B are diagrams showing one state of the symbol arrangement in the feature game. [Figure 12] (A) to (D) of FIG. 12 are diagrams showing one state of symbol arrangement in a feature game. [Figure 13] (A) to (D) of FIG. 13 are diagrams showing one state of symbol arrangement in a feature game. [Figure 14] (A) to (D) of FIG. 14 are diagrams showing one state of symbol arrangement in a feature game. [Figure 15] (A) to (D) of FIG. 15 are diagrams showing one state of symbol arrangement in a feature game. [Figure 16]FIG. 16 is a directory structure diagram and a block diagram showing the programs and data stored in the memory of FIG. [Figure 17] FIG. 17 is a block diagram of a system related to a gaming machine. [Figure 18] FIG. 18 is a block diagram of the game application program of FIG. [Figure 19] FIG. 19 is a block diagram of the system application program of FIG. [Figure 20] 10 is a flowchart illustrating the operation of the gaming machine. [Figure 21] 10 is a flowchart illustrating the operation of the gaming machine. DETAILED DESCRIPTION OF THE INVENTION
[0017] Hereinafter, a gaming machine according to an embodiment will be described with reference to the accompanying drawings. In each drawing, the same or corresponding parts are denoted by the same reference numerals, and duplicated explanations will be omitted.
[0018] FIG. 1 is a perspective view showing an example of a gaming machine according to an embodiment. Here, a gaming machine is a device that accepts wagers, medals, tokens, or other items from a player, starts a game, and pays prizes, bonuses, and dividends to the player based on a randomly determined game result. Such gaming machines are designed and manufactured in accordance with local regulations, approved as equipment by an authorization authority, and installed in licensed facilities such as casinos. The gaming machine 10 shown in FIG. 1 accepts a predetermined game value from a player, generates a game result, and can provide a dividend to the player based on the game result and a pay table. The gaming machine 10 provides a video slot game, for example. The video slot game includes, for example, a base game, a free game, and a feature game. The base game, free game, and feature game are provided when a predetermined condition is met. In the base game, free game, and feature game, symbols displayed in the display area constitute a game result (e.g., a symbol combination), and a prize is determined.
[0019] 1, the gaming machine 10 includes a display 16 (an example of a display unit) and a cabinet 12. The cabinet 12 also houses a control unit 22 (see FIG. 2) that controls the components of the gaming machine 10.
[0020] The display 16 is a flat panel display device such as a liquid crystal display device or an organic EL display device. The display 16 provides a game screen to the player by being controlled via the control unit 22. Illumination 36 may be provided around the display 16 to provide decorative lighting.
[0021] The cabinet 12 is disposed below the display 16. A control panel 18 is provided on the front of the cabinet 12 so as to protrude forward. The control panel 18 is provided with a player tracking unit 20, a speaker 26, a bill / ticket recognition unit 28, a printer unit 30, and an operation unit 32.
[0022] The player tracking unit 20 includes a card reader that recognizes a player identification card, a display that presents data to the player, and a keypad that accepts input from the player. The player tracking unit 20 cooperates with the control unit 22 or an external system to read information recorded on a player identification card inserted into the card reader by the player and display that information and / or information obtained by communicating with the external system on the display. Furthermore, input from the player is accepted by the keypad, the display is changed in accordance with the input, and communication with the external system is performed as necessary.
[0023] Speakers 26 are provided on the left and right sides of the control panel 18. The speakers 26 are controlled via the control unit 22 to provide sounds to the player.
[0024] The bill / ticket recognition unit 28 can be housed in the cabinet 12 with an insertion opening exposed, through which bills / tickets are inserted. An identification unit that uses various sensors to identify bills / tickets is provided inside the insertion opening. A bill / ticket storage unit is provided on the output port side of the identification unit. The bill / ticket recognition unit 28 accepts bills / tickets (including vouchers and coupons) that are game value, recognizes them as game value, and notifies the control unit 22.
[0025] The printer unit 30 can be housed in the cabinet 12 with the ticket output port, through which tickets are output, exposed. A printing section that prints predetermined information on printing paper is provided inside the ticket output port, and a storage section that stores printing paper is provided on the paper inlet side of the printing section. The printer unit 30 prints information on paper under the control of the control section 22 and outputs tickets from the gaming machine 10 in accordance with a credit payout process. The output ticket can be inserted into a bill / ticket recognition unit 28 of another gaming machine, allowing the paid-out credits to be used for game play, or can be exchanged for cash at a kiosk terminal or casino cage in the casino.
[0026] The operation unit 32 accepts operations by the player. The operation unit 32 includes a group of buttons that accept various instructions from the player of the gaming machine 10. For example, the operation unit 32 may include a group of a spin button and a set button. The spin button accepts an instruction to start an instance of a game (to start the reels spinning). The set button group includes a bet button group and a cash out button. The bet button group accepts an instruction operation related to the amount of credits bet (bet amount) from the player. The cash out button accepts an instruction operation to instruct the payout of credits accumulated in the gaming machine 10.
[0027] 2 is a block diagram showing an example of the configuration of a gaming machine. The gaming machine 10 includes a control unit 22. The control unit 22 includes a CPU (Central Processing Unit) 38 including a processor constituting the control unit 22, an interface unit 40, a memory 42, and a storage 44. The control unit 22 may be housed inside the cabinet 12 as a control board. The control unit 22 is configured to be able to communicate with each unit via the interface unit 40, and controls the operation of each unit by executing a program recorded in the memory 42 (an example of a storage unit) of the CPU 38 or the storage 44 (an example of a storage unit), thereby providing a game to the player.
[0028] The interface unit 40 includes a chipset that provides communication functions for the CPU 38, such as a memory bus connected to the CPU 38, various expansion buses, a serial interface, a USB (Universal Serial Bus) interface, and an Ethernet (registered trademark) interface.
[0029] The memory 42 can be configured to include a volatile storage medium such as RAM (Random Access Memory), a non-volatile storage medium such as ROM (Read Only Memory), and a rewritable non-volatile storage medium such as EEPROM (Electrically Erasable Programmable Read-Only Memory). The storage 44 provides the control unit 22 with the function of an external storage device, and can use a reader such as a memory card or a magneto-optical disk, which are removable storage media, or a hard disk.
[0030] Connected to the interface unit 40 are a bill / ticket identification unit 28, a printer unit 30, a player tracking unit 20, a graphics controller (GPU: Graphics Processing Unit) 50, an input controller 52, a sound controller 53, and an illumination controller 54. The graphics controller 50, the input controller 52, the sound controller 53, and the illumination controller 54 may be housed inside the cabinet 12 as control boards.
[0031] The control unit 22 is connected to the display 16 via a graphic controller 50. The control unit 22 is connected to the operation unit 32 via an input controller 52. The control unit 22 is connected to the illumination 36 via an illumination controller 54.
[0032] The control unit 22 controls each unit by executing programs stored in the memory 42 and storage 44, and provides a game to the player. Here, for example, the control unit 22 may be configured so that the programs and data of the operating system and subsystems that provide the basic functions of the control unit 22 are stored in the EEPROM of the memory 42, and the programs and data of the applications that provide the game are stored in the storage 44. With such a configuration, the game can be easily changed or updated by replacing the storage 44. Furthermore, the control unit 22 may have a multiprocessor configuration including multiple CPUs.
[0033] Each block connected to the control unit 22 will be described below. The bill / ticket identification unit 28 accepts bills / tickets at the insertion slot and notifies the control unit 22 of the bill type or identification information corresponding to the credit payout process. The control unit 22 increases the amount of credits available in the game according to the notified information. The printer unit 30, under the control of the control unit 22 which accepts operation of a cashout button included in the operation unit 32, prints information corresponding to the credit payout process from the gaming machine 10 on a ticket and outputs it.
