AU2004237852A1 - Gaming machine and control method of gaming machine - Google Patents

Gaming machine and control method of gaming machine Download PDF

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Publication number
AU2004237852A1
AU2004237852A1 AU2004237852A AU2004237852A AU2004237852A1 AU 2004237852 A1 AU2004237852 A1 AU 2004237852A1 AU 2004237852 A AU2004237852 A AU 2004237852A AU 2004237852 A AU2004237852 A AU 2004237852A AU 2004237852 A1 AU2004237852 A1 AU 2004237852A1
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AU
Australia
Prior art keywords
card
game
gaming machine
player
payout
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
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AU2004237852A
Inventor
Hiroaki Kashima
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Universal Entertainment Corp
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Universal Entertainment Corp
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Publication of AU2004237852A1 publication Critical patent/AU2004237852A1/en
Assigned to UNIVERSAL ENTERTAINMENT CORPORATION reassignment UNIVERSAL ENTERTAINMENT CORPORATION Alteration of Name(s) of Applicant(s) under S113 Assignors: ARUZE CORP.
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/3293Card games, e.g. poker, canasta, black jack

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Description

AUSTRALIA
PATENTS ACT 1990 COMPLETE SPECIFICATION NAME OF APPLICANT(S):: Aruze Corp.
ADDRESS FOR SERVICE: DAVIES COLLISON CAVE Patent Attorneys 1 Nicholson Street,Melbourne, 3000, Australia INVENTION TITLE: Gaming machine and control method of gaming machine The following statement is a full description of this invention, including the best method of performing it known to me/us:- BACKGROUND OF THE INVENTION (C Field of the Invention 00 00 5 [0001] C( The present invention relates to a gaming machine o on which card games .such as blackjack and so on can be
(N
played with images of cards such as playing cards or the like being displayed on a screen, and a control method of the gaming machine.
Related Background Art [0002] .'Conventionally,. a gaming. machine is known which displays images.-.showing cards.- such as. playing cards on its display screen, which is realized by a liquid crystal display panel or:CRT, and changes the display of each of the. card image's in accordance with operation input by a player to thereby., -make the game progress (for example, :Japanese Patent Unexamined Application No. 2001-70642, 20 hereinafter, reference of "Patent Document A real .player playing '.games on such a gaming machine plays playing-card games, (card games) such as a blackjack game and a poker game against a dealer being a virtual opponent controlled by the gaming machine, and receives payout as a winning such as medals in accordance with the a- result of play. 1A C) SUMMARY OF THE INVENTION 0 [0003] The card game in the above-described conventional C-q gaming machine including the above-described Patent In 0 0 5 Document 1, however, is that the win/loss is decided by C- comparing superiority/inferiority between a winning o combination of cards of the real player and a winning combination of cards of the dealer being the virtual opponent controlled by the gaming machine, so that when the player wins, a fixed payout amount in accordance with the winning combination of the player is paid out.
Therefore, in the card game performed in the conventional ,:.gaming machine, once the winning combination.of the cards of. the.:player-,is decided, the :payout- amount :to be paid out when the;.player wins is automatically decided.(known), t hus giving., the player repeatedly: -playing games- on :this :.,gaming machine; a. feeling of. monotony.: .Accordingly,: the conventional, gaming machine is not. enough .to..keep, the S interest'of the player. .[0004] The ':.;.cpresent :invention has -been developed in S- consideration :of .the above-described problems; and an object thereof is to provide a gaming machine capable of keeping the interest of a player by making the contents of a card game varied and new, and a control method of the gaming machine. [0005] o To achieve the above-described object, the present invention is a gaming machine including a determining C-i means determining establishment/non-establishment of a In 0 0 5 shift condition for shifting a game mode from a normal (C game mode to a special game mode and shifting means Sshifting the game mode from the normal game mode to the special game mode based on the determination result of the determining means, characterized by including: extraction means extracting a predetermined number of card data to be used in the special game mode, from a plurality of card data; selecting means selecting a card i- .data--to be: assigned to the first group and:,card data. to be assigned .to: each.of a plurality- of second :group, from :15 among 7the'.predetermined number of card data extracted. by .,.the extraction means.;- winning combination comparing means-- .:.performing, .comparison between a winning, combination :based on. the card...-.data ,-of the first group .,and ,winning combinations based .on the card data :of at- least-two .the :.second groups;- and payout calculating. means calculating a payout .based_ on '.the .comparison .result by:. the .winning:; combinationcomparing means. [0006] In the special game mode of the present invention, it is assumed there are a plurality of second groups, and S winning combinations..of the respective card data of the..
3 C) second group are compared to (played against) a winning o combination of the card data of the first group to compete for superiority respectively. Therefore, a C( player of the first group is given a chance to receive a 00 5 plurality of payout times by winning against the C- plurality of second groups. The payout amount (winnings) Sto be paid out to the first group is not defined until after the end of plays against all of the second groups even when the winning combination of the card data of the first group has been decided, thus allowing a player of the first group to continue having expectations till the last moment. Therefore, even if the game is repeatedly .performed, the interest of a player of the first group; can be kept.. [0007] 'In this case,,: it is preferable that. :the. gaming ,machine furtherJ.. includes an instruction.', input device .inputting. instruction to the first group, wherein, .the.
:--selecting -means selects the card! data, f ar the.-:first group accordance with- :the instruction inputted fromi the instruction input 'device. .This allows theplayer of. the first group to ;rea-lize that his or her own .will is reflected -and he or she directly participates in the special game mode, so that the interest of a player of the first group can be kept longer.
S [0008] C) Further, it is preferable that the payout changes o in accordance with the number of the second group side against that the first group side has won. In this case, C- for example, when the payout is increased in proportion 0 0 5 to the number of the second group side against that a C- player of the first group side has won, a player of the Sfirst group expects to win against the greater number of second groups, resulting in more interest added.
