EP1760675A1 - Machine de jeu, méthode de contrôle de jeu et système de jeu - Google Patents

Machine de jeu, méthode de contrôle de jeu et système de jeu Download PDF

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Publication number
EP1760675A1
EP1760675A1 EP06290502A EP06290502A EP1760675A1 EP 1760675 A1 EP1760675 A1 EP 1760675A1 EP 06290502 A EP06290502 A EP 06290502A EP 06290502 A EP06290502 A EP 06290502A EP 1760675 A1 EP1760675 A1 EP 1760675A1
Authority
EP
European Patent Office
Prior art keywords
game
game state
player
gaming machine
winning combination
Prior art date
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.)
Withdrawn
Application number
EP06290502A
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German (de)
English (en)
Inventor
Kazuo Okada
Jun Fujimoto
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Universal Entertainment Corp
Original Assignee
Aruze Corp
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Priority claimed from PCT/JP2005/015797 external-priority patent/WO2007026399A1/fr
Priority claimed from PCT/JP2005/015817 external-priority patent/WO2007026407A1/fr
Application filed by Aruze Corp filed Critical Aruze Corp
Publication of EP1760675A1 publication Critical patent/EP1760675A1/fr
Withdrawn legal-status Critical Current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

Definitions

  • the present invention relates to a gaming machine such as a slot machine in which a game is conducted using a game media (game valuable) such as a coin and the like, a game control method for the gaming machine, and a game system comprising the gaming machine and a control device.
  • a gaming machine such as a slot machine in which a game is conducted using a game media (game valuable) such as a coin and the like
  • a game control method for the gaming machine such as a coin and the like
  • a game system comprising the gaming machine and a control device.
  • a game is played by inserting various kinds of game media such as a coin, cash and the like into a gaming machine.
  • game media such as a coin, cash and the like
  • Each gaming machine pays out a dividend to a player according to a prize wining state (a result of playing the game) generated while the game is in progress.
  • a credit spent in each slot machine is partly reserved and in a case where the reservation reaches a predetermined amount, one of the slot machines provides a so-called "jackpot" paying out a big amount, which is not paid out in an ordinary hit (for example, see Patent Document 1).
  • a hit in each machine usually occurs on a preset probability and a player advances a game with expectation of the hit to be encountered.
  • One of the slot machines has a chance to hit a jackpot at a timing in a lottery different from a common lottery in which a hit based on the above-mentioned probability is set in the slot machines.
  • plural casinos are interconnected in a network in order to increase a payout amount in a jackpot.
  • a system has been available in which a host computer and plural gaming machines are interconnected on a network and the generating of a bonus in the gaming machines is controlled by the host computer (for example, see Patent Document 2).
  • the host computer gives a bonus qualification to a gaming machine in which the number of inserted coins reaches a predetermined number.
  • the host computer transmits a command to one gaming machine selected from gaming machines having bonus qualification, when a value of the bonus pool reaches a predetermined threshold value.
  • the gaming machine which received the command is enabled to play a bonus game high in gambling characteristic.
  • the present invention has been made in light of the above-mentioned problems and it is an object of the present invention to provide: a gaming machine capable of preventing a player who has spent many of the game media such as coins from feeling unpleasant against a game, building up a distrust thereto, or losing interest in or a concern on the game; a game control method related to the gaming machine; and a gaming machine system equipped with the gaming machine and a control device.
  • the first aspect of the present invention provides the following configuration.
  • the second special game state that is a game state advantageous to a player and is generated only in case of the establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the number of games reaches the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the second special game state that is a game state advantageous to the player and is generated only in case of the establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the number of games reaches the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the number of games is accumulatively counted and it is determined whether or not a condition that the number of games reaches the set value set as an object of comparison with the number of games has been established. And, when it is determined that said condition is established, the second special game state that is a game state advantageous to a player and is generated only in case of the establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the number of games reaches the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the payment balance in terms of the game media accumulatively counted until the second special game state is generated is "-10000"
  • 5000 pieces of game media corresponding to 50% of the payment balance in terms of the game media are paid out.
  • a profit according to the payment balance in terms of the game media of the player can be returned in the second special game state.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • reception means that can accept for one game an insertion of game media up to a predetermined upper limit value is provided, and the means for generating the second special game state generates a second special game state in a case when the number of inserted game media for the game played by the player is equal to the upper limit when a condition that the number of games reaches the set value is established.
  • a player can be urged to insert the game media up to the upper limit, thereby enabling a facility such as a casino to increase its profit.
  • a gaming machine comprising:
  • the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line would is a special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the second special game state in which the number of winning lines is relatively increased is generated only when the above condition is established. Because an impression can be made on the player that a return is carried out as a result of playing the game until the number of games reaches the set value, and the player take more interest in the game.
  • the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the number of games is accumulatively counted and whether or not a condition that the number of games reaches the set value set as an object of comparison with the number of games has been established is determined. And when it is determined that said condition is established, the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated.
  • the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the second special game state that is a game state advantageous to a player and is generated only in case of the establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the number of games reaches the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine equipped with a processing device and a storage device, and connected through a communication line to a control device which counts the number of games accumulatively for every gaming machine of plural gaming machines, wherein the processing device executes:
  • the second special game state that is a game state advantageous to the player and is generated only in case of the establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the number of games reaches the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the number of games is accumulatively counted and it is determined whether or not a condition that the number of games reaches the set value set as an object of comparison with the number of games has been established. And, when it is determined that said condition is established, the second special game state that is a game state advantageous to a player and is generated only in case of establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the number of games reaches the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a profit according to the payment balance in terms of the game media of the player can be returned in the second special game state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a player can be urged to insert the game media up to the upper limit, thereby enabling a facility such as a casino to increase its profit.
  • a gaming machine equipped with a processing device, a storage device, and a symbol display device which can execute change display and stop display of plural symbols, wherein the processing device executes:
  • the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine equipped with a processing device, a storage device and a symbol display device which can execute change display and stop display of plural symbols, and connected through a communication line to a control device which counts the number of games accumulatively for every gaming machine of plural gaming machines, wherein the processing device executes:
  • the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine equipped with a processing device, a storage device, and a symbol display device which can execute change display and stop display of plural symbols, wherein the processing device executes:
  • the number of games is accumulatively counted and whether or not a condition that the number of games reaches the set value set as an object of comparison with the number of games has been established is determined. And when it is determined that said condition is established, the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the second special game state that is a game state advantageous to a player and is generated only in case of the establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the payment balance in terms of the game media becomes equal to or below the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the second special game state that is a game state advantageous to the player and is generated only in case of the establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the payment balance in terms of the game media becomes equal to or below the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the payment balance in terms of the game media is accumulatively counted and it is determined whether or not a condition that the payment balance in terms of the game media becomes equal to or below the set value set as an object of comparison with the payment balance in terms of the game media has been established. And, when it is determined that said condition is established, the second special game state that is a game state advantageous to a player and is generated only in case of establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the payment balance in terms of the game media becomes equal to or below the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the configuration (20) for example, when the number of games accumulatively counted until the second special game state is generated is "600", 6000 pieces of game media corresponding to ten times the number of the game media are paid out. Thus, a profit according to the number of games played by the player can be returned in the second special game state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the gaming machine comprising reception means that can accept for one game an insertion of game media up to a predetermined upper limit value, wherein the means for generating the second special game state generates a second special game state in a case when the number of inserted game media for the game played by the player is equal to the upper limit when a condition that the payment balance in terms of the game media is equal to or less than the set value is established.
  • a player can be urged to insert the game media up to the upper limit, thereby enabling a facility such as a casino to increase its profit.
  • a gaming machine comprising:
  • the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine connected through a communication line to a control device which counts a payment balance in terms of the game media accumulatively for every gaming machine of plural gaming machines, comprising:
  • the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated.
  • the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the payment balance in terms of the game media is accumulatively counted, and whether or not a condition that the payment balance in terms of the game media becomes equal to or below the set value set as an object of comparison with the payment balance in terms of the game media has been established is determined. And when it is determined that said condition has been established, the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated.