[0034] The player tracking unit 20 cooperates with the control unit 22 to send and receive player information and the like to and from the casino management system. The graphics controller 50 controls the display 16 under the control of the control unit 22 to display images including various graphics data. The sound controller 53 drives the speaker 26 under the control of the control unit 22 to provide various sounds such as announcements, sound effects, and background music. The illumination controller 54 controls the lighting of the illumination 36 under the control of the control unit 22.
[0035] The interface unit 40 includes various communication interfaces for communicating with the outside of the gaming machine 10. For example, the interface unit 40 can communicate with external networks via Ethernets 55, 58, and 60 and a serial interface 62. FIG. 2 shows an example of communication with another gaming machine 10, a known server-side gaming network (server-based gaming), a G2S network (game-to-system), and a slot information system (slot data system). The control unit 22 can share information about games with other gaming machines 10 by communicating with the control unit 22 of the other gaming machine 10 via Ethernet 55 without using an I / O board.
[0036] 3 is a schematic diagram of the display area of the gaming machine of FIG. 1. As shown in FIG. 3, a game screen is displayed in the display area of the display 16 by the control unit 22 executing a predetermined program. The game screen has a symbol display area 64 that displays a slot game. As an example, the symbol display area 64 is displayed in the lower area of the game screen. Above the symbol display area 64, an area 65 is provided in which information related to the game is displayed.
[0037] The symbol display area 64 includes a grid 68 capable of displaying symbols. By using such a display area, the gaming machine 10 operates as a slot machine that determines whether a win has been won and pays out a payout according to the combination of symbols displayed in the grid 68 of the symbol display area 64.
[0038] The display 16 displays a plurality of symbols in a grid 68. The grid 68 includes a plurality of rows and columns. The grid 68 is made up of a plurality of cells 70, which are stopping positions for the symbols. FIG. 3 shows a game screen including a plurality of cells arranged in a 5×3 grid. The number of columns and rows of the grid is not particularly limited and may be other configurations such as 5×4, 3-4-4-4-3, 6×3, 6×4, or 3-3-3-5-5, and may increase or decrease depending on the game development and / or the bet amount. One symbol is stopped and displayed in each of the plurality of cells 70 in the symbol display area 64.
[0039] The symbols arranged in each of the multiple cells 70 are determined using a virtual reel strip for displaying the virtual reel 66. FIG. 4A shows an example of a virtual reel set in a base game. The virtual reel set includes multiple virtual reel strips, and each virtual reel strip includes a symbol array indicating the order of symbols displayed in the display area. Each cell 70 of the grid 68 shown in FIG. 3 displays a symbol based on the symbol array of the virtual reel 66, which includes virtual reel strips 72, 74, 76, 78, and 80 that make up the virtual reel set 82. That is, the cells 70 of the grid 68 are associated with virtual reel strips 72-80 for each column, and symbols arranged in predetermined portions of each virtual reel strip 72-80 are displayed. Furthermore, the symbols displayed in the cells 70 of the grid 68 change by moving (scrolling or spinning) each symbol for each column based on the symbol array of the virtual reel strips 72-80, and the symbols stop by stopping the movement (scrolling or spinning) for each column. Here, the virtual reel strips 72-80 are data, and the control unit 22 uses a program contained in the memory 42 or storage 44 and data that displays the symbol arrangement (i.e., the order of symbols on each reel strip) adjusted for each cell column. The virtual reel set 82 is a collective term for such virtual reel strips 72-80.
[0040] The virtual reel strips 72-80 shown in Figure 4A are made up of symbols 84 at each symbol position 86, and these symbols are arranged in the order defined for each reel. The number of symbols making up the virtual reel strips 72-80 is not limited to this and can be any desired number. Furthermore, the numbers of symbols making up the virtual reel strips 72-80 may be the same or different from each other.
[0041] Fig. 5A shows details of the symbols 84 shown in Fig. 4A. Each of the virtual reel strips 72 to 80 includes symbols selected from a symbol set 88 of various symbols 84 shown in Fig. 5A. The symbol set 88 includes standard card symbols ("J," "Q," "K," and "A") that resemble playing cards, as well as picture symbols ("Pic-A," "Pic-B," "Pic-C," "Pic-D," and "Pic-E") that represent images of people, animals, plants, objects, treasures, and wealth.
[0042] The symbol set 88 includes a special symbol 85 ("SP"). The special symbol 85 is a symbol that triggers a feature game, which will be described later. The special symbol 85 may be prepared separately from the standard symbols, or may be a symbol selected from the standard symbols. The symbol set 88 may include a wild symbol ("Wild") that substitutes for another symbol when a winning combination is determined, and a scatter symbol ("Scatter") that triggers a free game if a predetermined number of such symbols appear when a winning combination is determined.
[0043] A plurality of virtual reel sets may be prepared depending on the game content. For example, the virtual reel set used in the normal game and the virtual reel set used in the free game may be the same or different. The virtual reel set in the free game may be configured to include more picture symbols, wild symbols, or special symbols 85 than the virtual reel set in the normal game. This can increase the probability or expected value of winning in the free game, thereby providing the player with a valuable free game.
[0044] FIG. 4B shows an example of a virtual reel strip in a feature game. The virtual reel strip 81 includes a symbol array indicating the order of symbols displayed in the display area. A virtual reel strip 81 is provided for each cell 70 of the grid 68 as shown in FIG. 3. That is, nine virtual reel strips 81 are provided for a 3×3 grid, and 25 virtual reel strips 81 are provided for a 5×5 grid. Reels provided for each cell, rather than for each cell column, are also called independent reels. Symbols arranged in predetermined portions of the virtual reel strip 81 are displayed in the symbol display area 64. Furthermore, the symbols displayed in the cells 70 of the grid 68 change by moving (scrolling or spinning) each symbol for each cell based on the symbol array of the virtual reel strip 81, and the symbols stop when the movement (scrolling or spinning) for each cell is stopped. The virtual reel strip 81 is data, and the control unit 22 uses a program stored in the memory 42 or storage 44 and data that displays the symbol array (i.e., the order of symbols on each reel strip) adjusted for each cell.
[0045] The virtual reel strip 81 shown in FIG. 4B is made up of symbols 84 at each symbol position 86, and these symbols are arranged in the order defined for each cell. The symbols 84 are bonus symbols (an example of a predetermined symbol). That is, in the virtual reel strip 81, bonus symbols are arranged at selected symbol positions 86, and symbol positions 86 where no bonus symbols are arranged are left blank. Note that the number and arrangement of bonus symbols constituting the virtual reel strip 81 are not limited to this and can be any desired number and arrangement. Furthermore, the number of bonus symbols constituting the virtual reel strip 81 may be the same for each cell, or may be different for each cell.
[0046] Figure 5B shows a detail of the symbol 84 shown in Figure 4B. The virtual reel strip 81 includes a bonus symbol selected from a bonus symbol set 88A of the various symbols 84 shown in Figure 5B.
[0047] The bonus symbol set 88A may include a credit symbol 87 that awards a predetermined credit amount as a bonus. The credit symbol 87 allows the player to directly understand the amount of credit that can be acquired and the opportunity that arises from the appearance of a credit symbol with a high credit amount, thereby maintaining or increasing the player's interest. The credit symbol 87 may, for example, display the amount of credit to be awarded above a predetermined image such as a coin. The example in FIG. 5B shows a credit symbol with a credit amount of "20," a credit symbol with a credit amount of "50," a credit symbol with a credit amount of "100," and a credit symbol with a credit amount of "XX." The credit amount "XX" indicates that any credit amount can be applied. Alternatively, the credit amount may not be displayed on the credit symbol while the symbol is fluctuating, but may be displayed after the symbol stops, or may be displayed if a win occurs after the symbol stops.
