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A number of the winning lines A, B and C to be effected is determined in accordance with a number of inserted coins. In the case three coins have been inserted, wins are judged along all the winning lines A, B and C.

In the case one coin has been inserted, a win is judged only along the winning line A. When a winning combination of characters is found along any of the effected winning lines, a number of coins corresponding to the win is paid out at a coin discharge opening Simultaneously therewith, a number of inserted coins and a number of paid coins are indicated in the display 3.

Thus, one game is finished. When no win is found along any of the winning lines A, B, C, one game is finished with no win.

When one game is started after a bet switch of the game switch unit 4 is pushed, coins are not paid out, but instead a number of the coins to be paid out is displayed as a credit in the display 3.

The number of a credit is equivalent to the same number of coins. One push on the bet switch is equivalent to one insertion of coin, and the number of a credit in the display 3 is decreased by one.

When a number of a credit exceeding a maximum insertable number of coins is still left, a maximum bet switch is pushed, which is equivalent to a insertion of the maximum insertable number of coins.

The number of the credit in the display 3 is decreased by the maximum insertable number of coins. By pushing a pay-out switch of the game switch unit 4, coins are paid out at the coin discharge opening 11 in a number indicated in the display 3 as a credit.

Before the game is started, the coins thrown in from the coin port 1, are detected by a coin detector 12 one by one, and the count of detection pulses generated when the coins are detected is supplied to an MPU 16 as a coin count through an input port The MPU 16 converts the coin count to data for a display unit 28 and sends it to the display unit 28 so that the display 3 displays the coin count supplied to the MPU The coin count stored in the RAM 19 provides information relating to the winning lines validated in the game for the MPU The winning table is stored in ROM 20 and the internal symbols corresponding to the stop positions of reels are separately stored for each reel in ROM When the player throws in the coins and manipulates the start switch on the game switch unit 4 or the start lever 2, the MPU 16 reads that information through the input port 14 and it activates the motor driver 21 to rotate the stepping motors 22, 23 and The MPU 16 now supplies a drive pulse to the motor driver 21 by reference to a pulse generated by a pulse generator The first reel 5, second reel 6 and third reel 7 are coupled to drive shafts of the stepping motors 22, 23 and 24, respectively, so that the first reel 5, second reel 6 and third reel 7 are rotated with the stepping motors 22, 23 and Many type symbols of which the length in peripheral direction is different are arranged on the outer peripheries of each reel.

Each symbol corresponds to a stop position. The symbol L of which peripheral lenght is long has a character such as "7B" or "5B", etc.

According, all characters are not arranged on the outer peripheries of each reel continuously Fig.

Since the rotation angles of the stepping motors 22, 23 an 24 change with the numbers of pulses, the MPU 16 can uniquely determine the rotation positions of the stepping motors 22, 23 and Projections 5a, 6a and 7a for producing reset signals are provided on portions of circumferences of the first reel 5, second reel 6 and third reel 7 attached to the drive shafts of the stepping motors 22, 23 and The projections 5a, 6a and 7a are detected by photo-sensors 25, 26 and 27, respectively, in each revolution of the reels, and the detection signals are used to determine reference positions of the reels.

In this manner, the MPU 16 can determine the numbers of pulses to be supplied to the stepping motors in order to reach the stop positions of the reels.

The symbol position on the winning line when the first reel 5, second reel 6 and the third reel 7 stop correspond to the numbers of pulses supplied to the stepping motors from the MPU In the determination of winning, the winning lines validated by the number of coins thrown in into account are taken into consideration.

In case of winning, the coins are paid out from the exit 11, or if the bet switch of the game switch 4 has been depressed, the number of coins to be paid out is displayed on the display 3 as credit.

The MPU 16 supplies a hopper drive signal to a driver 29 through an output port 17 so that the hopper is driven and the coins are paid out. Each time the coin is paid out, a microswitch in the hopper is actuated to generate a pulse.

The pulse is sent to PMU 16 through a driver 29 and an input port Since the number of pulses sent to the MPU 16 corresponds to the number of coins paid out, the MPU 16 can determine, the exact number of coins paid out.

When the number of pulses supplied reaches the number of coins to be paid out, the MPU 16 sends a hopper stop signal to the driver 29 through the output port 17 so that the hopper stopped is stopped.

When the coins have been paid out, the number of coins paid out is displayed on the display 3. The number of coins thrown in for the game is not erased until coins are newly thrown in for the next game.

A winning combination table of ranked symbols which are usable in the slot machine described above will be explained with reference to Fig.