[0009] Further, it is preferable that, where processing from the extraction of the card data by the extraction means to. the winning combination comparison by the winning.. combination, comparing -means .is regarded as one .game, payout rate for calculating the: payout-, -:by..the payout calculating means is changed for each game. This allows a,player of.-the .first group to have expectations .of. winningl.of..a. game with .a high.payout.rate,. leading ;to more interest added i .,Further, iti' -is suitable. that the'..,.gaming machine 20. further includes ta. card display "device displaying.the card images' us'ing '.the. card data selected, by the selecting means. Further, it is suitable that the selecting means select card data to be assigned to the first group as card data on a player side and select card data to be assigned to the second group as card data on the gaming 5.
O machine.
o Then, it is suitable that in the special game mode, a player is able to play a blackjack game.
C The present invention provides a control method of a gaming machine including a determining means C( determining establishment/non-establishment of a shift Scondition for shifting a game mode from a normal game mode to a special game mode and shifting means shifting the game mode from the normal game mode to the special game mode based on the determination result of the determining means, the method including the step of: extracting a predetermined number of card data to be used the special game mode, from .aplurality.,of ,card data; .electing."card dat-a to be. assigned to a first, group and .15 .card data to. be assigned to each of-a plurality -oftsecond S. group, from among .the predetermined number :of extracted card, .data; performing a comparison: between a. winning combination based .on the card data of the first group and.
,--.winningr combihation- based on the card.data--of at-;least.: two the :second' groups; and calculating a payout .based:on .the comparison'-result.of winning .combination..; [0010] The present invention will be more fully understood from the detailed description given herein below and the accompanying drawings which are given by way of illustration only, and thus -are not to be considered as C) limiting the present invention.
o BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a perspective view showing an entire CA configuration of a gaming machine being a gaming machine In 0 0 5 according to an embodiment of the present invention; C Fig. 2 is a block diagram of the gaming machine, o mainly showing its internal configuration; Fig. 3 is a block diagram showing an example of an internal configuration of an image control circuit; Fig. 4 is a flowchart showing an operation procedure from a start to an end of a game in the gaming machine shown in Fig. 1; Fig. 5 is flowchart showing an operation procedure of lottery processing shown: in 5 .Fig. 6 is a flowchart showing. an operation procedureof first, game processing shown in-'Fig.4; S is diagrams :showing examples. of contents of symbol .decision tables for use in.the first.game;, Figo.8 .is. al<diagram showing-.,an.,-example- bf- -contentsof.-a::stop-".table for use in 'the first game; i Fig. 9 is.a;-:diagram showing an example'.of a winning :determination table for use in the first game; :iFig. -10 is a diagram showing an example of a state determination table for use in the first game; Fig. 11 is a view showing a game execution screen in the first game;:...
0 0
U
C)
00 5 20- Fig. 12 is a flowchart showing an operation procedure of second game processing shown in Fig. 4; Fig. 13 is a schematic view showing an example of a game execution screen displayed on a liquid crystal display panel during the second game processing; Fig. 14 is a schematic view showing an example of a game execution screen displayed on the liquid crystal display panel during the second game processing; and Fig. 15 is a flowchart showing an operation procedure of other second game processing.
DESCRIPTION OF THE PREFERRED EMBODIMENTS [0011] Hereinafter, -preferred embodiments of the present invention' wil, be-: described -with: reference the accompanying drawings. Note that the !same reference numbers- .;-are :assigned .'to the same :or ::corresponding components'.and"overlapping description thereof 'is. omitted.
[0012] ig. is perspective: view .showing an- entire-. Sconfiguration 'of: a-gaming machine 1. -The..gamingtmachine which is a.:gaming machine according to -an' embodiment of: the-. present invention, has a variable -display device which variably displays a plurality of symbols and a card display device which displays a plurality of card images.
The gaming machine 1 can also execute a normal game mode in which a plurality of (three in this embodiment) d pseudo-reels are displayed on the variable display device 0 to allow a normal slot game (first game) to be played, and additionally a special game mode in which a plurality CA of card images are displayed on the card display device 00 to allow blackjack being a match card game (second game) CA to be played. In the normal game mode, winning/nonowinning is determined depending on the combination of symbols coming to an effective line(pay line) at the point of time when the pseudo-reels stop.
[0013] The gaming machine 1 has a cabinet 2, on the front of which liquid crystal display panels 3, 4, and 5 are Smounted in .order :.from -the upper side. On the liquid.
S ctystal display: p'anel images that 'are noti. directly.
15 involved' in,'games: (for example, a payout table, three- .dimensional :mov-ing 'image for game performance aking games; more exciting,; and so on) are;. displayed./ '.On :.the -liquid .crystal. -display panel 4, explanation. of how to play--games and so on: are displayed. [0014)] y- Si. '-The liquid crystal display panel.-5: operates .as- the variabl e display device .and the card.'display device,. -On this liquid crystal display panel 5, .r the plurality of pseudo-reels for the first game (slot game) are displayed in the normal game mode, such that the symbols on each of the pseudo-reels are variably displayed (scroll display).
i o SFurther, the card images for the second game (card game) o are displayed in the special game mode. Note that the contents of the pseudo-reels and the card images to be Ci displayed on the liquid crystal display panel 5 will be 00 S5 described later.
Cl [0015] O Besides, the cabinet 2 is provided with a coin insertion slot 6 for inserting coins for betting in a game, and a bill insertion port 7 for inserting bills, below the liquid crystal display panel 5. Further, a spin button 8, a BET selection button 9, a line selection button 10, and .apayout button 12 are provided in order l. leftward from the bill insertion port .[0016] The spin "button 8 inputs a start :signa.l for 'a S player to instruct;:start of a game to thereby start .the, ,variable. display.-: of..the pseudo-reels ion-: the,:. liquid crystal...display-. device 5 by an operation input..of the player. :..The rBET:-' selection. :button 9. -inputs' a, :BET :,selection signal for the player to select and set the number of coins. (for example, 1, or. .object' of a BET.'"The line selection-button, 10. inputs a *line:'selection signal for the player to select and set a desired effective line from among a plurality of effective lines not shown by an operation input of the player. Further, the cabinet 2 is provided, at the kn 0 c bottom, with a coin payout opening 13 and a coin receiving tray 14 which receives paid out coins.