[0048] The bonus symbol set 88A may include a multiplier symbol 89 that is awarded a multiplier. When the multiplier symbol 89 constitutes a winning combination in the feature game, the multiplier is awarded to the credit amount of the credit symbol 87 that also constitutes a winning combination. The multiplier symbol 89 may, for example, be a predetermined image such as a coin on which the awarded multiplier is displayed. In the example of FIG. 5B, a "2X" multiplier, which doubles the multiplier, and a "3X" multiplier, which triples the multiplier, are shown. For example, if the multiplier symbol 89 that is awarded the "2X" multiplier and the credit symbol 87 that is awarded the credit amount of "100" form a winning combination, the bonus for the credit symbol 87 will be "200," which is double the credit amount of "100."
[0049] The bonus symbol set 88A may include a jackpot symbol 90 to which a jackpot division (rank) is assigned instead of a credit amount. The jackpot division is a division corresponding to the size of the prize, such as MINI, MAJOR, MAXI, or MEGA. For example, MINI is converted to a credit amount of "100," MAJOR is converted to a credit amount of "500," MAXI is converted to a credit amount of "1000," and MEGA is converted to a credit amount of "5000." The jackpot symbol 90 may be, for example, a predetermined image such as a coin, overlaid with the jackpot division to be awarded. When the jackpot symbol 90 forms a winning combination with the multiplier symbol 89, the multiplier of the multiplier symbol 89 may be applied to the credit amount corresponding to the jackpot division of the jackpot symbol 90. Alternatively, the multiplier of the multiplier symbol 89 may not be applied to the jackpot symbol 90.
[0050] The control unit 22 can restrict the effects of the multiplier symbol 89 and the jackpot symbol 90 from being exerted. The state in which the effects of the multiplier symbol 89 and the jackpot symbol 90 are not exerted is called a "locked state." The multiplier symbol 89 and the jackpot symbol 90 in the locked state are represented by, for example, adding a chain 91 that binds the symbols. The multiplier symbol 89 and the jackpot symbol 90 in the locked state are treated as simple symbols. The control unit 22 releases the locked state when the locked multiplier symbol 89 or the jackpot symbol 90 forms a winning combination. This allows the multiplier symbol 89 and the jackpot symbol 90 to exert their effects. When the locked state is released, an effect is produced in which the chain 91 is detached from the symbol. The player can determine whether the locked state is present or absent by the presence or absence of the chain 91.
[0051] The gaming machine 10 of this embodiment provides three types of games: a normal game (also referred to as a main game or base game) that is provided when a predetermined condition is not met, and a first special game and a second special game that are provided when a predetermined condition is met. The first special game is a free game that is provided without consuming game value. The free game is provided a predetermined number of times when a predetermined trigger condition is met. The second special game is a feature game that applies a feature not available in the normal game. The feature game is provided when a predetermined trigger condition is met. The trigger condition of the feature game can be set arbitrarily. For example, the trigger condition of the feature game may be satisfied when a symbol combination, which is the game result of the normal game or the free game, includes a predetermined number or more of special symbols 85. Alternatively, the trigger condition of the feature game may be satisfied based on a different random number, regardless of the game result.
[0052] In the base game and free game described above, the winning combination is determined based on the symbol arrangement displayed in the symbol display area 64, which is the game result. The control unit 22 starts the game and randomly determines the stop position of each virtual reel strip 72-80. The virtual reel strips 72-80 displayed on the display 16 move (scroll or spin) from their current positions and stop based on the stop position, thereby indicating the game result. Therefore, on the display 16 or the grid 68, the symbols included in the virtual reel strips 72-80 change as the virtual reel strips 72-80 continuously move (scroll or spin) in the vertical direction of the symbol display area 64, and are displayed so that one symbol stops in one cell 70 according to the symbol order defined on the virtual reel strips 72-80.
[0053] The control unit 22 can be configured to vary the multiple symbols displayed on the display 16 in the above-mentioned manner in accordance with the player's operation accepted by the operation unit 32, stop the symbols in a predetermined order, and pay out a payout in accordance with the combination of the symbols that have stopped in the symbol display area 64.
[0054] The control unit 22 then starts a feature game when a predetermined trigger condition is satisfied. The feature game according to this embodiment is a novel game that combines a slot game and a bingo game. Cells are displayed in a matrix in the symbol display area 64, similar to cards in a bingo game. In a typical bingo game, predetermined numbers are placed in each cell, but in this feature game, no numbers are placed in the cells and the cells are empty. The control unit 22 executes an action to randomly cause a bonus symbol to appear in each empty cell. The action may be an action to randomly select a symbol and cause the symbol to appear in the cell, as in a bingo game, an action to cause a matching symbol in a slot game on a separate screen to appear in the cell, or a reel action to spin an independent reel in the empty cell, as in a slot game.
[0055] When reel action is employed, the control unit 22 randomly determines the stop position of the virtual reel strip 81 for each cell. The virtual reel strip 81 displayed on the display 16 moves (scrolls or spins) from the current position, stops based on the stop position, and causes a bonus symbol to appear.
[0056] The control unit 22 fixes (holds) the bonus symbol once it has appeared in the cell. As a result, the empty cells are filled with the bonus symbol. The control unit 22 treats the cell in which the bonus symbol was not displayed as an empty cell and performs the action of randomly appearing a bonus symbol again. The control unit 22 repeats the action until the end condition is met. For example, the control unit 22 reduces the preset number of remaining games (remaining number of actions) by one each time an action is executed, and determines that the end condition is met when the preset number of remaining games has run out. The preset number of remaining games is set to an initial value.
[0057] The control unit 22 repeats the action until the end condition is met, and then determines the total amount of the bonus awarded to the bonus symbols displayed in the symbol display area 64 (the credit amount of the credit symbol 87 and the amount obtained by converting the jackpot division of the jackpot symbol 90 into a credit amount). The control unit 22 awards the determined total amount to the player as a bonus for the feature game. For this reason, in the feature game, the appearance of many bonus symbols leads to a high payout.
[0058] The control unit 22 may reset the number of remaining games to an initial value when a new bonus symbol appears as a result of executing an action. Alternatively, the control unit 22 may increase the number of remaining games by a predetermined value when a new bonus symbol appears as a result of executing an action. This increases the number of actions that can be executed, making it possible to cause many bonus symbols to appear, and making it easier to achieve high payouts.
[0059] Furthermore, the control unit 22 sets pay lines in the symbol display area 64 in the same way as when determining whether a player wins a bingo game (bingo). In the case of a 5x5 grid, a total of 12 pay lines are set, including five vertical pay lines consisting of five vertically aligned cells, five horizontal pay lines consisting of five horizontally aligned cells, and two diagonally aligned pay lines consisting of five diagonally aligned cells. Then, if all of the cells constituting a pay line are filled with bonus symbols after an action is performed, the control unit 22 increases the number of empty cells while maintaining the amount of the bonus that has been acquired, thereby providing an advantageous situation to the player.
[0060] First, the control unit 22 calculates the total amount of bonuses awarded to the bonus symbols displayed on the pay line. For example, the control unit 22 calculates the total amount of bonuses by adding up the credit amounts displayed on the credit symbols located in the cells that make up the pay line. Then, the control unit 22 generates a new bonus symbol based on the total amount of bonuses. For example, the control unit 22 generates a credit symbol 87 (specific credit symbol) whose credit amount is the calculated total amount. The control unit 22 may generate the specific credit symbol by changing the credit amount of the credit symbol 87 that has been held.
[0061] In this way, the total amount won by the bonus symbols that fill the cells that make up the winning line is aggregated into one specific credit symbol. The control unit 22 holds the specific credit symbol in one of the cells that make up the winning line. The control unit 22 then makes the remaining cells that make up the winning line empty. In this way, when a bingo win is achieved, the cells that were once filled are reset to empty cells, making it possible for the bonus symbol to appear again, making it easier to achieve a high payout.