  • the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the second special game state that is a game state advantageous to a player and is generated only in case of the establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the payment balance in terms of the game media becomes equal to or below the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine equipped with a processing device and a storage device, and connected through a communication line to a control device which counts the payment balance in terms of the game media accumulatively for every gaming machine of plural gaming machines, wherein the processing device executes:
  • the second special game state that is a game state advantageous to the player and is generated only in case of the establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the payment balance in terms of the game media becomes equal to or below the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the payment balance in terms of the game media is accumulatively counted and it is determined whether or not a condition that the payment balance in terms of the game media becomes equal to or below the set value set as an object of comparison with the payment balance in terms of the game media has been established. And, when it is determined that said condition has been established, the second special game state that is a game state advantageous to a player and is generated only in case of establishment of said condition is generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can make profit for playing the game.
  • the second special game state is generated only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the payment balance in terms of the game media becomes equal to or below the set value, and the player take more interest in the game. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a profit according to the number of games played by the player can be returned in the second special game state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a player can be urged to insert the game media up to the upper limit, thereby enabling a facility such as a casino to increase its profit.
  • a gaming machine equipped with a processing device, a storage device, and a symbol display device which can execute change display and stop display of plural symbols, wherein the processing device executes:
  • the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine equipped with a processing device, a storage device and a symbol display device which can execute change display and stop display of plural symbols, and connected through a communication line to a control device which counts the number of games accumulatively for every gaming machine of plural gaming machines, wherein the processing device executes:
  • the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated.
  • the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine equipped with a processing device, a storage device, and a symbol display device which can execute change display and stop display of plural symbols, wherein the processing device executes:
  • the payment balance in terms of the game media is accumulatively counted, and whether or not a condition that the payment balance in terms of the game media becomes equal to or below the set value set as an object of comparison with the payment balance in terms of the game media has been established is determined. And when it is determined that said condition is established, the second special game state in which the number of winning lines is relatively increased is generated. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the first special game state is likely to be generated.
  • the second special game state is generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or below the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the profit given to the player only when the above condition is satisfied is given.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the player when the number of games played by the player satisfies a predetermined condition, the number of the winning lines is increased.
  • the player can play the game in the advantageous state until the number of games satisfies a predetermined condition.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the profit given to the player only when the above condition is satisfied is given.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the configuration (36) when the payment balance in terms of the game media of the player satisfies a predetermined condition, the number of winning lines is increased. Thus, the player can play the game in the advantageous state until the predetermined condition is satisfied. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a game control method comprising:
  • the profit given only in a case where above condition is satisfied to the player is given.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a game control method comprising:
  • the player when the number of games played by the player satisfies a predetermined condition, the number of winning lines is increased.
  • the player can play the game in the advantageous state until the number of games satisfies the predetermined condition.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a game control method comprising:
  • the profit given only in a case where above condition is satisfied to the player is given.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a game control method comprising:
  • the configuration (40) when the payment balance in terms of the game media of the player satisfies a predetermined condition, the number of winning lines is increased. Thus, the player can play the game in the advantageous state until the predetermined condition is satisfied. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the profit given to the player only when the above condition is satisfied is given.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the configuration (42) when the number of games played by the player satisfies a predetermined condition, the number of winning lines is increased.
  • the player can play the game in the advantageous state until the number of games satisfies the predetermined condition.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the profit given to the player only when the above condition is satisfied is given.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the configuration (44) when the payment balance in terms of the game media of the player satisfies a predetermined condition, the number of winning lines is increased. Thus, the player can play the game in the advantageous state until the predetermined condition is satisfied. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the second special game state in which the predetermined number of game media is paid out is generated when the number of games reaches the set value. Therefore, even when the first special game state is not generated for a long period of time and the player used many game media, since the second special game state is generated when the number of games reaches the set value, the player can obtain the predetermined number of game media.
  • the payout mode of the game media in the second special game state is selected from plural kinds of predetermined payout modes. Even when either mode is selected, although the number of game media to be paid out in the second special game state is the same, the second special game states can be provided with the diversity by changing the payout mode of the game media in the second special game state.
  • the player who has spent many game media can receive the return in various modes for playing a game until the number of games reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the second special game state in which the predetermined number of game media is paid out is generated in the case where the predetermined number (three times, for example) of the first special game state is not generated until the number of games reaches the set value. Therefore, even in a case where the first special game state is generated infrequently and the player spends many game media, when the number of games reaches the set value, the second special game state is generated and the player can receive the predetermined number of the game media. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the second special game state in which the predetermined number of game media is paid out is generated in the case where the predetermined number (three times, for example) of the first special game state is not generated until the number of games reaches the set value. Therefore, even in a case where the first special game state is generated infrequently and the player spends many game media, when the number of games reaches the set value, the second special game state is generated and the player can receive the predetermined number of the game media.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes, there can be provided a variety of the second special game states. Therefore, the player who has spent many game media can receive the return in various modes for playing the game until the number of games reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the command signal transmitted from the control device is received when the number of games counted by the control device reaches the set value, and the second special game state in which the predetermined number of game media is paid out is generated.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes for playing a game until the number of games reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the number of games is accumulatively counted each time the game is played.
  • the second special game state in which the predetermined number of game media is paid out is generated when it is determined that the number of games reaches the set value.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes for playing a game until the number of games reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • reception means that can accept for one game an insertion of game media up to a predetermined upper limit value is provided, and the means for generating the second special game state generates a second special game state in a case where the number of inserted game media for the game played by the player is equal to the upper limit when the number of games reaches the set value.
  • the second special game state when the number of games reaches the set value, the second special game state is generated.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes for playing a game until the number of games reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the second special game state is generated in a case where the predetermined number of the first special game state is not generated until the number of the games reaches the set value.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes for playing a game until the number of games reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine equipped with a processing device and a storage device, and connected through a communication line to a control device which counts the number of games accumulatively for every gaming machine of plural gaming machines, wherein said processing device executes:
  • the command signal transmitted from the control device is received when the number of games counted by the control device reaches the set value, and the second special game state is generated.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes for playing a game until the number of games reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine equipped with a processing device and a storage device, wherein said processing device executes:
  • each time the game is played the number of games is accumulatively counted.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes for playing a game until the number of games reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the second special game state in which the predetermined number of game media is paid out is generated when the payment balance in terms of the game media becomes equal to or below the set value. Therefore, when many game media is used and the payment balance in terms of the game media becomes equal to or below the set value, the second special game state is generated and the player can get the predetermined number of the game media.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Even when any mode is selected, although the number of the game media paid out is the same, a variety of second special game states can be provided by changing the payout mode of the game media.
  • the player who has spent many game media can receive the return in various modes for playing a game until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the second special game state in which the predetermined number of game media is paid out is generated in a case where the predetermined number (three times, for example) of the first special game state is not generated until the payment balance in terms of the game media becomes equal to or below the set value. Therefore, even in a case where the first special game state is generated infrequently and the player has spent many game media, until the payment balance in terms of the game media becomes equal to or below the set value, the second special game state is generated and the player can receive the predetermined number of the game media. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising winning combination determination means for determining a winning combination by a lottery; means for generating a first special game state which is a game state advantageous to a player when the determined winning combination is a special winning combination; means for generating a second special game state in which the predetermined number of game media is paid out in a case where the predetermined number of the first special game state is not generated until a payment balance in terms of the game media accumulatively counted each time a game is played becomes equal to or below a set value that is an object of comparison with the payment balance in terms of the game media; and means for selecting a payout mode of the game media in the second special game state from plural kinds of predetermined payout modes.
  • the second special game state is generated in a case where the predetermined number of the first special game state is not generated until the payment balance in terms of the game media reaches the set value.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the command signal transmitted from the control device is received when the payment balance in terms of the game media counted by the control device becomes equal to or below the set value, and the second special game state is generated.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the payment balance in terms of the game media is accumulatively counted each time the game is played.
  • it is determined whether or not the payment balance in terms of the game media becomes equal to or below the set value and the second special game state is generated when it is determined that the payment balance in terms of the game media becomes equal to or below the set value.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes until the game media reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the gaming machine according to any one of the above (56) to (60) comprising reception means which can accept an insertion of the game media up to a predetermined upper limit value for one game, and the means for generating the second special game state generates a second special game state when the payment balance in terms of the game media becomes equal to or below the set value in a case where the number of inserted game media for that game is equal to the upper limit value.