[0017) Fig. 2 is a block diagram of the gaming machine 1, mainly showing its internal configuration. The gaming machine 1 has a plurality of components around a microcomputer 31.
[0018] The microcomputer 31 has a main CPU (Central Processing Unit) 32, a RAM (Random Access Memory) 33, and a ROM (Read Only Memory) 34. The main CPU 32 operates in accordance with' a. program stored in the ROM 34 to input/output signals- from/to other components via an I/O port.-39 to' thereby control the operation of the entire gaming: machine RAM 33 stores data- and programs fbr :use-: in :op-eration .of the main CPU 32, in which,' for: example,' .random l number values sampled; .:by a: laterdescribed sampling-.circuit 36 are temporarily -held -after *start:-, of game,"'- and data such code Nos ';.(c6de .numbers)- and .symbdoltNos. (symbol numbers)i:.of the .'pseudoreels.-are stored. The ROM 34 stores programs executed..by .the main CPU 32 and permanent data. [0019] The gaming machine 1 further has a random number generator 35, the sampling circuit 36, a clock pulse generation circuit 37, and a frequency divider 38. The 0 0 Srandom number generator 35 operates in accordance with o the instruction from the main CPU 32 to generate random numbers within a certain range. The sampling circuit 36 C extracts an arbitrary random number from the random 00 numbers generated by the random number generator 35 in Ci accordance with the instruction from the main CPU 32 and o inputs the extracted random number into the main CPU 32.
C<
The clock pulse generation circuit 37 generates a reference clock for bringing the main CPU 32 to operate, and the frequency divider 38 inputs into the main CPU 32 a signal obtained by frequency-dividing the reference clock by a certain period.
S [0020] switch- input unit 50 .has. a .start switch -BET -'switch 52, a line switch 53, and "a payout switch 55. .The switch '51 .inputs a start :signal into the main.-CPU 32 .,upon detection' of :an operation input, at the spin button BET,. switch 52 inputs a BET selection s signal into: 'the-- main CPU .:upon detection 'of an °operation input., ab.the :BET 'selection button 9. The -:line switch 53 inputs.a line selection signal into the.;main S .CPU 32 upon detection of an operation input at the, line selection button 10. The payout switch 55 inputs a payout signal into the main CPU 32 upon detection of an operation input at the payout button 12.
2[0021] 12 0 0 o ci 00 ci 0 The gaming machine 1 further has a touch panel 56, a lamp drive circuit 59, a lamp 60, an LED drive circuit 61, an LED 62, a hopper drive circuit 63, a hopper 64, a payout completion signal circuit 65, and a coin detector 66. The gaming machine 1 further has an image control circuit 71, a sound control circuit 72, and a speaker 73.
[00221 The touch panel 56 is provided in such a manner as to cover the display screen of the liquid crystal display panel 5 to detect the position of a place where a finger of the player touches and input into the main CPU 32 a position signal corresponding to the detected position.
The:-lamp-drive circuit 59 outputs to the lamp 60 a signal for-'tturning on, the-:lamp. 60 to cause the'; lamp .60 to flash S duridg -execution of a game. With this' flash, effective performance'. is 'realized. The LED drive-,.circuit .61 S con-trols.. ,f lash display of. the,.- LED 62. The LED 62 S performs .,.,-credit-number.. display, acquired-coin number display, and The hoppe-r drive: circuit.._,63 drives S the':hoppe:r 64--under ,:the control.of the.imainri:CPU 32,. and. the. hopper,'64. perfbrms operation-for paying.-.out' coins. for winning-to pay :out coins from the payout-opening 13. -Thecoin -detector 66 counts the number of coins paid out by the hopper 64 and sends data on the counted number value to the payout completion signal circuit 65. The payout completion signal.. circuit 65 .receives the data on the o number value of coins from the coin detector 66 and o inputs a signal notifying completion of the payout of coins into the main CPU 32 when the number value reaches Ci data of the set number.
00 0O 5 [0023] Ce Ci The image control circuit 71 controls image display 0on each of the liquid crystal display panels 3, 4, and to cause the liquid crystal display panels 3, 4, and 5 to display various images such as the pseudo-reels which are variably displayed, card images, and the like.
[0024] .The image.control circuit 71 has, as shown in Fig.
3, an image control CPU.71a,. a work RAM 71b, a. program ROM.7.1c,. an- image ROM 71d, a video RAM.L7.e, and ,a.-:-VDP (Video Display :Processor) 71f. The image. control CPU. 71a decides'::the :.images ::(the pseudo-reels, :-card images and so Qri). -'to,,be :displayed .on the liquid .crystal display .panels :and .5 based on parameters set ,by.:.the .microcomputer -31 -in .accordance With an -image control. program: (relating to -i"thei displays .on the liquid crystal -di-splay panels.- 3i:, 4, :and L-5) storedt in 'the program ROM 71c-; in: advance... The wo-rk';RAM 71b 'is Constituted as a; temporary memory when the 'image control CPU 71a executes the image control program.
[0025] The program ROM 71c stores the image control 14 program, various selection tables, and so on. The image o ROM 71d stores dot data for forming images. The dot data includes, in this embodiment, image data not only on the C( pseudo-reels for use in the slot game in the first game 00 5 but also on card- images showing 52 playing cards CA- (hereinafter referred to as a "card image group") for use Sin blackjack. The video RAM 71e is constituted as a temporary memory when the VDP 71f forms images. The VDP 71f having a control RAM 71g forms images matching the display contents on the respective liquid crystal display panels 3, 4, and 5 decided by the image control CPU 71a, and outputs the respective images formed to the liquid crystal display panels 3, 4, and 5. [0026f Returning'"to Fig. 2, the sound control circuit 72, inputs -into .the i:speaker 73 a sound signal.:for outputting- sound,:-f-om the .:;speaker 73. From the.'speaker sound: .for-making..a game more exciting is outputted,. for ;example, at' a.i appropriate timing after start -of the game. [.0027] .operation' contents of the:; gaming machine 1.
having:- 'the. .'above-described configuration will. be described with.reference to flowcharts shown in Fig. 4 to Fig. 6 and Fig. 11. In the gaming machine 1, as shown in Fig. 4, the first game is executed first, and then the second game -is -executed under a certain condition. The 0 0 ci first game is described as the slot game in the following o illustration, but the first game executed in the game in the present invention is not limited to the slot game.