[0062] The credit value of a specific credit symbol may be increased by a multiplier symbol 89. When the multiplier symbol 89 appears, the control unit 22 holds the multiplier symbol 89 in a cell in a locked state in which the multiplier effect is not activated. Then, when all cells constituting a winning line are filled with bonus symbols, the control unit 22 unlocks the multiplier symbol 89 held in the cells constituting the winning line. The control unit 22 increases the credit amounts of all credit symbols held in the cells constituting the winning line by the multiplier factor associated with the unlocked multiplier symbol 89. The control unit 22 tallies the increased credit amounts to determine the total award amount. Then, the control unit 22 generates a specific credit symbol based on the total award amount. In this way, when a multiplier symbol 89 is included in a bingo win, the multiplier effect is activated and the award amount is increased.
[0063] The credit value of a specific credit symbol may be increased by a jackpot symbol 90. When the jackpot symbol 90 appears, the control unit 22 holds the jackpot symbol 90 in a cell in a locked state in which the jackpot effect is not activated. Then, when all cells constituting a winning line are filled with bonus symbols, the control unit 22 unlocks the jackpot symbol 90 held in the cell constituting the winning line. The control unit 22 converts the jackpot category of the unlocked jackpot symbol 90 into the corresponding credit amount. The control unit 22 calculates the total credit amount including the converted credit amount. Then, the control unit 22 generates a specific credit symbol based on the total bonus amount. In this way, when the jackpot symbol 90 is included when a bingo win is achieved, the jackpot effect is activated and the bonus amount is increased.
[0064] The control unit 22 may determine that the end condition is satisfied when the bonus symbol appears in all the cells at least once. When the feature game ends in this manner, a separate bonus may be awarded.
[0065] An example in which a feature game is triggered in a base game or a free game and provided will be described below. As an example, the trigger condition for the feature game is satisfied when six or more special symbols 85 are displayed.
[0066] As shown in Fig. 6(A), the control unit 22 spins the reels corresponding to the virtual reel strip 72 to 80 and stops them sequentially. As a result, the symbol combinations shown in Fig. 6(B) are displayed as game results. Since the displayed symbol combinations include six special symbols 85 indicated by "SP," a feature game is triggered.
[0067] When a feature game starts, the control unit 22 converts the special symbol 85 indicated by "SP" into a bonus symbol, as shown in FIG. 7A. Here, the special symbol 85 is converted into a credit symbol 87. The credit amount of the credit symbol 87 may be determined randomly or may be a predetermined amount. In FIG. 7A, six special symbols 85 are converted into credit symbols 87 each having a different credit amount. Here, the six special symbols 85 are converted into credit symbols 87 having credit amounts of "300," "10," "50," "300," "10," and "10." Then, the control unit 22 displays a safe object 65A in the area 65 of the display 16.
[0068] 7(B), the control unit 22 causes the safe object 65A to display the total credit amount of the six credit symbols 87. For example, the control unit 22 performs an effect in which each credit symbol is aggregated into the safe object 65A, and causes the safe object 65A to display the total credit amount of "680," which is the sum of "300," "10," "50," "300," "10," and "10."
[0069] Next, as shown in FIG. 8A, the control unit 22 changes the matrix-like grid of the symbol display area 64 from 3×5 (3 rows and 5 columns) to 5×5 (5 rows and 5 columns). The symbol display area 64 is provided with prize lines, similar to those in a bingo game. In the case of a 5×5 grid, five horizontal prize lines (L1 to L5) each consisting of five horizontally aligned cells, five vertical prize lines (L6 to L10) each consisting of five vertically aligned cells, and two diagonally aligned prize lines (L11, L12) each consisting of five diagonally aligned cells are set, for a total of 12 prize lines. The control unit 22 then generates an initial credit symbol 87A whose credit amount is the total amount collected in the safe object 65A, and places it in the center cell of the grid. The control unit 22 may generate the initial credit symbol 87A without executing the effects of the safe object 65A, or may place the initial credit symbol 87A in a randomly determined cell. Alternatively, the control unit 22 may store the aggregated total amount in a credit meter or a prize meter without generating the initial credit symbol 87A. Then, the control unit 22 displays the initial value of the number of remaining feature games in the area 65. As an example, the initial value is three.
[0070] 8(B), the control unit 22 executes an action of randomly causing bonus symbols to appear in empty cells in the symbol display area 64. This action is performed using an independent reel provided for each empty cell. The control unit 22 rotates the independent reel in each empty cell and reduces the number of remaining games by one (the remaining number of games is now two).
[0071] Next, as shown in FIG. 9A, it is assumed that the reel action ends and four more bonus symbols appear. Here, it is assumed that credit symbols 87 with credit amounts of "300," "10," "300," and "10" appear. Because the bonus symbols have appeared, the control unit 22 resets the number of remaining games to the initial value (the remaining number of games is 3). Then, because there is no winning line in which all cells are filled with bonus symbols, the control unit 22 executes the same action again. That is, as shown in FIG. 9B, the control unit 22 rotates and displays an independent reel in each empty cell, and reduces the number of remaining games by one (the remaining number of games is 2).
[0072] Next, as shown in FIG. 10(A), it is assumed that the reel action ends and one more bonus symbol appears. Here, it is assumed that a credit symbol 87 with a credit amount of "100" appears. Because the bonus symbol has appeared, the control unit 22 resets the number of remaining games to the initial value (the remaining number of games is 3). Then, because all of the cells constituting the pay line L11 are filled with bonus symbols, the control unit 22 executes a bingo winning process. The control unit 22 highlights the pay line L11 that has been hit with a bingo. As an example, as shown in FIG. 10(B), the pay line L11 is highlighted (display B1).
[0073] Next, as shown in FIG. 11A, the control unit 22 generates a new specific credit symbol 87B based on the total amount of bonuses awarded to the bonus symbols displayed on the pay line L11. As an example, the control unit 22 generates a specific credit symbol 87B whose credit amount is "1100," which is the total of the credit amounts "300," "10," "680," "100," and "10" displayed on the pay line L11. The control unit 22 holds the specific credit symbol 87B in one of the cells constituting the pay line L11. In the example shown in FIG. 10A, the specific credit symbol 87B is held in the center cell of the pay line L11. The control unit 22 may move and aggregate other credit symbols 87 toward the center cell holding the specific credit symbol 87B, thereby generating an effect in which the specific credit symbol 87B is generated (see the arrows in the figure). The control unit 22 may also randomly determine the cell holding the specific credit symbol 87B from among the cells constituting the pay line L11. 11(B), the control unit 22 rotates and displays an independent reel in each empty cell, and reduces the number of remaining games by one (the remaining number of games is two).
[0074] The control unit 22 repeatedly executes the action until there are no more games remaining. When the number of games remaining reaches 0, the control unit 22 awards to the player the total amount of the bonus awarded to the credit symbols 87 displayed in the symbol display area 64. When there are no more games remaining in the state shown in FIG. 11(B), the control unit 22 awards to the player the total amount of "1400", which is the sum of the credit amounts "1100" and "300". This ends the feature game.
[0075] When the control unit 22 executes an action, multiple pay lines may be filled with bonus symbols. As shown in FIG. 12A, assume that pay lines L6 and L11 are filled with bonus symbols (indications B2 and B3). In this case, the control unit 22 may generate a specific credit symbol 87B for each pay line L6 and L11. For example, as shown in FIG. 12B, the control unit 22 generates a specific credit symbol 87B for the pay line L6 with a credit amount of "220" and places the specific credit symbol 87B in the center cell of the cells that make up the pay line L6. Next, as shown in FIG. 12C, the control unit 22 generates a specific credit symbol 87B for the pay line L11 with a credit amount of "1520" and places the specific credit symbol 87B in the center cell of the cells that make up the pay line L11. Next, as shown in FIG. 12D, the control unit 22 rotates and displays an independent reel in each empty cell. In this way, even if multiple pay lines are filled with bonus symbols, the control unit 22 can generate the specific credit symbol 87B.