What has to be noted here is that [Angel a rank-up symbol can be used as the most highly ranked symbol in a combination of symbols positioned along an effected winning line and this substitution makes the combination a winning one, a number of coins for the winning combination is determined for a rank higher by one rank.

Next, examples of arrangement of symbols on external reels hereinafter called "external symbols" of the above-described slot machine and of arrangement of symbols on internal virtual reels hereinafter called "internal symbols" stored by ROM 20, and a method of judging a win will be explained with reference to Figs.

The first, the second, and the third reels 5, 6, 7 have 24 external symbols respectively. In this example of arrangement, 32 internal symbols are assigned to the first reel 5, 16 internal symbols are assigned to the second reed 6 and 16 internal symbols are assigned to the third reel 7.

One stop position is allocated to every internal symbol. That is, the first reel 5 can stop at 32 different rotation angles and the second and the third reels 6,7 can stop respectively at 16 different rotation angles.

These internal symbols correspond to random numbers outputted by the random number generating unit Accordingly the internal symbols are identified by random numbers, and the reels are stopped at stop positions corresponding to the identified internal symbols.

The images external symbols seen at the windows 8, 9, 10 are identified by these stop positions. In this case, the value given by multiplying the total numbers of the internal symbols on the respective reels the first reel: This results in a game which develops naturally without partiality and intention.

In the case a slot machine is designed with a probability of occurrences of winning symbols preset, the degree of freedom is so wide that a slot machine can be designed easity.

In this example of arrangement, 4 different stop positions are set on the outside periphery of the first reel 5 in the symbol region of a winning symbol [1 Bar].

One symbol is allocated to each of the stop positions. In the combination, since the two [Angel]s can be used as [7Bar]s, this combination formally corresponds to [7 Bar- 7 Bar- 7 Bar].

But since [Angel] is a rank-up symbol, this combination finally judged to be [Angle- Angel- Angel] which is higher than [7 Bar- 7 Bar- 7 Bar] by two ranks.

Assuming that one coin has been inserted, coins will be paid based on not points but points. A difference of this third example from the second example is that in this example total numbers of [0 Bar] and [Blank] of the internal symbols of the second and the third reels 6, 7 are changed so as to raise the pay-out ratio.

If one coin has been inserted, accordingly coins will be paid based on not 10 points but 5 points. A second embodiment of the slot machine is now explained with reference to Figs.

A construction of the slot machine of the present embodiment is first explained with reference to Fig. Since an external view of the slot machine is essentially the same as that of the first embodiment, the explanation thereof in omitted.

It shows a functional block diagram of a circuit configuration of a three-reel type slot machine. A CRT 37 is provided at the position of reels in the video-type slot machine.

The CRT 37 is driven by a micro computer 38 and a CRT driver 39, and nine symbols in total are displayed in matrix on the display screen.

Before the game is started, the number of coins thrown in is counted by a counter 40 with the data supplied from an input port The number of effective lines for the winning lines on the display screen is determined by the number of coins thrown in.

The winning effective lines are referenced in determining the winning. When a start button is depressed, a clock pulse is supplied from a pulse generator 41 to the CPU 43 and a microcomputer 38 is activated.

The microcomputer 38 processes the game in accordance with a game program stored in a ROM As the microcomputer 38 is activated, a CRT controller 45 is activated and character data of the symbols to be displayed on the CRT 37 from a character ROM 46 are accessed in an address sequence so that the symbols are displayed with scrolling.

The ROM 44 stores. In addition to the game program, the contents of three symbol tables corresponding to the mechanical reels, internal symbol table corresponding to the symbol tables and a winning table.

The displayed symbol address data is held while it is sequentially updated in a RAM After a predetermined time period, the scrolling of the first symbol train 49 vertically displayed, on the CRT 37 is stopped by a stop signal generated by a random number generator 48 so that three symbols are specified.

By stop signals sequentially produced from delay circuits 50 and 51, the scrolling of the second symbol train 52 and the third symbol train 53 is stopped.

In this manner, nine symbols in total are specified. The stop positions in the symbol trains are specified in accordance with the random numbers.

When the scrolling of all symbol trains 49, 52 and 53 stops, whetherahe combination of symbols displayed along the validated winning line is the winning combination or not is determined.

The address data stored in the winning table memory of the ROM 44 and the data stored in the RAM 47 are compared to get the determination of the winning.

In order to display the symbols which constitute the winning combination distinctively from other symbols, the background of the symbols may be changed or color tone of the symbols may be reversed to that of regular display colors.