  • a gaming machine comprising a processing device and a storage device, wherein the processing device executes:
  • the second special game state when the payment balance in terms of the game media becomes equal to or below the set value, the second special game state is generated.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising a processing device and a storage device, wherein the processing device executes:
  • the second special game state is generated in a case where the predetermined number of the first special game state is not generated until the payment balance in terms of the game media reaches the set value.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes until payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising a processing device and a storage device and connected to a control device which accumulatively counts the payment balance in terms of the game media in for every gaming machine of a plurality of gaming machines through a communication line, wherein the processing device executes:
  • the command signal transmitted from the control device is received when the payment balance in terms of the game media counted by the control device becomes equal to or below the set value, and the second special game state is generated.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes for playing a game until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising a processing device and a storage device, wherein the processing device executes:
  • the payment balance in terms of the game media is accumulatively counted.
  • it is determined whether or not the payment balance in terms of the game media becomes equal to or below the set value and when it is determined that the payment balance in terms of the game media becomes equal to or below the set value, the second special game state is generated.
  • the payout mode of the game media in the second special game state is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes for playing a game until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the processing device executes the second program for generating the second special game state when the payment balance in terms of the game media becomes equal to or below the set value in a case where the number of inserted game media for that game is a predetermined upper limit value of the number of inserted game media for one game.
  • a gaming machine comprising:
  • the number of game media corresponding to the number of games played by the player is paid out to the player.
  • the payout mode in that time is selected from plural kinds of payout modes. Therefore, the player who has spent many game media can receive the return in various modes until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a gaming machine comprising:
  • the number of game media corresponding to the payment balance in terms of the game media of the player is paid out to the player.
  • the payout mode in that time is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a game control method comprising:
  • the number of game media corresponding to the number of games played by the player is paid out to the player.
  • the payout mode of the number of game media is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a game control method comprising:
  • the number of game media corresponding to the payment balance in terms of the game media of a player is paid out to the player.
  • the payout mode at that time is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the number of game media corresponding to the number of games played by the player is paid out to the player.
  • the payout mode in that time is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many game media can receive the return in various modes until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • a game system comprising a gaming machine and a control device, wherein the control device comprises:
  • the number of game media corresponding to the payment balance in terms of the game media of the player is paid out to the player.
  • the payout mode of the number of game media is selected from plural kinds of payout modes. Therefore, the player who has spent many game media can receive the return in various modes until the payment balance in terms of the game media becomes equal to or below the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the present invention it can be prevented that the player who used many coins feels frustrated, raises distrust, or loses interest in the game.
  • FIG. 1 is a schematic diagram showing the entire construction of a game system according to the first embodiment.
  • a game system 100 includes: plural gaming machines 10; and a control device 200 connected to the gaming machines 10 through a predetermined communication line 101.
  • Such a game system 100 may be constructed in one recreation facility capable of playing various kinds of games such as a bar, a casino and the like, or between plural recreation facilities.
  • the game system 100 may be constructed on each floor or section of the recreation facility.
  • the communication line 101 is not particularly limited, and may be wired or wireless, and either a dedicated line or a switched line can be used.
  • the gaming machine 10 is a slot machine.
  • a gaming machine is not limited to a slot machine, and for example, a so-called single gaming machine such as a video slot machine, a video card gaming machine and the like may be adopted, and a so-called mass game (multi-terminal gaming machine) such as a racing game, a bingo game, a public lottery and the like, which is a game that takes a predetermined time for a result to be displayed, may also be adopted.
  • a so-called single gaming machine such as a video slot machine, a video card gaming machine and the like
  • mass game multi-terminal gaming machine
  • a coin, a note or an electronic valuable information corresponding thereto is used as a game media.
  • the game media is not particularly limited, and for example, a medal, a token, an electronic money and a ticket can be used.
  • the ticket is not particularly limited and may include, for example, a ticket with a bar code as described later, and of the like tickets.
  • the control device 200 controls plural gaming machines 10. Especially, in the first embodiment, the control device 200 controls a transition to a return mode in each of the gaming machines 10.
  • the return mode corresponds to the second special game state in the present invention and many coins are paid out in the return mode.
  • the control device 200 may be a device which controls the return rate by controlling the transition to the return mode. In such a construction, the control device 200 may be a device which controls the return rates of each of the gaming machines 10 individually, or a device which controls the return rate across all gaming machines 10 collectively.
  • the control device 200 may further function as a so-called hole server which is installed in a recreation facility having plural gaming machines 10, or as a server which collectively controls plural recreation facilities. Moreover, every gaming machine 10 has its own identification number, and the source of data transmitted to the control device 200 from each of the gaming machines 10 is distinguished therein by their identification numbers. The identification number is also used to designate a transmission destination of data transmitted to the gaming machine 10 from the control device 200.
  • the identification number of a gaming machine corresponds to the identification information on a gaming machine of the present invention.
  • the identification information on a gaming machine of the present invention is not particularly limited, and examples thereof may include: a letter, a symbol, a figure, a combination thereof, and the like.
  • Fig. 2 is a perspective view schematically showing a gaming machine according to the first embodiment.
  • the gaming machine 10 includes: a cabinet 11; a top box 12 placed on the upper side of the cabinet 11; and a main door 13 provided at the front face of the cabinet 11.
  • three reels 14 14 (14L, 14C and 14R) are rotatably installed. Twenty two designs (hereinafter, also referred to as symbols) are depicted as symbol sequences on the outer circumferential surface of each of the reels 14.
  • Reels 14 (14L, 14C and 14R) constitute symbol display device and symbol display means in the first aspect of the present invention.
  • a lower image display panel 16 is provided over the reels 14 in the main door 13.
  • the lower image display panel 16 is provided with a transparent liquid crystal panel, and various kinds of information, representation image and the like associated with the game are displayed while the game is played.
  • the lower image display panel 16 is an output device for an image and functions also as output means capable of outputting an image.
  • a number-of-credits display section 31 and a number-of-payouts display section 32 are formed on the lower image display panel 16.
  • the number of credited coins is displayed as an image on the number-of-credits display section 31.
  • the number of coins to be paid out is shown as an image on the number-of-payouts display section 32, when a combination of symbols stop displayed on a winning line L is a predetermined combination.
  • Three display windows 15 (15L, 15C and 15R), the back faces of which are visually recognizable, are formed on the lower image display panel 16, and through each of the display windows 15, three of the symbols depicted on the outer circumferential surface of each of the reels 14 are displayed.
  • One winning line L traversing horizontally the three display windows 15 is formed on the lower image display panel 16.
  • the winning line L defines a combination of symbols.
  • Display windows 15 and lower image display panel (16L, 16C and 16R) constitute symbol display device and symbol display means in the first aspect of the present invention.
  • the winning lines L which traverse horizontally or obliquely the three display windows 15 are formed; the winning lines L, the number thereof which becomes effective set to be dependent on the number of coin-in, become effective; and a combination of symbols stop displayed on the winning line L which became effective is a predetermined combination, the number of coins corresponding to the stop-displayed combination may be paid out.
  • a touch panel 69 which is not shown in the figure, is provided on the front face of the lower image display panel 16 and the player can input various kinds of commands by operating the touch panel 69.
  • a control panel 20 constituting of plural buttons 23 to 27 which are inputted by the player, commands associated with progress of the game; a coin receiving slot 21 accepting coins into the cabinet 11; and a note identifier 22.
  • the control panel 20 is provided with: a spin button 23; a change button 24; a CASHOUT button 25; a 1-BET button 26; and a maximum BET button 27.
  • the spin button 23 is used for inputting a command to start the rotating of the reels 14.
  • the change button 24 is used in a case where a player requests an attendant of a recreation facility to exchange money.
  • the CASHOUT button 25 is used for inputting a command to pay out credited coins to a coin tray 18.
  • the 1-BET button 26 is used for inputting a command to bet one coin of the credited coins.