Ci The game may be, for example, a card game such as a poker 00 game or the like. On the other hand, the second game CA only needs to be a card game in which the gaming machine O side and the player play a match against each other, and is not limited to blackjack.
[0028] Fig. 4 is a flowchart showing the operation procedure of the main processing from -the start to the end of a slot game in the gaming machine 1. Note that Step, is abbreviated, to S in Fig. 4 to Fig. 6 and .Fig; 11.
shown.in Fig. 4, the gaming'- achine -1 :after starting the -main -processing .performs start: acceptance processing in Step.-l -for-starting a game.- :.[0029] In.the-start acceptance iprocessing in.Step ,l,.,the ,gaming ;madhine '1 accepts the operation for: starting theg;.gme from the player" under the.control of the main CPU 32.
start:the~;slot game to activate' the -pseudo-reels (to S r variably -display the pseudo-reels), the '-player first inserts a number of coins to be bet in one game through the coin insertion slot 6 and operates the .BET selection button 9 to thereby decide the number of coins to be bet in one game. Further, the player operates the line u 0
C)
ci o ci O 1^ mD ^1selection button 10 to select an effective line.
Subsequently, the player operates the spin button 8 (hereinafter a series of these operations is referred to as "start operation"). With this start operation, a start signal is inputted from the start switch 51 into the main CPU 32 (in the case of credit, a BET selection signal is inputted from the BET switch 52).
[0030] Then, the processing proceeds to Step 2, in which lottery processing in the first game is performed. When the lottery processing is started, the processing proceeds to Step .13 shown in Fig. 5, in 'which the main SCPU "32 perfotms .'symbol .decision processing.-. ILn .this :symb6l -decision" processing, the main -CPU. 32-:decides .a siybol 'to be stopped on a .selected effective. line. L for each pseudo-reel: S [0031] Further, -in.the lottery processing,, when .detecting the':start operation' of the player. -based on the 'input -si-qhal7f tfrdomthestart switch.51,. the main CPU.32 :instruct the'random' number 'generator 35...to generate random numbers within a'.certain range upon -receipt;of .the detection (in other words, regarding the start of the game as a trigger). The main CPU 32 further instructs the sampling circuit 36 to extract an arbitrary random number from the -random numbers generated by the random number generator 0 0 When the random number is extracted, the main CPU 32 o sets the random number in a search key to acquire the code No. of its corresponding symbol and the symbol, Ci referring to symbol decision tables 81 to 83 shown in 00 5 Figs. 7 to stored in the ROM 34. The symbol Ci decision tables 81 to 83 shown in Figs. 7(a) to Swhich correspond to the pseudo-reels RI to R3 in order, are tables storing the code No. of each symbol and the symbol associated with the random numbers. For example, when the random number extracted by the sampling circuit 36 is a number ranging from 0 to 20, the code No. and the symbol are acquired. The processing of extracting a random number to acquire its code No. is -;..performed -for each of the pseudo--reels'R'L1,to.R3.' [0032] lternatively, it is suitable:-':to. search a corresponding symbol for each of, the pseudo-reels R1 to R3 referring .to one stop table 90.,as shown, in Fig. 8, .:instead of .the 'three symbol 'decis'ion- tables 81 'to 83-.
[0033]- S" Here the stop table 90 as -shown in Fig; 8, a table' having a code -No. area 90a -,where code Nos. (of symbols) are stored, a symbol area 90b where the symbols corresponding to the code Nos. are stored, and a random number area 90c where random numbers are stored, and is configured such'that when a random number is set in the 0 0 ci
(U
c) search key to search the random number area 90c, the code No. of its corresponding symbol and the symbol can be searched for each of the pseudo-reels R1 to R3. In the symbol area 90b, symbols are registered corresponding to the code Nos. of to for each of the pseudo-reels (the order of the registered symbols is different from those of the symbol decision tables 81 to 83 shown in Fig.
For example, C1 shown in Fig. 8 shows a symbol pattern composed of symbols when the acquired code Nos.
are for all of the pseudo-reels R1 to R3.
[0034] Then,- in the gaming machine the .extraction of a random'i number and.' the search of the -symbol decision tables 81 83 or :the- stop tables 90 are performed for' S each of the pseudo-reels R1 to R3.: When symbols are -deci'ded-for. the pseudo-reels R1 to R3, stop: positions of herTeels-ofor. stopping the symbols on.-the effective line SL.-are then decided. [0035] Referring again to Fig. 5, upon decision of the S stop' positions of the reels, the main CPU 32 proceeds to -Step''14 and determines winning/non-wininning referring to a winning determination table 86 stored in the ROM 34.
Here in the winning determination table 86, as shown in Fig. 9, either of a winning symbol pattern and a notwinning (non-winning) symbol pattern is distinguishably 0 0 registered associated with the combination of the code o Nos. (hereinafter referred to as a "code No. pattern").
Since the code No. pattern corresponding to the stop C positions of the pseudo-reels is decided in Step 13, the 00 5 main CPU 32 sets the code No. pattern in the search key Cl and refers to the winning determination table 86, thereby o determining winning/non-winning from the reference result.
Note that, in the winning determination table 86, code No.
patterns are set corresponding to the stop table [0036] Subsequently, the main CPU 32 refers to a contents table 91.shown in Fig. 10 and performs a winning contents Sdetermination 'processing of determining ,the winning S....contents '(the "winning contents" is :e:ferred to, also as a.