[0076] When multiple paylines are filled with bonus symbols and these paylines overlap, the positions of the specific credit symbols 87B may be adjusted to increase the number of empty cells. For example, as shown in FIG. 13A, assume that paylines L6 and L11 are filled with bonus symbols (displays B2 and B3). As shown in FIG. 13B, the control unit 22 generates a specific credit symbol 87B with a credit amount of "220" for payline L6 and places the specific credit symbol 87B in a cell that constitutes payline L6 and overlaps payline L11. Next, as shown in FIG. 13C, the control unit 22 generates a specific credit symbol 87B with a credit amount of "1730" for payline L11 and places the specific credit symbol 87B in the center cell of the cells that constitute payline L11. Next, as shown in FIG. 13D, the control unit 22 spins and displays independent reels in each empty cell. Compared to the example shown in FIG. 12(D), the total amount displayed in the symbol display area 64 is reduced, but the number of empty cells can be increased.
[0077] Next, a case where a pay line is filled with bonus symbols and the bonus symbols include a multiplier symbol 89 will be described. As shown in FIG. 14A, assume that the pay line L11 is filled with bonus symbols (display B4). Also, assume that two multiplier symbols 89A and 89B are held in the symbol display area 64. In this case, the control unit 22 unlocks the multiplier symbol 89B displayed in the cell that constitutes the pay line L11. As a result, as shown in FIG. 14B, the chain 91 of the multiplier symbol 89B is removed and replaced with a multiplier symbol 89C that exerts a multiplier effect. The control unit 22 does not unlock the multiplier symbol 89A that is not displayed in the cell that constitutes the pay line L11.
[0078] 14C, the control unit 22 then increases the credit amounts of all credit symbols held in the cells constituting the pay line L11 by the multiplier factor (here, 2x) associated with the unlocked multiplier symbol 89C. The credit amounts of the credit symbols held in the cells constituting the pay line L11, i.e., "300," "10," "1100," and "10," become "600," "20," "2200," and "20," respectively, and the multiplier symbol 89C becomes a used symbol 89D. Next, as shown in FIG. 14D, the control unit 22 generates a specific credit symbol 87B for the pay line L11 with a credit amount of "3260" and holds the specific credit symbol 87B in the center cell of the cells constituting the pay line L11. In this way, if the bonus symbols that fill the pay line include a multiplier symbol 89, the lock state is released and the multiplier effect is activated.
[0079] When multiple winning lines are filled with bonus symbols and these winning lines overlap, a multiplier symbol 89 may be displayed at the intersection. In this case, the control unit 22 may apply a multiplier effect to the credit symbols 87 on both of the intersecting winning lines.
[0080] When the number of remaining games is exhausted in the state shown in FIG. 14(D), the control unit 22 awards the player a total of "3560" credits, consisting of "3260" and "300." Since the displayed multiplier symbol 89A is locked at this time, the multiplier effect is not activated and the multiplier does not contribute to the bonus. In this way, a win is required, as in a bingo game, to activate the multiplier effect. By combining the slot game and the bingo game, a new rule is introduced in which the multiplier effect is not activated simply by being displayed, but is activated only when a win is achieved.
[0081] Next, a case will be described where a pay line is filled with bonus symbols, and the bonus symbols include a jackpot symbol 90. As shown in FIG. 15A, assume that the pay line L11 is filled with bonus symbols (display B5). Also, assume that two jackpot symbols 90A and 90B are held in the symbol display area 64. In this case, the control unit 22 unlocks the jackpot symbol 90B displayed in the cell that constitutes the pay line L11. As a result, as shown in FIG. 15B, the chain 91 of the jackpot symbol 90B is released, and it is changed to a jackpot symbol 90C that activates the jackpot effect. The control unit 22 does not unlock the jackpot symbol 90A that is not displayed in the cell that constitutes the pay line L11.
[0082] Next, as shown in FIG. 15C, the control unit 22 calculates the credit amount corresponding to the unlocked jackpot symbol 90C. Here, the credit amount is assumed to be "100." The control unit 22 then aggregates the credit amounts of the credit symbols held in the cells constituting the pay line L11 ("300," "10," "1100," and "10") with the credit amount "100" corresponding to the jackpot symbol 90C, generates a specific credit symbol 87B with a credit amount of "1730" for the pay line L11, and holds the specific credit symbol 87B in the center cell of the cells constituting the pay line L11. In this way, if the bonus symbols include the jackpot symbol 90 when the pay line is filled with bonus symbols, the lock state is released and the jackpot effect is activated. Next, as shown in FIG. 15D, the control unit 22 rotates and displays an independent reel in each empty cell.
[0083] When multiple winning lines are filled with bonus symbols and these winning lines overlap, a jackpot symbol 90 may be displayed at the intersection. In this case, the control unit 22 may apply the jackpot effect to the credit symbols 87 on both of the intersecting winning lines.
[0084] When the number of remaining games is exhausted in the state shown in FIG. 15(D), the control unit 22 awards the player a total of "2030" credits, which are the sum of "1730" and "300". Since the jackpot symbol 90A displayed at this time is in a locked state, the effect of the jackpot is not activated and the jackpot does not contribute to the bonus. In this way, in order to activate the effect of the jackpot, a win is required, as in a bingo game. By combining the slot game and the bingo game, a new rule is introduced in which the effect of the jackpot is not activated simply by being displayed, but is activated when a win is achieved.
[0085] 16 and 17 are a directory structure diagram and a block diagram showing programs and data stored in the memory of FIG. 2. FIG. 18 is a block diagram of the game application program of FIG. 17. FIG. 19 is a block diagram of the system application program of FIG. 17. In the embodiment shown in FIGS. 16 to 19, memory 42 stores game application program 92 including computer-executable instructions, and game processing is performed by CPU 38 by executing these computer-executable instructions, and a game screen is displayed on display 16 of gaming machine 10. In one embodiment, game application program 92 includes program code 94 and program object data 96 including computer-executable instructions for implementing a game using the algorithms shown in FIGS. 20 and 21.
[0086] In an exemplary embodiment, memory 42 stores a game application program 92 and a system application program 98, each containing computer-executable instructions. These computer-executable instructions are executed by CPU 38 to process a game and display a game screen on display 16 of gaming machine 10. Game application program 92 runs on the CPU to provide game-specific front-end functions, while system application program 98 provides general-purpose back-end functions. In the illustrated embodiment, game application program 92 and system application program 98 are implemented on the same operating system. However, these programs may also be implemented on different operating systems or different processors.
[0087] In one embodiment, the game application program 92 includes multiple software modules, including a bet / payline button listener module 100, a start button listener module 102, a credit balance manager module 104, a sampling manager 106, a random number generator (RNG) 108, a comparison manager 110, a game outcome generator 112, a win evaluation module 114, a game presenter 116, a game graphics presenter 118, a game sound presenter 120, a win indicator 122, a reward provider 124, an application manager 126, and an external communicator 128. The game application program 92 may include a paytable 130, reel strip data 132, and a stop position table 134.
[0088] The bet / payline button listener module 100 is a software module for receiving signals from the bet buttons of the operation unit 32, the signals being generated by the buttons when a player operates the buttons to select a bet amount. In response to receiving the signals, the bet / payline button listener module 100 communicates the generation of the signals to the application manager 126 to change the bets in the game.
[0089] The start button listener module 102 is a software module for receiving a signal from the start button, which is generated when a player activates the button to start a game. In response to receiving the signal, the start button listener module 102 communicates the generation of the signal to the application manager 126 to start the game.
[0090] In response to receiving a signal from the start button listener module 102 , the application manager 126 requests the sampling manager 106 to obtain the required number of random numbers from the random number generator 108 .
[0091] The random number generator 108 is a software module that generates random numbers based on a predetermined random number generation calculation algorithm. The random number generator 108 may generate pseudo-random numbers. The random number generator 108 returns random numbers in response to a request from the sampling manager 106. The random number generator 108 may be implemented in part or in whole as an integrated circuit or wired logic.
[0092] The comparison manager 110 compares the current state of the game and / or each random number with the reel strip data 132 and the stop position table 134, and assigns a stop position for the corresponding reel strip based on each random number.