  • the maximum BET button 27 is used for inputting a command to bet the maximum number of coins that can be bet on one game (50 coins in the first embodiment) of the credited coins.
  • insertion of a game media means that a game media is bet on a game.
  • a game media is bet on a game.
  • insertion of coins into the coin receiving slot 21 corresponds to insertion of a game media.
  • the bet of the credited coins on the game corresponds to insertion of a game media.
  • the note identifier 22 is used not only for discriminating a false note from a true note but also for accepting the true note into the cabinet 11.
  • the note identifier 22 may be configured such that a ticket 39 with a bar code which will be described later can be read.
  • a belly glass 34 on which characters and the like of the gaming machine 10 are depicted is provided on the front face of the lower portion of the main door 13, that is, below the control panel 20.
  • An upper image display panel 33 is provided at the front face of a top box 12.
  • the upper image display panel 33 is provided with a liquid crystal panel and, for example, an image to introduce the contents of the game or explain a game rule is displayed thereto.
  • a speaker 29 is provided in the top box 12.
  • the speaker 29 is a sound output device and functions as output means capable of outputting a sound.
  • a ticket printer 35, a card reader 36, a data display 37 and a key pad 38 are provided beneath the upper image display panel 33.
  • the ticket printer 35 prints on a ticket a bar code in which data such as the number of credits, date, time, identification number of the gaming machine 10 and of the like data are encoded, and outputs the ticket 39 with a bar code.
  • a player can make the ticket 39 with a bar code to be read by a second gaming machine and play a game in the second gaming machine, or exchange in a predetermined place (for example, at a cashier in the casino) of a recreation facility the ticket 39 with a bar code to notes.
  • the card reader 36 is used for reading data from a smart card and writing data onto a smart card.
  • the smart card is a card to be carried by a player, and for example, data to identify a player and data concerning a history of a game played by a player are stored thereon. Data corresponding to a coin, a note or a credit may also be stored on the smart card.
  • a magnetic stripe card may be adopted.
  • the data display 37 is a fluorescent display and the like, and it is used, for example, to display data read by the card reader 36 and data inputted by a player from the key pad 38.
  • the key pad 38 is used for inputting a command or data to issue a ticket and the like.
  • Fig. 3 is a schematic view showing the symbol sequence depicted on the outer circumferential surface of each reel. Twenty two symbols each are depicted on the outer circumferential surface of the left reel 14L, the middle reel 14 C and the right reel 14 R. A sequence of the symbols depicted on the outer circumferential surface of each of the reels 14 is different from one another. The sequences of the symbols are combinations of the following symbols: "JACKPOT 7", “BLUE 7", “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE” and "APPLE".
  • the symbol sequence "APPLE” is a bonus game trigger (a symbol to transit to a bonus game).
  • a bonus game corresponds to the first special game state.
  • a bonus game is a free game (a game in which a predetermined number thereof can be played without inserting coins for BET).
  • the first special game state is not particularly limited as far as it is a game state advantageous to the player.
  • a game state that is advantageous to the player is not particularly limited as far as it is more advantageous than an ordinary game state (a game state other than the first special game state or the second special game state) and examples thereof include: a state where more of the game media can be earned than in an ordinary game state, a state where the game media can be earned on a probability higher than in an ordinary game state, a state where the number of the game media spent by a player is less than in an ordinary game state and of the like state.
  • examples of the first special game state include a free game, a second game, a mystery bonus and the like.
  • the sequence of symbols depicted on each of the reels 14 are, when the spin button 23 is pressed after the 1-BET button or the maximum BET button 27 is pressed to start a game, scroll displayed by scrolling downwards in the display windows 15 during the rotating of the reels 14, and after a predetermined time elapses, the rotating of the reels 14 comes to a stop, and thus the sequence of symbols are stop displayed in the display windows 15.
  • Various kinds of winning combinations are predetermined based on combinations of symbols and when a combination of symbols corresponding to a winning combination stops on the winning line L, the number of payout coins corresponding to the winning combination is added to credits owned by the player.
  • a bonus game trigger has been established, a bonus game is generated.
  • a game state shifts to a return mode after the symbols are stop displayed as described above.
  • the game state shifts to the return mode after the bonus game is over.
  • the return mode corresponds to the second special game state.
  • the number of winning lines is increased and five winning lines are adopted. Therefore, in the return mode, a possibility of winning the bonus game trigger or the other winning combination becomes high.
  • the number of coins corresponding to the payment balance in terms of the coins counted accumulatively until the transition to the return mode is paid out or the return mode is continued until the bonus game trigger is won.
  • FIG. 4 is a block diagram showing the internal construction of the gaming machine shown in Fig. 2.
  • a gaming board 50 includes: CPU (Central Processing Unit) 51, ROM 55 and boot ROM 52 which are interconnected to one another by an internal bus; a card slot 53S which accepts a memory card 53; an IC socket 54S which accepts GAL (Generic Array Logic) 54.
  • CPU Central Processing Unit
  • ROM 55 and boot ROM 52 which are interconnected to one another by an internal bus
  • a card slot 53S which accepts a memory card 53
  • an IC socket 54S which accepts GAL (Generic Array Logic) 54.
  • GAL Generic Array Logic
  • the memory card 53 is constituted of non-volatile memories such as CompactFlash (registered trademark) and stores a game program and a game system program.
  • the game program contains a lottery program.
  • the lottery program is a program for determining symbols (code Nos. corresponding to the symbols) on each of the reels 14 which are to be stop displayed on the winning line L.
  • the lottery program contains one or more of symbol weighting determination data, each corresponding to respective plural kinds of payout rates (for example, 80%, 84% and 88%).
  • the symbol weighting determination data is data showing a correspondence relationship between a code No. (see Fig. 3) of each symbol and one or plural random number values from a predetermined numerical value range (0 to 255), for each of the three reels 14.
  • a payout rate is determined based on data for setting a payout rate outputted from the GAL 54, and the lottery is executed based on symbol weighting determination data corresponding to the payout rate.
  • the lottery is executed based on the same symbol weighting determination data during the transition to the return mode.
  • the present invention is not limited to this example and when a game state shifts to the return mode, the lottery may be executed based on different symbol weighting determination data.
  • the card slot 53S is configured so that the memory card 53 can be inserted therein or drawn out therefrom, and connected to a mother board 40 through IDE bus. Therefore, a kind or contents of a game played in the gaming machine 10 can be changed by drawing out the memory card 53 from the card slot 53S, writing a different game program and game system program thereon, and inserting the memory card 53 into the card slot 53S thereafter. Moreover, a kind or contents of a game played in the gaming machine 10 can also be changed by changing a memory card 53 on which a game program and a game system program are stored to a different memory card 53 on which a different game program and game system program are stored.
  • the game program includes a program related to progress in a game; a program for generating the first special game state; and a program for generating the second special game state.
  • the game program further includes: image data and sound data outputted while a game is played and image data and sound data used as notification data.
  • GAL 54 is one kind of PLD having an OR fixed array structure.
  • GAL 54 is equipped with a plurality of an input port and an output port and when a predetermined data is inputted to the input port, data corresponding to the input data is outputted from the output port.
  • the data outputted from the output port is the above-mentioned data for setting a payout rate.
  • the IC socket 54S is configured such that GAL 54 can be mounted thereto or demounted therefrom, and connected to the mother board 40 through PCI bus. Therefore, data for setting a payout rate outputted from GAL 54 can be changed by drawing out GAL 54 from the IC socket 54S, rewriting a program stored on GAL 54, mounting GAL 54 to the IC socket 54S thereafter. Moreover, data for setting a payout rate can also be changed by changing GAL 54 to a different GAL 54.
  • CPU 51, ROM 55 and boot ROM 52 interconnected to each other by the internal bus are connected to the mother board 40 by PCI bus.
  • the PCI bus not only conducts signal transmission between the mother board 40 and the gaming board 50, but also supplies electric power to the gaming board 50 from the mother board 40.
  • ROM 55 stores country identification information and an authentication program therein.
  • Boot ROM 52 stores a preliminary authentication program, a program for CPU 51 to activate the preliminary authentication program (a boot code) and the like therein.