"winning combination"). Here the contents table 91 is :,fdTfot.deciding the contents in winning..-(.winning -state), in which. :i*payout amounts (the payout of .coins-. andj-...:the- I contents of-.the second game) corresponding to the. winning ontents are. registered as shown in Fig. 10. For example, 'a 'winning -combination "(any)-(any)-trigger.-l -or means a case .when specific symbols. (symbols when: the code No-.
the pseudo-reel. R3 is 2 or 6, and the;-code Nos. of the pseudo-reels R1 and;:R2 are arbitrary numbers) appear, so that BONUS 1 or 2 here, that is, the second game is executed. Note that the difference between BONUS 1 and BONUS 2, described later in detail, is in that the number o C) of opponents in the second game is different. Besides, a o winning combination means that the symbols on the pseudo-reels R1 to R3 match to in which case the Ci payout amount is 80 coins. With that the lottery 00 S5 processing ends.
Ci [0037] O Next, the processing proceeds to Step 3, the first game processing is performed. The first game processing is performed with the game mode is kept in the normal game mode and includes Step 17 to Step 19 shown in Fig. 6.
In Step 17, variable display processing is performed. In this case, the image control circuit 71 .operates S according the .instruction of- the-..main .CPU. 32 to S display, for," example-.- as shown in 1Fig. 11, a game execution image including variable display .images of the.
plurality of- pseudo-reels R1 to R3 is displayed on the.
S liquid crystal display panel 5. 'Fig. -11 a view showing.-the game execution image in the.-,normal .game mode o.r the 'liquid crystal- display panel 5- .On- the- liquidcrystal"display panel 5, the three pseudo-reels: Rl, R2,..
and R3 are variablysdisplayed at the center thereof, and::.
'the laterally extending straight effective line L; is displayed at the middle thereof. Each of the pseudo-' reels R1 to R3 has a plurality of symbols (for example, a symbol S1 displaying "WILD," a symbol S2 displaying S "BONUS and so on) and is thus variably displayed such 0 0 1 that the symbols appear successively in an irregular o order. Note that the "BONUS 1" of the symbol S2 shown in Fig. 11 corresponds to the "trigger 1" shown in Fig. Ci Further, in the gaming machine 1, the three pseudo-reels 00 5 are arranged side by side in a line in the horizontal Ci direction, but the number of reels is not limited to three. For example, the number may be five or nine.
[0038] Further, in a region El on the upper right side of the pseudo-reels R1 to R3, the credit number and the BET number are displayed. Furthermore, in a region E2 on the lower side.of the pseudo-reels R1 to R3, explanation of Sthe game contents '(in this embodiment characters. "INSERT COIN'PUSH THE BUTTON"). is..displayed. [0039] -Though- not shown, the main CPU 32-instructs., during- "first game processing, the image control circuit. to display .'the payout table and the :.three-dimensional:, 1 images:-fdor game performance on the: liquid crystal-display .'~panel .3 .:and. the 'image for explanation- .of- how .to play gamoes 0 and.the like on the-liquid crystal display panel 10040]. Referring again to Fig. 6, after the end of Step 17, the processing proceeds to Step 18, in which stop control processing is performed. Here the pseudo-reels R1 to R3 in scrolling are stopped to correspond to the result of o 0 Sthe lottery processing in step 2.
0 [0041] Next, the processing proceeds to Step 19, in which c jl payout processing is performed. In this case, when the 00 main CPU 32 instructs the hopper drive circuit 63 to Oc perform payout of a number of coins corresponding to the o search result in the contents table 91, the hopper 64 performs payout of coins in the first game. Further, when determining that the payout of the instructed number of coins by the signal from the payout completion circuit has been performed, the main CPU 32 ends the payout .processing and proceeds to Step 4 shown in. Fig. 4.
[:0042) After proceeding to Step:' the. main -'CPU 32 operates as a:determining means to determine whether the trigger.for shifting:to the second game,.isestablished or.
not (establishment/non-establishment..of. a shift condition.
for-*shifting the- game mode from the. normal .game mode -the'" specia game mode) from the result -of -the;:winning contehts- determination, in. Step. 14.;e, Here when. -the .winning S. contents shows :the.possibility of-shifting. to the special game mode (for example, when the symbol pattern is "(any)-(any)-trigger 1 or 2" shown by Bl or B2 in Fig.
the main CPU 32 operates as shifting means and proceeds from Step 4 to Step 5 to shift the game mode to the special game mode, thereby performing the second game S- 23 processing. If the shift condition is not established, o the main CPU 32 ends the main processing without executing Step C [0043] 5 Next, the second game processing being a C characteristic part of the present invention will be o described.
[0044] In the second game processing in this embodiment, a game (card game) in which a first player (card assigned to first player is referred to as first group) plays against a plurality of second players (card assigned to .second player is referred to as second group)., can be S. performed. In this card .,game, the .processing -is *performed with the first player standing on a position of a: .player -really existing (hereinafter, referred, to, :as a S real:-player) arndceach of- the second players standing,, on a pos-i-tion- of'.a- virtual player. (hereinafter, referred to ,as a virdtual player)n on the main CPU (gaming machine) side.
Further, the -first player plays a -role. a. .master (dealer) and the second players play roles as slaves, and the' first player and the plurality of second.players play a match on blackjack. In.-short, the real player plays against the plurality of virtual players.
[0045] After the processing proceeds to Step 5 shown in kn 0 ci i Fig. 4 and the second game is started, the processing proceeds to Step 20 shown in Fig. 12 in which the main CPU 32 operates as an extraction means to extract image data for a predetermined number of card images of cards to be used in the second game (image data for a card image is referred to as "card data".). Note that, in addition to image data, number on the card mark on the card and so on ,information for specifying each of the card image are included in card data. In this event, the main CPU 32 extracts from the card image group the card data for displaying the predetermined number of cards on the. liquid' crystal display panel 5, referring to data obtained, .fiom -the--sampling circuit 36. -In.:the second -game,> the liquid crystal display panel.:.5 soperates as;,,a card display device in the present. invention. In .this :embodiment;.; the card data for displaying' respective cards of-the real' player.as the master and the.virtual -players .as the :slaves are..extracted. :;In this:event,. the number of- virtual players-' as the slaves is.' decided l.from' the result the"' above-described' '-winning, contents determination in Step 14. 'For example, .when !the .result S is "-'!BONUS (the -symbol pattern is ".(any)-(any)-trigger the number of the virtual players is decided to be three, and when the result is "BONUS 2" (the symbol pattern is "(any) (any)-trigger the number of the virtual players is decided to be five. Note that, in the Sembodiment described below, the case of "BONUS that o is, the case in which the virtual player are three will be described.