[0093] The reel strip data 132 includes virtual reel strips for the base game, the free game, and the special game. The comparison manager 110, described above, queries the application manager 126 to identify the current state of the game and select the virtual reel strip.
[0094] The stop position table 134 includes a range of random numbers associated with each stop position of the virtual reel strip. The comparison manager 110 determines the stop position of each reel based on the corresponding random number and the stop position table 134.
[0095] The game outcome generator 112 generates a game outcome based on the selected reel layout, the stop positions of each reel, the stop positions of the internal symbols, and the attached attributes. In one embodiment, the game outcome generator 112 may apply changes to the game outcome when a predetermined condition is met.
[0096] The win evaluation module 114 evaluates the game result by referring to the payout table 130. Specifically, the win evaluation is performed based on whether symbols defined as winning combinations in the payout table 130 are stopped.
[0097] The game presenter 116 utilizes a game graphics presenter 118 and a game sound presenter 120 to provide a game presentation process consisting of images and sounds to ultimately form a predetermined game outcome.
[0098] The game sound presenter 120 provides a sound presentation process by using the sound controller 53 and the speaker 26. The win indicator 122 indicates the winning combination and payout conditions of the winning symbols formed in the game result. The reward provider 124 provides reward credits to the win meter based on the winning evaluation.
[0099] The application manager 126 manages the operation and status of each software module. In addition, the application manager 126 manages the configuration, progress, and status of the game application program 92. The application manager 126 references the game state memory 127, determines the size of the symbol display area 64 based on the stored game state, and provides the game. The external communicator 128 exchanges commands and data with the system application program 98.
[0100] The credit balance manager module 104 executes processes to decrement the credit balance based on the bet amount and to increment the credit balance based on the total number of wins displayed on the win meter. The pay table 130 includes payout or award amounts associated with each winning combination.
[0101] In an exemplary embodiment, the system application programs 98 provide background processing and functionality other than game-specific functionality. The system application programs 98 include multiple software modules, including a system manager 142, a security manager 144, a slot management module 146, a denomination manager 148, a data logger 150, a communications manager 152, a bill acceptor manager 154, a meter management module 156, and a cashout manager 158.
[0102] The system application programs 98 may include a game recall file 160, an accounting log 162, and a meter 164. The system manager 142 is a software module for managing all background processing and non-game specific functions performed by the system application programs 98.
[0103] The security manager 144 is a software module for managing game validation, door security, and security sensor monitoring. The slot management module 146 is a software module for managing data storage and communicating with external slot information systems.
[0104] The denomination manager 148 is a software module for setting the denomination settings of the gaming machine 10. The denomination settings may include 1 cent, 2 cents, 5 cents, 25 cents, 1 dollar, 5 dollars, etc. The data logger 150 is a software module for recording the results of each game in a game recall. In addition, the data logger 150 stores error events, a bill log, a cash-out log, a ticket log, etc. in an accounting log.
[0105] The game recall file 160 is accumulated data including the results of each game. The game recall file 160 is stored in non-volatile memory. The accounting log 162 is accumulated data including error events, bill logs, cash-out logs, ticket logs, etc. The accounting log 162 is stored in non-volatile memory.
[0106] The communications manager 152 is a software module that manages communications between the game application program 92 and the system application program 98. The communications manager 152 also manages network communications between the system application program 98 and other gaming machines 10, external networks (such as a slot management system network, a G2S network, a gaming server for a server-based gaming network, or a VLT system network).
[0107] The bill acceptor manager 154 is a software module for managing the bill acceptor and receives information about bills inserted into the bill acceptor. In response to receiving information from the bill acceptor, the bill acceptor manager 154 communicates with the meter management module to increment the credit balance based on the inserted bill.
[0108] The meter management module 156 is a software module for adjusting the values of meters 164 in response to communications with the game application program 92 via the communications manager 152, the bill acceptor manager 154, or the cashout manager 158. The meters 164 include a credit meter for indicating the current credit balance of the gaming machine and a win meter for indicating the total number of wins for the current gaming session. The meters further include background meters such as coin in, coin out, total drop, waiter payout jackpot, and / or bill insertion. These meters may be implemented as data on non-volatile memory or as hardware meters.
[0109] The cashout manager 158 is a software module for managing the cashout procedure. In response to a player's operation of the cashout button, the cashout manager 158 is activated and the gaming machine pays out the total amount in the credit meter in the form of cash or vouchers.
[0110] 20 and 21 are flowcharts illustrating the operation of the gaming machine. The algorithm (gaming method) of the gaming machine's operation is implemented in a game application program 92, and is realized by the CPU 38 executing the game application program 92. The operation of the gaming machine includes multiple steps. Each step may be performed independently or in combination with other steps.
[0111] In step S10, the control unit 22 accepts a game start operation from the player, and upon accepting an operation of the spin button from the player, deducts the set total bet amount from the credits and obtains a predetermined number of random numbers required to provide the game. The random numbers are generated internally by a random number generator 108 of the control unit 22. The control unit 22 may obtain the random numbers from a random number generator provided separately from the control unit 22, or may obtain the random numbers from a device such as a server provided outside the gaming machine 10.
[0112] In Step S12, the control unit 22 starts spinning the multiple reels. Next, in Step S14, the control unit 22 stops spinning the multiple reels. In Step S16, the control unit 22 determines the symbol combination as a game result and determines whether the symbol combination is a winning combination. If it is determined that a win has occurred (Step S16: YES), the control unit 22 awards a bonus amount corresponding to the win (normal win) in Step S18. For example, the control unit 22 adds the amount corresponding to the win to the credits held. If it is determined that no win has occurred (Step S16: NO), no bonus is awarded.
[0113] Next, in Step S20, the control unit 22 determines whether a feature game has been triggered. If six or more special symbols 85 are displayed, the control unit 22 determines that a feature game has been triggered. If it is determined that a feature game has been triggered (Step S20: YES), the control unit 22 executes feature processing in Step S22. If Step S22 ends or if it is determined that a feature game has not been triggered (Step S20: NO), the flowchart shown in FIG. 20 ends.
[0114] Next, the feature processing will be described. The flowchart shown in Fig. 21 shows the details of the feature processing in Fig. 20.
[0115] As shown in FIG. 21, first, the control unit 22 executes a start process in Step S30. More specifically, the control unit 22 replaces the displayed special symbol 85 with a credit symbol 87 in Step S32 (see FIG. 7A). Subsequently, the control unit 22 tallies the credit amounts assigned to the respective credit symbols 87 in Step S34 (see FIG. 7B). Next, the control unit 22 transitions the screen to a 5×5 matrix in Step S36 (see FIG. 8A). Then, the control unit 22 displays and holds the initial credit symbol 87A having the total value in the center position of the matrix in Step S38 (see FIG. 8A).
[0116] When the start process of Step S30 is completed, a feature game is provided. In Step S40, the control unit 22 starts spinning of the independent reels in the cells that do not hold the bonus symbol (see FIG. 8B). Next, in Step S42, the control unit 22 subtracts 1 from the remaining number of games, and in Step S44, stops the spinning of the independent reels (see FIG. 9A). In Step S46, the control unit 22 determines whether a new bonus symbol has stopped.
[0117] If it is determined that a new bonus symbol has stopped (step S46: YES), the control unit 22 initializes the remaining number of games in step S48. Subsequently, the control unit 22 determines whether bonus symbols have been lined up on any of the winning lines in step S50. If it is determined that bonus symbols have been lined up on any of the winning lines (step S50: YES), the control unit 22 generates and holds a specific credit symbol 87B that aggregates the credit amounts of the bonus symbols on the winning line that has resulted in a bingo (see (A) of FIG. 11). If the bonus symbols include a multiplier symbol 89, the control unit 22 applies the multiplier effect to generate the specific credit symbol 87B (see (A) to (D) of FIG. 14). If the bonus symbols include a jackpot symbol 90, the control unit 22 applies the jackpot effect to generate the specific credit symbol 87B (see (A) to (C) of FIG. 15).