  • the authentication program is a program to authenticate a game program and a game system program (an alteration check program).
  • the authentication program is stated along a procedure for confirmation and certification that the game program and the game system program that are objects of an authentication capture processing are not altered, that is, a procedure for conducting authentication of the game program and the game system program (an authentication procedure).
  • the preliminary authentication program is a program for authenticating the above-mentioned authentication program.
  • the preliminary authentication program is stated along a procedure for certification that an authentication program that is an object of an authentication processing is not altered, that is, a procedure for authenticating the authentication program (an authentication procedure).
  • the mother board 40 is constructed with a general-purpose mother board commercially available (a printed circuit board on which basic parts of a personal computer are mounted) and includes: a main CPU 41; ROM (Read Only Memory) 42; RAM (Random Access Memory) 43 and a communication interface 44.
  • the main CPU 41 is the processing device of the first aspect of the present invention.
  • ROM 42 is constituted of a memory device such as a flash memory and stores thereon a program such as BIOS (Basic Input/Output System) executed by the main CPU 41 and permanent data.
  • BIOS Basic Input/Output System
  • BIOS Basic Input/Output System
  • BIOS Basic Input/Output System
  • contents of ROM 42 may be rewritable or not rewritable.
  • RAM 43 stores data and a program used at the time of operation of the main CPU 41.
  • RAM 43 can store the authentication program read through the gaming board 50 together with the game program and the game system program.
  • RAM 43 is the storage device of the first aspect of the present invention.
  • RAM 43 is provided with a storage region for a return mode flag.
  • the return mode flag is a flag to be referred to when a game state is to be selected whether it should be shifted to a return mode corresponding to the second special game state or not.
  • the storage region of the return mode flag is constituted of a storage region with, for example, a predetermined number of bits and the return mode flag is turned “ON” or “OFF” according to storage contents in the storage region. If the return mode flag is set to the state "ON", the game state thereafter shifts to the return mode without fail.
  • RAM 43 further stores data on the number of credits, the number of coin-in or coin-out for one game, and the like.
  • the communication interface 44 is used to communicate with the control device 200 through the communication line 101.
  • the main CPU 41 transmits the number of coin-in and the number of coin-out together with the gaming machine identification number of the gaming machine 10 to the control device 200 each time a game is played.
  • the number of games, an accumulative number of coin-in and an accumulative number of coin-out is made to be associated with each gaming machine identification number, and stored in the control device 200.
  • a return command signal is transmitted from the control device 200.
  • the main CPU 41 receives the return command signal through the communication interface 44, the return mode flag is set to the state "ON".
  • Both a body PCB (Printed Circuit Board) 60 and a door PCB 80 which will be described later are connected to the mother board 40 by USB.
  • a power supply unit 45 is also connected to the mother board 40. When electric power is supplied from the power supply unit 45 to the mother board 40, not only is the main CPU 41 of the mother board 40 activated, but CPU 51 is also activated from electric power supplied through the PCI bus to the gaming board 50.
  • Equipment and devices which generate input signals to be inputted to the main CPU 41, and equipment and devices of which operations are controlled by a control signal outputted from the main CPU 41 are connected to the body PCB 60 and the door PCB 80.
  • the main CPU 41 executes a game program and a game system program stored in RAM 43 based on an input signal inputted to the main CPU 41, and thereby performs a predetermined computational processing, stores results of thereof into RAM 43 and transmits a control signal to each equipment and device as a control processing for each of the equipment and devices.
  • a lamp 30, a sub CPU 61, a hopper 66, a coin detecting section 67, a graphic board 68, a speaker 29 as an output device, a touch panel 69, a note identifier 22, a ticket printer 35, a card reader 36, a key switch 38S and a data display 37 are connected to the body PCB 60.
  • the lamp 30 is lit up in a predetermined pattern based on a control signal outputted from the main CPU 41.
  • the sub CPU 61 controls the rotation and stopping of the reels 14 (14L, 14C and 14R).
  • a motor driving circuit 62 equipped with FPGA (Field Programmable Gate array) 63 and a driver 64 is connected to the sub CPU 61.
  • FPGA 63 is an electronic circuit such as LSI capable of programming and works as a control circuit of a stepping motor 70.
  • the driver 64 works as an amplifier circuit of a pulse to be inputted to the stepping motor 70.
  • the stepping motors 70 (70L, 70C and 70R) which rotate each of the reels 14, are connected to the motor driving circuit 62.
  • the stepping motor 70 is a 1-2 phase excitation type stepping motor.
  • the sub CPU 61, the motor driving circuit 62 and the stepping motor 70 constitute symbol display device and symbol display means.
  • an excitation type of the stepping motor is not particularly limited, and for example, a motor of a 2 or 1 phase excitation type can be adopted.
  • a DC motor may be adopted instead of a stepping motor.
  • a deviation counter, a D/A converter and a servo amplifier are sequentially connected to the sub CPU 61 in this order and the DC motor is connected to the servo amplifier.
  • a rotational position of the DC motor is detected by a rotary encoder and a current rotational position of the DC motor is supplied as data from the rotary encoder to the deviation counter.
  • An index detecting circuit 65 and a position change detecting circuit 71 are connected to the sub CPU 61.
  • the index detecting circuit 65 is used for detecting positions (indexes described later) of the rotating reels 14 and can also detect an out-of-order state of the reels 14.
  • positions indexes described later
  • position change detecting circuit 71 An index detecting circuit 65 and a position change detecting circuit 71 are connected to the sub CPU 61.
  • the index detecting circuit 65 is used for detecting positions (indexes described later) of the rotating reels 14 and can also detect an out-of-order state of the reels 14.
  • control of the rotating and stopping of the reels 14 detailed description will be given later by making reference to the figures.
  • the position change detecting circuit 71 detects a change of stoppage positions of the reels 14 after the stopping of the rotating of the reels 14.
  • the position change detecting circuit 71 detects the change of stoppage positions of the reels 14, for example, in a case where the stoppage position is changed by force by a player as if the combination of symbols was in a wining state, despite the fact that the combination of symbols is not actually in a wining state, and of the like cases.
  • the position change detecting circuit 71 is configured to be capable of detecting the change of stoppage position of the reel 14 by, for example, detecting fins (not shown in the figure) attached with a predetermined space on the inner side of the reel 14.
  • An index detecting circuit 65 and a position change detecting circuit 71 constitute symbol display device and symbol display means.
  • the hopper 66 is installed in the cabinet 11 and pays out a predetermined number of coins from a coin payout exit 19 to a coin tray 18 based on a control signal outputted from the main CPU 41.
  • a coin detecting section 67 is installed inside the coin payout exit 19 and when detecting that a predetermined number of coins has been paid out from the coin payout exit 19, outputs an input signal to the main CPU 41.
  • the graphic board 68 controls, based on a control signal outputted from the main CPU 41, image displays on the upper image display panel 33 and the lower image display panel 16.
  • the number of credits stored in RAM 43 is displayed on the number-of-credits display section 31 of the lower image display panel 16.
  • the number of coin-out is displayed on the number-of-payouts display section 31 of the lower image display panel 16.
  • winning line L is displayed on lower image display panel 16.
  • the graphic board 68 is equipped with VDP (Video Display Processor) which generates image data based on a control signal outputted from the main CPU 41 and a video RAM which temporarily stores image data generated by VDP, and of the like equipments. Note that image data used in generating image data with VDP is read from the memory card 53 and contained in a game program stored in RAM 43.
  • VDP Video Display Processor
  • the note identifier 22 not only discriminates a true note from a false note, but also accepts the true note into the cabinet 11.
  • the main CPU 41 stores the number of credits corresponding to the amount of the note transmitted with the input signal into RAM 43.
  • the ticket printer 35 based on a control signal outputted from the main CPU 41, prints on a ticket a bar code obtained by encoding data such as the number of credits, date and time, the identification number of the gaming machine 10, and of the like data stored in RAM 43, and outputs the ticket 39 with a bar code.
  • the card reader 36 transmits to the main CPU 41 data read from the smart card and writes data onto the smart card based on a control signal from the main CPU 41.