C [0046] 00 5 Next, the processing proceeds to Step 21, in which C cards are distributed to the real player and the virtual Splayers, respectively. In more detail, the main CPU 32 operates as a selecting means to select card data which is assigned to the real player and is to be.displayed as the card for the real player, from the card data extracted in'Step 20. On the other hand, the main CPU 32, ,which also operates as a decision means deciding the card .images.-'to besas'signed to the virtual players-'.respectively, selects .card "data- which .are assigned,: the- virtual players and are to be displayed asi.cards for the virtual players, from. the card data extracted in Step 20. Then, S, .,*fteri.lthe- selection, the main CPU. .32 causes- the. liquid crystal, display- panel 5-to display.the card..images <using the 'selected' -card data. In this event,, .first- of al'l., the.
20 :m.mainri-CPU 32 displays on the liquid crystal display panel c5, ."-.such that cards facing up are -distributed ,to the real player and all'of the virtual players, 'one for each.
[0047] Fig. 13 is a schematic view showing a state in which card images for the real player and the virtual S"players are displayed, one for each. In this drawing, a 0 0 card image 40a here) for the real player is o displayed on the left side as the player faces, on the liquid crystal display 5, and card images 41a here), CA 42a here), and 43a here) for the virtual 000 5 players are displayed on the right side as the player Ci faces, on the liquid crystal display 5. Further, at the Slower right side on the liquid crystal display panel the number of games (three games here) that the real player has won until then, regarding processing from Step 20 to later-described Step 26 as one game, and the number of coins to be an object of BET selected and set by the real player (10 here) are displayed.
[0048] Next,: the main -CPU 32 .operates-:as. a :selecting means 'to select card data for newly displaying.as the cards for .ther real :player and the virtual, players; .from the card .;'data extra'cted.'in .Step 20, and caus.es-.the liquid crystal display panel. 5,to- display the card- images using thecard :data.. In.".thi -event, the main -pCPU-, 32 displays a card S 20. -image" 40b :such .that -a'card facing .down isr distributed to t he real player and' displays .card images..41b, 42b,-.and '4319. such 'that, cards facing up 'are distributed to! the:.
virtual players, one for each. It is only required that the numbers on all of the card images to be distributed have been decided at this point of time, and various timings are conceivable as the timing of deciding the 27 o 0 numbers on all of the card images. Thereafter, the card o image 40b here) for the real player facing down is turned up.
C [0049] 00 Fig. 14 is a schematic view showing a state in Ci which card images for the real player and for the virtual Splayers are displayed facing up, two for each. At this point of time, winning combinations based on the card data corresponding to the card images of the real player and the virtual players may be decided. In this case, the processing proceeds to Step 23, in which the main CPU :32 operates as winning combination comparing means to .'!'perform a winning .combination comparison. in which the *J ,;:.-winning *combinatibonr.-based on. the., card .data .corresponding i to card images 40a and 40b of the real player is compared .with. the winning:: combinations based ,on the card data.
'respect.ively corresponding to the:,card images.- 41a-; and:. 41b, the card-images :42a;and 42b, and the, card- images 43a;.and, .43b of ':the virtual .players, using: the -number on'- the 20 ,',card ',mark oii..:the.'cdard for specifying -each- of .the card S' ::.images (in this. embodiment, the Inumber. on the card) :,.'out of-card data c6fresponding to the'respective card.. images of the real player being the master and the virtual players being the slaves. Note that the "winning combination" mentioned here is not the "winning contents" in the above-described first game but means the 28 o 0 Scombination of the numbers on the plurality of card o images. Then, the processing proceeds to Step 24, the main CPU 32 compares superiority/inferiority between the r winning combination of the card images of the real player 00 5 and the winning combination of the card images of the virtual player to determine whether the real player wins Sor not. More specifically, the main CPU 32 compares the total of the numbers on the card images of the real player with the total of the numbers on the card images of the virtual player to determine which is closer to "21." [0050] S. It is assumed that comparison ,with the virtual 'player corre onding to the card images-41a and. 41b;.shownin Fig. 14 is -performed first of all.. Since the'total of t- .'he'numbers .'oon the.card images.-of: this- virtual player .is 17, .whi-le the total of the numbersi on .the.-card images of..-.the-.real'-.player .is 9 1 (A..is .assumed toqrbe 20, 'the real player is .determined.' to Then, the- processing proceeds to Step.,.25; in- which. a: payout amount to be-'.paid. to the real player is added.- Next, the Sprocessing- pfbceeds to Step 26, the main CPU; 32 operates as a determining means to determines whether or: not the winning combination of the card images of the real player have been compared to the winning combinations of the card images of all of the virtual players (whether or not I 29 o 0 Sthe winning combination comparison has been performed for o the card images of all of the virtual players).
[0051] C In Step 26, when it is determined that the winning 00 5 combination of the card images of the real player has not Ci been compared to the winning combinations of the card oimages of all of the virtual players, the processing returns to Step 23, and when it is determined that the winning combination of the card images of the real player has been compared to the winning combinations of the card images of all of the virtual players, the processing proceeds to Step 27. -Thus, the main CPU 32 repeats the processing from Step 23 to .Step, 25 until the .winning combinatibn f the -card images of the real-, player -is compared to-the winning combinations of the card imagesf all of.i the virtual players.; Inthe state :shown in Fig.the .totals!ofr the numbers on .the.; card. images -of the Svirtual-,players are 10 7 17, 9 17,-jand..l0 .11 'rpectively. Accordingly;--comparing the totals, of :the- numbers 6on*'the card images .of the .real; player-and the S virtual' players, the real player has won.. against two S virtual- p.layers, so that "WIN X 2" is displayed :at the upper side on the liquid crystal display panel 5, and "WON 4" is displayed at the lower right side on the liquid crystal display panel 5 since the number of games that the real player.,has won until then is increased by o one. On the other hand, in Step 24, when the real player 0 has not won against the virtual players, the main CPU 32 proceeds to Step 26 without executing Step 25 and Ci performs the determination similar to the above.