[0118] Next, in step S54, the control unit 22 erases all bonus symbols other than the specific credit symbol 87B on the winning line where the bingo has been achieved. As a result, the cells that were filled with bonus symbols become empty cells. When step S54 is completed, or when it is determined that no bonus symbols are aligned on any winning line (step S50: NO), the control unit 22 holds the displayed bonus symbols in step S56. Next, the control unit 22 returns to step S40 and executes the above-mentioned action again. In this way, the processes from step S40 to step S56 are repeatedly executed until no new bonus symbols are stopped.
[0119] If it is determined that no new bonus symbols have stopped (step S46: NO), the control unit 22 determines whether the remaining number of games is 0 in step S58. If it is determined that the remaining number of games is not 0 (step S58: NO), the control unit 22 returns to step S40 and executes the above-described action again. In this way, the processing from step S40 to step S58 is repeatedly executed until the remaining number of games becomes 0.
[0120] If it is determined that the remaining number of games is 0 (step S58: NO), the control unit 22 awards the total credit value of the displayed bonus symbols as a bonus in step S60. When step S60 ends, the feature process shown in FIG. 21 ends.
[0121] As described above, the gaming machine 10 executes an action in which bonus symbols randomly appear in empty cells in the symbol display area 64. After the action is executed, the displayed bonus symbols are retained in those cells, and cells without displayed bonus symbols become empty, and the above-described action is executed again. Bonus symbols are awarded with bonus amounts, and the total amount of bonus amounts awarded to the displayed bonus symbols is awarded to the player after the game ends. When all cells constituting a winning line are filled with bonus symbols, the situation is the same as winning (bingo) in a bingo game. In this situation, a new specific credit symbol 87B is generated based on the total amount of bonus amounts awarded to the bonus symbols displayed on the winning line. The specific credit symbol 87B is retained in one of the cells constituting the winning line, and the remaining cells constituting the winning line become empty. In this way, the bonus symbols that filled the winning line are represented by one specific credit symbol 87B, and the remaining cells are returned to empty cells. As a result, the above-described action is executed again, targeting more empty cells. In the gaming machine 10, the greater the number of empty cells, the higher the likelihood of a bonus symbol being displayed. Therefore, it is possible to provide a game state in which the number of empty cells is increased, thereby increasing the likelihood of winning a bonus, while securing the bonus amount acquired by achieving a bingo state. Furthermore, by returning the remaining cells to empty cells as described above, it is possible to avoid the game ending due to the symbol display area 64 being completely filled, potentially allowing for longer play. Furthermore, a line that has once achieved a bingo state may again achieve a bingo state, or the reach state may be canceled by removing the bonus symbol from the line immediately before the bingo state (the reach state). In this way, the gaming machine 10 provides a new function of changing the game state when a bingo state is achieved, and introduces new rules that may result in a re-bingo or the cancellation of the reach state, thereby providing a variety of game developments.Therefore, the gaming machine 10 can provide a novel game that combines elements of a bingo game and elements of a slot game, in a manner that provides sufficient new stimulation and excitement through new rules.
[0122] The gaming machine 10 may be a client computing device, in which a game is distributed to one or more client computing devices from a network server computer system over a communications network. A processor of the client computing device may be programmed to function as the control unit 22 of the gaming machine 10.
[0123] When the gaming machine 10 is used as a client computing device, it may be 1) a rich client system in which most of the processing involved in game execution is performed on the client side and the results are sent to the server, 2) a thin client system in which only minimum processing is performed on the client side and the main processing is performed on the server side, or 3) a zero client system in which most of the data storage and processing is performed on the server side and the client is specialized in input / output. In this case, the software configuration shown in the embodiment is distributed and implemented on the client and the server.
[0124] In the above-described embodiment, a game that combines elements of a bingo game and elements of a slot game is provided as a feature game, but it may also be provided as a normal game (main game or base game).
[0125] The functions of the control unit 22 of the gaming machine 10 described above can also be realized by a computer executing a program. That is, a program can be created that causes one or more computers to function in the same manner as the control unit 22 described above. The program can be provided by being recorded on a computer-readable recording medium, such as a ROM or semiconductor memory. Such a program may be divided into multiple modules.
[0126] Furthermore, various modifications are possible to the operation of each embodiment. For example, a required number of random numbers may be acquired in advance to determine the reel stop positions, and the presence or absence of a special game win and prize may be determined, and then the results may be sequentially displayed on the display. Furthermore, for example, the control unit 22 may acquire the required number of random numbers all at once at the start of a game and store each random number in a storage area of the memory 42 or storage 44 that is not erased even in the event of a power failure. In this case, even if a power failure occurs during a game, the control unit 22 can reproduce the game progress by retrieving from the memory 42 or storage 44 the random numbers acquired at the start of the game before the power failure when resuming the game after power is restored. For example, if a power failure occurs just before a game result that would result in a high payout is formed, it could be problematic if the game progress is not the same after power is restored. However, by acquiring all random numbers all at once at the start of a game and saving these random numbers in the memory 42 or storage 44 as described above, the game progress can be reproduced the same as before the power failure after power is restored, thereby avoiding such problems.
[0127] In the above embodiment, the gaming value is represented by bills or tickets, and the bill / ticket identification device accepts the bills or tickets, and the printer unit outputs the tickets. However, the present invention is not limited to this. The gaming value is a concept that includes tangible objects such as coins, bills, medals, and tickets, as well as electronic data such as virtual credits or virtual currencies having equivalent value. For example, the gaming value may be received by a coin acceptor and paid out from a coin hopper. The gaming value may be identified, and credits accumulated in an account on a server may be used to pay out the credits to the account. Alternatively, credit information recorded on a storage medium such as a magnetic card or IC card may be read, used, and written to the storage medium to pay out the credits. Furthermore, credits may be transferred electronically between a smartphone or a wearable device.