  • the key switch 38S is provided on the key pad 38, and when the key pad 38 is operated by a player, outputs a predetermined input signal to the main CPU 41.
  • the data display 37 displays, based on a control signal outputted from the main CPU 41, data read by the card reader 36 and data inputted by a player through the key pad 38.
  • the control panel 20, a reverter 21S, a coin counter 21C and a cold cathode tube 81 are connected to the door PCB 80.
  • the control panel 20 is provided with a spin switch 23S corresponding to the spin button 23, a change switch 24S corresponding to the change button 24, a CASHOUT switch 25S corresponding to the CASHOUT button 25, a 1-BET switch 26S corresponding to the 1-BET button 26, and a maximum BET switch 27S corresponding to the maximum BET button 27.
  • the buttons 23 to 27 are operated by a player, each of the switches 23S to 27S corresponding thereto outputs input signals to the main CPU 41.
  • the coin counter 21C is installed inside the coin receiving slot 21, and discriminates whether a coin inserted by a player into the coin receiving slot 21 is true or false. Coins other than the true ones are discharged from the coin payout exit 19.
  • the coin counter 21C also outputs an input signal to the main CPU 41 when a true coin is detected.
  • the reverter 21S operates based on a control signal outputted from the main CPU 41 and distributes coins recognized by the coin counter 21C as true coins into a cash box (not shown in the figure) or the hopper 66, which are disposed in the gaming machine 10.
  • a cash box not shown in the figure
  • the hopper 66 which are disposed in the gaming machine 10.
  • true coins are distributed into the cash box by the reverter 21S.
  • true coins are distributed into the hopper 66.
  • the cold cathode tube 81 works as a backlight installed on the back face sides of the lower image display panel 16 and the upper image display panel 33 and is lit up based on a control signal outputted from the main CPU 41.
  • FIG. 5 is a block diagram showing the internal construction of a control device according to first embodiment of the present invention.
  • a control device 200 includes: CPU 201 as a processing device; ROM 202; RAM 203 as a temporary storage device; a communication interface 204; and a hard disc drive 205.
  • the communication interface 204 is connected to the communication interface 44 of the gaming machine 10 through the communication line 101.
  • ROM 202 stores a system program for controlling operations of the control device, a permanent data, and the like.
  • RAM 203 temporarily stores data received from each of the gaming machines 10 and data such as results of the computational operation.
  • a game history of a gaming machine 10 is stored in the hard disc drive 205, by being associated with the gaming machine identification number of each of the gaming machines 10.
  • Fig. 6 is a figure schematically showing an example of correspondence table between a gaming machine identification number and a game history.
  • Each of the gaming machine identification numbers correspond to a game history based on the number of games, an accumulative number of coin-in, an accumulative number of coin-out, a payment balance in terms of the coins and a return rate of coin-out.
  • CPU 201 When CPU 201 receives the number of coin-in, the number of coin-out and the gaming machine identification number from the gaming machine 10 through the communication interface 204, a game history corresponding to the gaming machine identification number is updated. More specifically, 1 is added to the number of games, the number of coins inserted is added to the accumulative number of coin-in and the number of coins paid out is added to the accumulative number of coin-out. Furthermore, a payment balance in terms of the coins and a return rate are calculated based on the accumulative number of coin-in and the accumulative number of coin-out.
  • CPU 201 determines that the number of games updated has reached a set value, CPU 201 transmits a return command signal to the gaming machine.
  • the return command signal includes the accumulated number of payouts stored in hard disc drive 205 by being associated with identification information of each of the gaming machines 10.
  • FIG. 7 is a flowchart showing a procedure in an authentication reading processing for a game program and a game system program executed by a mother board and a gaming board shown in Fig. 4. Note that the memory card 53 is inserted into the card slot 53S on the gaming board 50 and GAL 54 is mounted to the IC socket 54S.
  • step S1-1 and S2-1 When a power supply switch is turned on in the power supply unit 45, the mother board 40 and the gaming board 50 are activated (steps S1-1 and S2-1).
  • the mother board 40 and the gaming board 50 are activated, separate processing are performed at the same time. That is, in the gaming board 50, CPU 51 reads a preliminary authentication program stored in the boot ROM 52 and performs the preliminary authentication which in advance, prior to capturing the authentication program into the mother board 40, confirms or certificates that the program is not altered according to the read preliminary authentication program (step S2-2).
  • the mother board 40 the main CPU 41 executes BIOS stored in ROM 42 to expand on RAM 43 compressed data incorporated in BIOS (step S1-2). Then, the main CPU 41 executes BIOS expanded on RAM 43 to perform diagnosis on and initialization of various kinds of the peripheral devices (step S1-3).
  • the main CPU 41 since ROM 55 on the gaming board 50 is connected to the main CPU 41 through PCI bus, the main CPU 41 not only performs reading of the authentication program stored in ROM 55, but also stores the read authentication program into RAM 43 (step S1-4). On this occasion, the main CPU 41 takes a checksum according to ADDSUM method (a standard check function) with the help of the function of a standard BIOS of BIOS, and by performing a confirmation processing for whether or not storage is conducted without error, stores the authentication program into RAM 43.
  • ADDSUM method a standard check function
  • the main CPU 41 accesses the memory card 53 inserted into the card slot 53S through the IDE bus, and conducts reading of the game program and the game system program from the memory card 53. In this case, the main CPU 41 reads 4 bites at a time of data constituting the game program and the game system program.
  • the main CPU 41 authenticates by confirming and certifying according to the authentication program stored in RAM 43, that the read game program and game system program has not been altered (step S1-5).
  • the main CPU 41 writes and stores in RAM 43 the game program and the game system program that have been an object of authentication (have been authenticated) (step S1-6).
  • main CPU 41 accesses through the PCI bus to GAL 54 mounted to the IC socket 54S, reads data for setting a payout rate from GAL 54 and writes and stores the data in RAM 43 (step S1-7). Then, the main CPU 41 not only reads through the PCI bus country identification information stored in ROM 55 on the gaming board 50, but also stores the read country identification information into RAM 43 (step S1-8).
  • the main CPU 41 sequentially reads and executes the game program and the game system program to such that a game is progressed.
  • Fig. 8 is a flowchart showing a subroutine of a game mode selection processing.
  • the main CPU 41 conducts a processing for adding credits stored in RAM 43 as an interrupt processing when it receives a detection signal outputted from the coin counter 21C in a case where the coin counter 21C detects a coin inserted into the coin receiving slot 21 while executing the subroutine.
  • Figs. 9A and 9B are figures showing an image displayed on the lower image display panel when a game mode selection processing is executed.
  • the main CPU 41 conducts a processing to display on the lower image display panel 16 an image for requesting to the player selection of a game mode (step S3).
  • the main CPU 41 transmits a depiction command for the game mode selection image to the graphic board 68.
  • VDP extracts image data from RAM 43 and expands the data on the video RAM to produce image data for one frame and to output the image data to the lower image display panel 16, based on the depiction command.
  • an image as shown in Fig. 9A is displayed on the lower side display panel 16.
  • Fig. 9A is a figure showing an example of game mode selection image displayed on the lower image display panel.
  • numerical reference 15 (15L, 15C and 15R) indicates display windows.
  • L indicates a winning line.
  • An image showing "Select a mode !!" is displayed in the upper portion of the lower image display panel 16.
  • the image is an image for requesting a player to select a game mode.
  • images showing "INSURANCE” and "NO INSURANCE" are displayed in the lower portion of the lower image display panel 16.
  • the images are images indicating game mode options and the player touches a predetermined site of the touch panel 69 corresponding to a display region of the image, and is thereby enabled to input a command for selecting a game mode.
  • the option "INSURANCE" corresponds to the with-insurance mode.
  • a predetermined number of credits for example, number of credits equivalent to 1 dollar
  • a note or a coin equivalent to the number of credits may be inserted.
  • the return mode flag is set to the state "ON" and a game state shifts to the return mode. In the return mode, since the number of the winning lines is increased, establishment possibility of the winning combination becomes high. Therefore, in the return mode, the player can receive payout of more coins.
  • a game in the with-insurance mode, a game can be played in a state where an insurance is carried for compensating all or part of a loss arising in a case where no bonus game has arisen for a long time.