The CPU 43 has input port 55 and output port 56 connected thereto. The output port 56 supplies drive signal to a hopper 58 in response to a signal from the CPU The hopper 58 pays out a predetermined number of coins corresponding the type of winning in response to the signal from the output port When the hopper 58 has paid out the predetermined number of coins, a normal symbol display mode is restored and the slot machine is reset to the initial state.

Examples of arrangement of symbols scrolled by the CRT 37 hereinafter called "scroll symbol" of the above-described slot machine and the symbols arranged on the internal reels stored in the ROM 44 will be explained with reference to Figs.

In this fourth example, 4 different stop position are set on symbol rows 49 of the scroll symbols for the winning symbol [1 Bar].

One internal symbol is allocated to each of the stop positions. For example, in Fig. In this combination, since [Angel] and [Devil] can be used as [1 Bar]s, this combination formally corresponds to [1 Bar -1 Bar-1 Bar].

But, since [Angel] is a rank-up symbol, while [Devil] is a rank-down symbol, their ranks are compensated, and this combination is finally juged to be [1 Bar-1 Bar-1 Bar].

If one coin has been inserted, accordingly coins are paid out based on 10 points. A difference of this fifth example of arrangement from the fourth example is that in the fifth example, total number of [0 Bar] and [Blank] of the internal symbols in the symbol rows 49 and 53 are varied from each other so as to raise the pay-out ratio.

In this combination, since [Devil] can be used as [1 Bar], this combination formally corresponds to [1 Bar - 1 Bar - 1 Bar]. If one coin has been inserted, accordingly coins will be paid based on 5 points.

This invention is not limited to the above-described embodiments. For example, a number of the reels, a number of symbols and arrangement of the symbols are selected suitably depending on game conditions.

It is possible to use the arrangernents according to the first, second and third examples can be used in the second embodiment, and reversely the arrangements according to the fourth and fifth examples can be used in the first embodiment.

The game machine according to this invention has been explained by means of embodiments in which the game machine is exemplified by a slot machine.

But the game machine may be any machine as long as certain characters are selected based on random numbers, and the presence of a win is determined.

An embodiment in which the game machine according to this invention is exemplified by a video. Since the game machine according to this embodiment can use the circuit of Fig.

The functions of these characters are the same as described above. Then this combination formally corresponds to [2 - 2 character, [ANGEL JOKER] in this combination is finally judged to be a straight of [2] which is higher than a three of [2] by one rank.

Accordingly coins are paid based on not 3 point but 4 points. Then this combination formally corresponds to [2 - 2 - 4 - 6 - 2].

Accordingly coins are paid based on not 3 points but 2 points. The possible highest rank in this combination is four of [2].

Then this combination formally corresponds to [2 - 2 - 4 - 2 - 2]. This combination is finally judged to be a four of [2].

A game machine according to claim 1, comprising at least one said rank-up character and at least one said rank-down character. A game machine according to claim 1 or 2, wherein the or at least one said substitutable character is a symbol included in external symbols arranged on the peripheries of reels 5, 6, 7 of a slot machine.

A game machine according to claim 3, wherein said reels 5, 6, 7 of said slot machine have different stop positions. A game machine according to any one of claims 1 to 4, wherein the or at least one said substitutable character is a symbol included in symbol rows 49, 52, 53 scrolled by a CRT screen 37 of a slot machine.

A game machine according to any one of the preceding claims, wherein the or each said substitutable character is a symbol included in internal symbols stored in a memory 20 for respective reels 5, 6, 7 of a slot machine.

A game machine according to claim 6, wherein a multiple of total numbers of the internal symbols of said respective reels 5, 6, 7 is equal to a total number of random numbers based on which the presence of a win is judged.

A game machine according to claim 7, wherein the total number of random numbers is 2 n n: A game machine according to any one of the preceding claims, wherein the machine is arranged to p a y out coins or tokens for a win.

Method and apparatus for authenticating and verifying communication on a network of gaming devices. Method and apparatus for operating multiple games on a network of gaming devices.

Gaming device having a game with multiple selections and progressive game incrementation. Gaming system and method with multiple progressive award levels and a skill based determination of providing one of the progressive award levels.

Gaming system and method having multi-level mystery triggered progressive awards. Gaming system and method for providing multiple level progressive awards with increased odds of winning higher level progressive awards.

System and method for presenting payout ranges and audiovisual clips at a gaming device. Electronic amusement device and method for operating a game offering continuous reels.

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Material see all Material. Scale see all Scale. Modified Item see all Modified Item. Bodypart Type see all Bodypart Type. Accessory Type see all Accessory Type.

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