00 oo 5 [0052] C In Step 26, when it is determined that the winning combination of the card images of the real player has been compared to the winning combinations of the card images of all of the virtual players, the processing proceeds to Step 27, in which it is determined, regarding the processing from Step 20 to Step 26 as one game, whether or not the. game has been executed a predetermined number- ;of times (for example, .seven times), .and if executed :'th .processing proceeds to.,Step 2.8.:,and-;if not executed, :the processing returns .to Step For returning .to 'Step 20; the main CPU 32 instruct..-the .image' S. '..ntrol-.:circuit 71;. to delete. the cards. already-. displayed .on the. liquid .crystal display. panel 5, and. .to ,iextract.
-"predetermine'd number of card data -,again, in a manner similar .tdo-'the" above.- In this. case, -for example,.Step-29.
is providdd between :Steps 26 and .:27 as shown .in..Fig. and count-'-up'; in which is added to the game number counter i's performed in Step 29. Further, in Step 27, whether or not a predetermined number of games have been completed may be determined depending on whether or not the game number counter indicates the predetermined o C) number or greater in Step 27 (the game number counter is o cleared after Step 28).
[0053] Ci In Step 28, the main CPU 32 operates as payout 0 0 5 calculating means to calculate the payout for a winning corresponding to the comparison result of the winning combination of the card images in Step 23. Further, the main CPU 32 instructs the hopper drive circuit 63 to perform payout corresponding to the calculated payout.
Then, upon receipt of the instruction, the hopper drive circuit 63 issues an instruction of payout of the payout of coins, so that the hopper 64 pays out coins. Here the .,:main' CPU 32'.operating as .the payout.: calculating means calculates. f the payout. using a. .payout being-, a. reference: which is set: separately from that for the first game. In this event,. the payout changes in .accordance ,;with. the :number ;of irtu'al:,players against .that the realt;:' player ha's won as-.,a,;:eresult- .of comparison, between .the iwinning..: combiniatons of :-the card images, -for example, increases in proportion-to -the number of virtual p.layers against, that the real, player has won. In.this case,.,there is possibilityI;rthat 'the greater the number of.:,.virtual players playing against the real player, the larger the payout becomes, and therefore the real player expects that the symbol patter becomes "BONUS 2" (a symbol pattern of "(any)-(any)-trigger for five virtual o 0 Splayers rather than "BONUS 1" (a symbol patter of "(any)- O (any)-trigger for three virtual players in the abovedescribed first game. Consequently, the first game is C made more attractive. With that the second game ends.
00 1 5 [0054] C In the above-described second game, though the Swinning combinations of the card images of the real player and the virtual players are decided at the point of time when two card images are distributed to each of them as shown in Fig. 14, it is also suitable to further select card data so that the totals of the numbers on the card images of the real player and the virtual players to .be or less in conformity with. the rule -of normal -b backjack-.' In. this' case, the main CPU 32 may .perform .all-.
15. .of selections bof the:card data so as to progress..the gameautomatically: or .:the main CPU 32 as a selecting:-means- S may selectr,--for- the card images of -:the.real play.er, the: card data one by- one in response to the. .instruction,-.of the real-player inputted from;the liquid: crystal display., '.panel..5- a'san 'instruction input device. .;In:-this- event, S. the main ,GPU,, 32 causes the 'liquid crystal display panel covered..w-ihththe touch panel 56 to display,.., for .example, "HIT" and "STAND." [00551 Then, for example, when the real player touches "HIT," card data for -one .card is selected and a card..
o 00 5 player exceeds On the other hand, when the real player touches "STAND," a winning combination is decided by the card images being displayed using the card data on the liquid crystal Scrystal display panel 5. Tat the pointselection of timecard images bywhen touching "HIT" can be performed any times unless the the total of the numbers on the card images exeof the real2, 5 player exceeds On the other hand, when the real CRl player touches "STAND," a winning combination is decided §by the card images being displayed on the liquid crystal display panel 5 at the point of time. Note that, when the total of the numbers on the card images exceeds "21," it is regarded as a burst, so that a loss is decided at that point of time. Note that it is also suitable that buttons for inputting instructions "HIT" and "STAND" .are S. provided on the cabinet 2 so that the real player pushes th buttons to' select "HIT" and [0056]- .Besides, although the number of. virtual players in the .second -game 4 is: decided to be.-,:three..or .five based on the:- result of- winning contents determination .in the above-described Step 14 in this!- embodiment_:, it.: is also 20. :'suitable'-that the-number of virtual players.:can be freely: set-by the real player inputting an instruction !from the Sliquid' crystal display panel 5 as an, instruction input device. In this case, the designation of the number of virtual players is performed prior to, for example, Step 20. Such a free selection of the number of virtual players allows the estimated payout amount to be -great changed, thereby making the game contents interesting.
[0057] more cn 00 1- 5 ci 0 As described above, according to the present invention, processing is performed with the first player standing on a position of a real player and each of the second players standing on a position of a virtual player, in which the real player thus plays against a plurality of opponents. This allows the real player to win a plurality of times in one game and obtain accordingly increased payout amount. Further, the payout amount to be paid to. the real player is not defined until .after -plays.. against all .of the virtual players are finished,.
which -alloWs -the- r'eal player to keep ani expectation to 'the:last moment of the game. Therefore, even when play of-a- game is repeatedly performed on the:gaming machine .1, the:.payout :amount;'to-.be paid for a:.winmis-not.- fixed but changes each' play of the ,.game, .zwhich::, can keep -the.
intefest of the real player. [0058]. In the above-described second .game. of the .gaming ma chine the' game can be repeatedly- perfokmed" a plurality of times, and in this event the payout rate may be changed for each game. For example, the number of games is counted by the main CPU 32 so that the payout being a reference for payout set in accordance with the kn 0 c i winning combination of the card images may be multiplied by a multiplier in accordance with the number of games (this multiplier is for calculating the payout and referred to as a "payout rate" hereinafter). For example, in the case of the total number of games is 7, when the number of games is 1 to 6 (a first game to a sixth game), the payout rate can be 1, and when the number of games is 7 (a seventh game), the payout rate can be 2. This can make the real player losing at the beginning expect to recover the loss if he or she wins in the last game, thus making the game more attractive.