  • an option "NO INSURANCE" corresponds to the without-insurance mode.
  • the return mode flag is not set to the state of "ON” and a game state does not shift to the return mode even if no bonus game has arisen for a long time after the without-insurance mode is selected.
  • the main CPU 41 determines whether the with-insurance mode has been selected or not (step S4). In a case where it is determined that the with-insurance mode has been selected, the main CPU conducts a processing for subtracting a predetermined number of credit from the number of credits stored in RAM 43 (step S5). Thereafter, the game execution processing in the with-insurance mode is conducted (step S6). While detailed description of the above-mentioned processing will be given later by making reference to Fig. 10, when played in the with-insurance mode, an image showing "INSURED" is displayed in the upper left of the lower image display panel 16, as shown in Fig. 9B. The image is an image showing that a game mode is in the with-insurance mode.
  • step S7 the main CPU 41 conducts the game execution processing in the without-insurance mode. Since this processing is a processing almost the same as the game execution processing in the with-insurance mode (see Fig. 10) except that neither a processing related to transition to the return mode nor a processing related to counting of the number of games is conducted, description thereof is omitted here.
  • step S6 or S7 the process is returned to step S3 thereafter.
  • Fig. 10 is a flowchart showing a subroutine of a game execution processing in the with-insurance mode that is called and executed in step S6 of the subroutine shown in Fig. 8.
  • the main CPU 41 at first determines whether or not a coin is BET (step S10).
  • the main CPU 41 determines whether an input signal outputted from the 1-BET switch 26S or the maximum BET switch 27S has been received or not when the 1-BET button 26 or the maximum BET button 27 is operated, respectively. If it is determined that a coin has not been BET, the process returns to step S10.
  • step S10 if it is determined in step S10 that a coin is BET, the main CPU 41 conducts a processing for subtracting the number of credits stored in RAM 43 according to the number of BET coins (step S11). In a case where the number of BET coins is more than the number of credits stored in RAM 43, the processing returns to step S10 without conducting subtraction on the number of credits stored in RAM 43. In a case where the number of BET coins exceeds the upper limit (50 coins in the first embodiment) up to which a BET is possible in one game, the processing advances to step S12 without conducting a processing for subtracting the number of BET coins from the number of credits stored in RAM 43.
  • the main CPU 41 determines whether the spin button 23 has been turned ON or not (step S12). In the processing, the main CPU 41 d determines, when the spin button 23 is pressed, whether an input signal outputted from the spin switch 23S has been received or not. If it is determined that the spin button 23 has not been turned ON, the processing returns to step S10. Note that in a case where the spin button has not been turned ON (for example, in a case where a command of terminating a game has been inputted without turning ON the spin button 23), the main CPU 41 cancels a result of the subtracting processing in step S11.
  • step S10 a processing for conducting subtraction on the number of credits
  • step S11 a processing for conducting subtraction on the number of credits
  • step S12 a processing for subtraction on the number of credits
  • the present invention is not limited to this example.
  • a processing for subtraction on the number of credits (step S11) may be conducted after a coin is BET (step S10), determined whether the spin button 23 has been turned ON or not (step S12), and when determined that the spin button 23 has been turned ON (YES in step S12).
  • step S13 if it is determined that the spin button 23 has been turned ON therein, the main CPU 41 conducts a lottery processing (step S13).
  • the main CPU 41 executes a lottery program stored in RAM 43 (storage device) to thereby determine a code No. of the stopped reels 14.
  • a combination of symbols stop displayed is determined.
  • the main CPU 41 works as winning combination determination means for determining a winning combination by a lottery.
  • description will be given of a case where a combination of symbols stop displayed is determined, and one winning combination of plural winning combinations is determined thereafter.
  • one winning combination selected from plural winning combinations may at first be determined by a lottery, and the combination of symbols to be stop displayed may be determined thereafter, based on the determined winning combination.
  • the processing is a processing which, after all of the reels 14 starts to rotate, stops the rotating of each of the reels 14 such that a combination of symbol sequences corresponding to the winning combination determined in step S13 is stop displayed on the winning line L. Detailed description of the processing will be given later by making reference to Figs. 13 to 15.
  • the main CPU 41 determines whether a bonus game trigger has been established or not, that is whether "APPLE" is stop displayed in the display window 15 or not (step S15). If it is determined that the bonus game trigger has been established, the main CPU 41 (processing device) reads a program for conducting a bonus game from RAM 43 (storage device) to execute a bonus game processing (step S16). Here, the first special game state is generated. Detailed description of the bonus game processing will be given later by making reference to Fig. 16. When the processing in step S16 is executed, the main CPU 41 functions as means for generating the first special game state.
  • the main CPU 41 determines whether a winning combination has been established or not (step S17). If it is determined that a winning combination has been established, the main CPU 41 conducts payout of a coin corresponding to the number of coin-in and the winning combination (step S18). In a case where coins are reserved, the main CPU 41 conducts a processing to add the coins to the number of credits stored in RAM 43. On the other hand, in a case where payout of a coin is conducted, the main CPU 41 transmits a control signal to the hopper 66 and conducts payout of a predetermined number of coins.
  • the coin detecting section 67 counts the number of coins paid out from the hopper 66 and when the number of counts reaches a designated number, transmits a payout completion signal to the main CPU 41.
  • the main CPU 41 stops the driving of the hopper 66 to terminate the coin payout processing.
  • step S17 When the processing in step S16 or S18 is executed, or when it is determined that no winning combination has been established (that a winning combination has failed to be established) in step S17, the main CPU 41 determines whether the return mode flag stored in RAM 43 is set to the state "ON" or not (step S19). If it is determined that the return mode flag has been set to the state "ON”, the main CPU 41 (processing device) reads from RAM 43 (storage device) a program for shifting a game state to the return mode, executes the return mode processing, to thus shift a game state to the return mode (step S20).
  • the second special game state has been generated. Detailed description will be given of the payout return mode processing later using Fig. 17.
  • the main CPU 41 when executing the processing in step S20, functions as means for generating the second special game state.
  • step S20 determines whether the bonus game (step S16) has been executed or not or whether a game state has shifted to the return mode (step S20) or not (step S21).
  • the counting processing is a processing conducted between the gaming machine 10 and the control device 200.
  • the number of coin-in and the number of coin-out for one game together with the gaming machine identification number are transmitted from the gaming machine 10 to the control device 200.
  • the control device 200 the number of games, an accumulative number of coin-in, an accumulative number of coin-out and the like are updated with respect to each gaming machine identification number.
  • a return command signal is transmitted to the gaming machine 10.
  • the return command signal includes the accumulated number of payouts as data stored in hard disc drive 205 by being associated with identification information of each of the gaming machines 10.
  • the main CPU 41 when receiving the return command signal, sets the return mode flag to the state "ON" and stores the accumulated number of payouts as data. Detailed description of the counting processing will be given later by making reference to Fig. 19. After the processing in step S22 is executed, the main CPU 41 returns the process to the processing in step S10 and subsequently executes a game in the with-insurance mode.
  • Fig. 11 is a flowchart showing a subroutine of a lottery processing called and executed in step S13 of the subroutine shown in Fig. 10.
  • the processing is a processing conducted by executing a lottery program stored in RAM 43 with the main CPU 41.
  • the main CPU 41 executes a random number generating program included in the lottery program, and a random number value from the numerical value range of 0 to 255 is selected thereby such that each of the selected random number values correspond to each of the three reels 14 (step S31).
  • description will be given of a case where random numbers are generated on a program (a case where so-called software random numbers are used).
  • a random number generator may be used, and random numbers may be extracted therefrom (so-called hardware random numbers may be used).
  • the main CPU 41 (processing device) refers to symbol weighting determination data corresponding to payout rate setting data which is outputted from GAL 54 and stored in RAM 43, and determines, based on the selected three random number values, code Nos. (see Fig. 3) for each of the reels 14 (step S32).
  • the code Nos. of the reels 14 correspond to code Nos. of the symbols stop displayed on the winning line L.