[0128] This disclosure includes the following provisions: [Article 1] a display section having a display area for displaying symbols in each of cells arranged in a matrix, said display area being provided with a pay line consisting of a plurality of cells, said symbols including predetermined symbols each of which is awarded with a predetermined award amount; a control unit connected to the display unit, The control unit performing an action of randomly causing the symbols to appear in empty cells in the display area; retaining the predetermined symbol displayed in the cell after the execution of the action, and performing the action again on the cell in which the predetermined symbol was not displayed as the empty cell; If all of the cells constituting the pay line are filled with the predetermined symbols after the execution of the action, a new predetermined symbol is generated based on the total amount of the awards awarded to the predetermined symbols displayed on the pay line, and the new predetermined symbol is held in one of the cells constituting the pay line, while the remaining cells constituting the pay line are left as empty cells; The gaming machine is configured to repeat the action until a termination condition is satisfied, and then award to the player the total amount of the award that has been awarded to the predetermined symbols displayed in the display area. [Clause 2] 2. The gaming machine according to clause 1, wherein the control unit causes the symbols to appear randomly in the cells by rotating and displaying the reels including the symbols. [Article 3] The gaming machine according to clause 2, wherein a reel including the symbol is provided for each of the cells, and rotates and stops in the cells. [Article 4] the predetermined symbols include credit symbols indicating credit amounts; The gaming machine described in any one of clauses 1 to 3, wherein the control unit, when all of the cells constituting the pay line are filled with the predetermined symbols after the action is executed, totals the credit amounts displayed on the credit symbols located in the cells constituting the pay line and sets the total as the bonus amount. [Article 5] the predetermined symbols include multiplier symbols to which a multiplier is assigned; The control unit When the multiplier symbol appears, the multiplier symbol is held in the cell in a locked state in which the multiplier effect is not exerted; unlocking the multiplier symbols held in the cells that make up the pay line in response to all of the cells that make up the pay line being filled with the predetermined symbols; The gaming machine described in clause 4, wherein the credit amounts of all the credit symbols held in the cells constituting the winning line are increased by a multiplier corresponding to the multiplier symbol whose locked state has been released, and the increased credit amounts are totaled to become the bonus amount. [Article 6] the predetermined symbols include ranked jackpot symbols, The control unit When the jackpot symbol appears, the jackpot symbol is held in the cell in a locked state in which the jackpot effect is not exerted; unlocking the jackpot symbol when all the cells constituting the pay line are filled with the predetermined symbols; The gaming machine described in clause 4, wherein the rank of the jackpot symbol whose locked state has been released is converted into a credit amount, and the converted credit amount and the credit amounts of all the credit symbols held in the cells constituting the pay line are totaled to determine the bonus amount. [Article 7] The control unit a remaining number of times for the action, which is set to an initial value, is decreased each time the action is executed, and when a new predetermined symbol appears as a result of the execution of the action, the remaining number of times is returned to the initial value; The gaming machine according to any one of clauses 1 to 6, wherein the condition for ending the action is that the remaining number of times is exhausted. [Article 8] A method for providing a game executed on a gaming machine including: a display area for displaying symbols in cells arranged in a matrix, the display area being provided with a pay line consisting of a plurality of cells, the symbols including predetermined symbols each of which is awarded a predetermined award amount; and a control unit connected to the display area, The control unit performing an action of randomly causing the symbols to appear in empty cells of the display area; a step of retaining the predetermined symbol displayed in the cell after the execution of the action, and performing the action again on the cell in which the predetermined symbol was not displayed as an empty cell; a step of generating a new predetermined symbol based on the total amount of the awards given to the predetermined symbols displayed on the winning line, when all of the cells constituting the winning line are filled with the predetermined symbols after the execution of the action, holding the new predetermined symbol in one of the cells constituting the winning line, and leaving the remaining cells constituting the winning line as empty cells; a step of repeating the action until a termination condition is met, and then awarding to the player the total amount of the bonus awarded to the predetermined symbols displayed in the display area. [Article 9] A gaming machine includes a display unit having a display area that displays symbols in each of cells arranged in a matrix, the display area having a pay line made up of a plurality of cells, the symbols including predetermined symbols that are awarded with predetermined award amounts, and a control unit connected to the display unit, the program being executed by the control unit, the program comprising: a function of executing an action of randomly causing the symbols to appear in empty cells in the display area; a function of retaining the predetermined symbol displayed in the cell after the execution of the action, and performing the action again on the cell in which the predetermined symbol was not displayed as an empty cell; a function of generating a new predetermined symbol based on the total amount of the award given to the predetermined symbols displayed on the winning line when all of the cells constituting the winning line are filled with the predetermined symbols after the execution of the action, and holding the new predetermined symbol in one of the cells constituting the winning line, and leaving the remaining cells constituting the winning line empty; and a function of repeating the action until a termination condition is met, and then awarding to the player the total amount of the bonus awarded to the predetermined symbols displayed in the display area. [Explanation of symbols]
[0129] 10...gaming machine, 16...display (an example of a display unit), 22...control unit.
Claims
1. a display section having a display area for displaying symbols in each of cells arranged in a matrix, said display area being provided with a pay line consisting of a plurality of cells, said symbols including predetermined symbols each of which is awarded with a predetermined award amount; a control unit connected to the display unit, The control unit performing an action of randomly causing the symbols to appear in empty cells in the display area; retaining the predetermined symbol displayed in the cell after the execution of the action, and performing the action again on the cell in which the predetermined symbol was not displayed as the empty cell; If all of the cells constituting the pay line are filled with the predetermined symbols after the execution of the action, a new predetermined symbol is generated based on the total amount of the awards awarded to the predetermined symbols displayed on the pay line, and the new predetermined symbol is held in one of the cells constituting the pay line, while the remaining cells constituting the pay line are left as empty cells; The gaming machine is configured to repeat the action until a termination condition is satisfied, and then award to the player the total amount of the award that has been awarded to the predetermined symbols displayed in the display area.
2. The gaming machine according to claim 1 , wherein the control unit causes the symbols to appear randomly in the cells by rotating and displaying the reels including the symbols.
3. The gaming machine according to claim 2 , wherein a reel including the symbol is provided for each of the cells, and rotates and stops in each of the cells.
4. the predetermined symbols include credit symbols indicating credit amounts; The gaming machine according to any one of claims 1 to 3, wherein the control unit, when all of the cells constituting the pay line are filled with the predetermined symbols after the action is executed, totals the credit amounts displayed on the credit symbols located in the cells constituting the pay line and sets the total as the bonus amount.
5. the predetermined symbols include multiplier symbols to which a multiplier is assigned; The control unit When the multiplier symbol appears, the multiplier symbol is held in the cell in a locked state in which the multiplier effect is not exerted; unlocking the multiplier symbols held in the cells that make up the pay line in response to all of the cells that make up the pay line being filled with the predetermined symbols; 5. The gaming machine according to claim 4, wherein the credit amounts of all the credit symbols held in the cells constituting the pay line are increased by a multiplier factor associated with the multiplier symbol whose locked state has been released, and the increased credit amounts are totaled to become the bonus amount.
6. the predetermined symbols include ranked jackpot symbols, The control unit When the jackpot symbol appears, the jackpot symbol is held in the cell in a locked state in which the jackpot effect is not exerted; unlocking the jackpot symbol when all the cells constituting the pay line are filled with the predetermined symbols; 5. The gaming machine according to claim 4, wherein the rank of the jackpot symbol whose locked state has been released is converted into a credit amount, and the converted credit amount and the credit amounts of all the credit symbols held in the cells constituting the pay line are totaled to determine the bonus amount.
7. The control unit a remaining number of times for the action, which is set to an initial value, is decreased each time the action is executed, and when a new predetermined symbol appears as a result of the execution of the action, the remaining number of times is returned to the initial value; 4. The gaming machine according to claim 1, wherein the condition for ending the action is that the remaining number of times has been exhausted.
8. A method for providing a game executed on a gaming machine including: a display area for displaying symbols in cells arranged in a matrix, the display area being provided with a pay line consisting of a plurality of cells, the symbols including predetermined symbols each of which is awarded a predetermined award amount; and a control unit connected to the display area, The control unit performing an action of randomly causing the symbols to appear in empty cells of the display area; a step of retaining the predetermined symbol displayed in the cell after the execution of the action, and performing the action again on the cell in which the predetermined symbol was not displayed as an empty cell; a step of generating a new predetermined symbol based on the total amount of the awards given to the predetermined symbols displayed on the winning line, when all of the cells constituting the winning line are filled with the predetermined symbols after the execution of the action, holding the new predetermined symbol in one of the cells constituting the winning line, and leaving the remaining cells constituting the winning line as empty cells; a step of repeating the action until a termination condition is met, and then awarding to the player the total amount of the bonus awarded to the predetermined symbols displayed in the display area.
9. A gaming machine includes a display unit having a display area that displays symbols in each of cells arranged in a matrix, the display area having a pay line made up of a plurality of cells, the symbols including predetermined symbols that are awarded with predetermined award amounts, and a control unit connected to the display unit, the program being executed by the control unit, the program comprising: a function of executing an action of randomly causing the symbols to appear in empty cells in the display area; a function of retaining the predetermined symbol displayed in the cell after the execution of the action, and performing the action again on the cell in which the predetermined symbol was not displayed as an empty cell; a function of generating a new predetermined symbol based on the total amount of the award given to the predetermined symbols displayed on the winning line when all of the cells constituting the winning line are filled with the predetermined symbols after the execution of the action, and holding the new predetermined symbol in one of the cells constituting the winning line, and leaving the remaining cells constituting the winning line empty; and a function of repeating the action until a termination condition is met, and then awarding to the player the total amount of the bonus awarded to the predetermined symbols displayed in the display area.
Citation Information
Patent Citations
Method of playing a wagering game and gaming devices with a bingo-type secondary game
US6840858B2