[0059] Based- on the foregoing, the payout (payout amount;).inw:-the setoorid/ g:ame. can be calculated also byr- the following Equation' 1. It should be noted that Equation 1 is ani'..:example.,: and the calculation ,equation. for'. the, :p payout- in the second game, as a matter',of., ,course, not limited to: this. [00601] ':Equation Payout amount H (BET:.number X) X S 2. payout .amount when winning against one:slave, S: payout rate in each game [0061] In Equation 1, assuming that the BET number is the payout amount when winning against one slave is five 0 0 ci coins, the payout rates in the first to third games are 1, o 2, and 3 respectively, and the numbers of slaves against that the master has won in the first to third games are t
C
j two, one, and two respectively, the payout amount H is: 00 H (10 5 5) X 1 (10 5) X 2 (10 5 K X 3 110 (coins).
o [0062] In the foregoing, the present invention has been described concretely based on the embodiments, but the present invention is not limited to the above-described embodiments. For example, the second game is started after the end of the first game in the above-described embodiments; -but-may be ,started during play of the first -,game. 'Besidesthe number of slaves. (virtual. players), may be'-decided-by lottery under the control, of the main CPU 32. Further, .:in--'the second .game. .processing, in, '-this embodiment :,.the real player plays -arole.;as a .master and the virtual players play roles as slaves, it is suitable j -that the real player plays a role as; slave by .a selection S. of. real player. It is suitable .that the real player i :'.vselect a role as slaves at any time. :If the real player Splays a role as a slave by the selection of real player, the real player players a plurality of role as slave against the virtual player.
[0063] 0 0
C)
0 0 0 According to the present invention, processing is performed with the first player standing on a position of the real player and each of the second players standing on a position of a virtual player. Further, when a plurality of second players playing against the first player appear on the game and the first player has played against all of the second players, the payout amount to be paid to the first player is decided in accordance with the play against each of the second players. This.can keep the interest of the first player.
[0064] It is apparent that various embodiments and modifications o-f the present invention can- be.. embodied, baed on- -the :above description. -,Accordingly, it .is 15-" :-possible to carry out the present invention in.the other md ds than the; above best mode, within the following ::"Scopdobf-:.claims .and the scopetvof equivalents.. Throughout'this specification' and the -Claims which follow, unless the context requires otherwise, the word "comprise", and variations such as "comprises" and-"comprising", will be understood to imply the inclusion of a stated integer or step or group of integers or steps bit .not the exclusion of any other integer or step or group of integers or steps.
The reference to any prior art in this specification is not, Sand.should hot be taken as, an.acknowledgement or.any form of suggestion that that prior art forms part of the common general knowledge in Australia.
1.

Claims (6)

  1. 2. The gaming machine according to claim 1, further comprising an instruction input device inputting instruction to the first group, wherein said selecting means selects the card data for the first group in o accordance with the instruction inputted from said instruction input device. C( 3. The gaming machine according to claim 1 or 2, 00 S5 wherein the payout changes in accordance with the number C-i of the second group side against that the first group side has won.
  2. 4. The gaming machine according to any of claims 1 through 3, wherein, where processing from the extraction of the card data by said extraction means to the winning combination comparison by said winning combination comparing means is regarded as one game, a payout rate for-.calculating: the payout by said, payout-,.:calculating means :is.,changed for each game. r The .gaming machine according .to -any.: of claims 1 throughLI .i further: comprising a -card-.,di:splay. device displaying.'the, card image.using the card; data selected by said. selecting. means.. The -gaming machine according -to any of t -claims,. through 5 wherein, :said selecting means :select card data .to be assigned to said -first group as card data. on a player side and select card data..to be-assigned to said second group as card data on said gaming machine.
  3. 7. The gaming machine according to any of claims 1 through 6, wherein, in said special game mode, a player -is able to play a blackjack game. i In 00 ci 0 0
  4. 8. A control method of a gaming machine comprising determining means determining establishment/non- establishment of a shift condition for shifting a game mode from a normal game mode to a special game mode and shifting means shifting the game mode from the normal game mode to the special game mode based on the determination result of said determining means, said method comprising the step of: extracting predetermined number of card data to be used in the special game mode, from a plurality of card data; selecting card data to 'be assigned,to a first group card- data to, be assigned to .:each. of, a plurality of second" groupi -from among.-. the :predetermined number, of extracted card data; performing- a. comparis.on' -,between a winning combinat ion -based, .on the card.,.data,. of. said first group and, winning combination based. on.the card data of at Sleast two .said second groups;and.- calculating''a payout -based on..the comparison result of winning combination. ti. r s- i' 42
  5. 9. A gaming machine substantially as hereinbefore described with reference to the drawings and/or Examples. A control method of a gaming machine substantially as hereinbefore described with reference to the drawings and/or Examples.
  6. 11. The steps, features, compositions and compounds disclosed herein or referred to or indicated in the specification and/or claims of this application, individually or collectively, and any and all combinations of any two or more of said steps or features. DATED this TENTH day of DECEMBER 2004 Aruze Corp. by DAVIES COLLISON CAVE Patent Attorneys for the applicant(s) 5108
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JP2006014773A (en) * 2004-06-30 2006-01-19 Aruze Corp Game machine
SG143244A1 (en) * 2004-11-29 2008-06-27 Aruze Corp Gaming machine
SG142299A1 (en) * 2004-12-10 2008-05-28 Aruze Corp Gaming machine and game system
JP2006305162A (en) * 2005-04-28 2006-11-09 Aruze Corp Game machine

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EP1544812A3 (en) 2005-10-12
CN1626262A (en) 2005-06-15
EP1544812A2 (en) 2005-06-22
US20050170874A1 (en) 2005-08-04
ZA200410016B (en) 2005-08-31
EA200401496A1 (en) 2005-06-30
EA008327B1 (en) 2007-04-27

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