  • the main CPU 41 determines code Nos. of the reels 14 to thereby determine a winning combination. For example, in a case where code Nos. of the reels 14 are determined "00", "00" and "00", it means that the main CPU 41 determined a winning combination as "JACKPOT". Based on the code Nos. determined for each of the reels, a reel rotating control processing which will be described later is conducted. On this occasion, the main CPU 41 functions as winning combination determination means.
  • Fig. 12 is a figure describing a relationship among winning combinations of plural kinds, establishment possibility of each winning combination and the number of coin-out in the first embodiment.
  • the establishment possibilities of each of the winning combinations shown in Fig. 12 are of a case where a payout rate is set to 88% in a game other than a bonus game.
  • the establishment possibilities shown in the figure show possibilities of the establishment of each of the shown winning combinations in such a case that code Nos. of each of the reels 14 are determined based on the selected three random number values by referring to a symbol weighting determination data. In other words, the random number values are not made to correspond to each of the winning combinations.
  • An establishment possibility of a bonus game trigger is 0.5%. If a player hits the bonus game trigger, three "APPLE" symbols are stop displayed on the winning line L and a bonus game is generated. In the bonus game, executed is a free game of which the number of games is determined by a lottery.
  • JACKPOT 7 An establishment possibility of "JACKPOT 7" is 0.5%. If the winning combination has been established, three "JACKPOT 7" symbols are stop displayed on the winning line L, and 30 coins per one coin-in are paid out. The lower the establishment possibility of the winning combination is, the higher the number of coin-out is set. When a combination of symbols stop displayed is not hitting any of the winning combinations shown in Fig. 12, this is a failure, and there is no coin-out.
  • Fig. 13 is a flowchart showing a reel rotating control processing called and executed in step S14 of the subroutine shown in Fig. 10. This processing is a processing conducted between the main CPU 41 and the sub CPU 61.
  • the main CPU 41 transmits to the sub CPU 61 a start signal that starts the rotating of reels (step S40).
  • the sub CPU 61 conducts a reel rotating processing when it receives the start signal from the main CPU 41 (step S51).
  • the sub CPU 61 supplies a pulse to the motor driving circuit 62.
  • the pulse outputted from the sub CPU 61 is amplified by the driver 64 and supplied to each of the stepping motors 70 (70L, 70C and 70R).
  • the stepping motors 70 rotate, thereby making the reels 14 (14L, 14C and 14R) to rotate.
  • a stepping motor 70 is a 1-2 phase excitation type stepping motor which has a step angle of 0.9 degree and requires the number of steps of 400 for one rotation. Hence, if 400 pulses are supplied to the stepping motor 70, the reels 14 rotate once.
  • the sub CPU 61 supplies to the motor driving circuit 62 pulses at a lower frequency, and the pulse frequency is gradually raised. A rotational speed of the reels 14 is thereby increased.
  • the pulse frequency is controlled to be constant. As a result, the reels 14 rotate at a constant speed.
  • Figs. 14A to 14D are side views for describing a rotating operation of a reel 14.
  • a semicircular metal plate 14a is attached to the side surface of a reel 14.
  • the metal plate 14a rotates together with the reel 14.
  • Twenty two symbols are depicted on the circumferential surface of the reel 14.
  • Three symbols of the twenty two symbols depicted on the circumferential surface of the reel 14 can be visually recognizable through the display window 15 formed in front of the reel 14.
  • the arrow mark of a heavy line in the figure indicates a rotating direction of the reel 14.
  • a proximity sensor 65a is provided on the side of the reel 14.
  • the proximity sensor 65a is used to detect the metal plate 14a.
  • the proximity sensor 65a does not rotate nor move even if the reel 14 rotates.
  • Fig. 14A shows a position of the meal plate 14a when the metal plate 14a starts being detected by the proximity sensor 65a (hereinafter also referred to as a position A). If the reel 14 rotates when the metal plate 14a is at the position A, the metal plate 14a moves to a position shown in Fig. 14B.
  • Fig. 14B shows a position of the metal plate 14a when the metal plate 14a is being detected by the proximity sensor 65a (hereinafter also referred to as a position B). If the reel 14 rotates when the metal plate 14a is at the position B, the metal plate 14a moves to a position shown in Fig. 14C.
  • Fig. 14C shows a position of the metal plate 14a when the metal plate 14a will no longer be detected by the proximity sensor 65a (hereinafter also referred to as a position C).
  • Fig. 14D shows a position of the metal plate 14a when the metal plate 14a is not detected by the proximity sensor 65a (hereinafter also referred to as a position D). If the reel 14 further rotates, a position of the metal plate 14a returns to the position A. As described above, together with the rotating of the reel 14, the metal plate 14a changes its position in the order from the position A, to the position B, to the position C, to the position D, to the position A and so forth.
  • the proximity sensor 65a constitutes an index detecting circuit 65 (see Fig. 3).
  • a state of the index detecting circuit 65 is "High” during the period when the metal plate 14a moves from the position A to the position B and to the position C
  • a state of the index detecting circuit 65 is "Low” during the period when the metal plate 14a moves from the position C to the position D and to the position A.
  • the sub CPU 61 assigns a rise from "Low” to "High” as an index (origin) 1 and a fall from "High” to “Low” as an index (origin) 2 to thereby recognize the rotating position of the reel 14.
  • the main CPU 40 after transmitting in step 40 a start signal to the sub CPU 61, executes representation to be executed while the reels are rotating (step S41).
  • the process is a processing which conducts display of an image on the lower image display panel 16 and output of a sound from the speaker 29 over a period (for example, 3 seconds) determined according to a result and the like of the lottery processing (step S13 in Fig. 10).
  • the main CPU 40 determines whether it is the timing at which a command is to be issued so as to stop the rotating of the reel 14, or not (step S42).
  • the timing at which a command is issued so as to stop rotation of a reel 14 is a timing before the time when the representation to be executed while the reels are rotating is terminated, which is an interval having the minimum time necessary for stopping the rotating of the reel 14. Note that the minimum time necessary for stopping the rotating of the reel 14 is determined in advance.
  • step S42 If it is determined in step S42 that it is not the timing at which the command to stop the rotating of the reel 14 is to be issued, the process returns to the processing in step S42 and the representation to be executed while the reels are rotating continues to be conducted. On the other hand, if it is determined in step S42 that it is the timing at which the command to stop the rotating of the reel 14 is to be issued, the main CPU 41 transmits to the sub CPU 61 a code No. of the reel which is stored in RAM 43 (step S43). When the sub CPU 61 receives a code No. of the reel from the main CPU 41, the code No. is converted to a stopping position of the reel (the number of steps) from an index, based on a correspondence table between the number or steps and the code Nos. stored in ROM (not shown in the figure) included in the sub CPU 61 (step S52).
  • Fig. 15 is a schematic diagram showing a correspondence table between the number of steps and the code No..
  • Each of the code Nos. are related to an index and the number of steps.
  • Each code No. corresponds to the symbols depicted on the circumferential surfaces of the reels 14 (see Fig. 3) and symbols of code Nos. "00" to “10” correspond to the index 1.
  • symbols of code Nos. "11" to “21” correspond to the index 2.
  • the number of steps in the correspondence table shown in Fig. 15 is the number of steps with the index 1 as a reference. For example, if a code No. is "08", a stopping position of the reel is at 145 steps from the index 1. If a code No. is "12", a stopping position of the reel is at 218 steps from the index 1.
  • the sub CPU 61 executes a reel stopping processing (step S53).
  • the sub CPU 61 detects a rise in the index detecting circuit 65 from "Low” to "High” (the index 1) on each of the reels 14, and supplies to the motor driving circuit 65 pulses corresponding to the number of steps which were converted in step S52 from a code No. at a timing at which the index 1 is detected, and supply of pulses is ceased thereafter.
  • step S52 when, in step S52, the stopping positions of the reels are determined to be 145 steps from the index 1, the sub CPU 61 supplies 145 pulses to the motor driving circuit 65 at a timing at which the index 1 is detected, and the supply of pulses is terminated thereafter. Furthermore, when, in step S52, the stopping positions of the reels are determined to be 218 steps from the index 1, the sub CPU 61 supplies 218 pulses to the motor driving circuit 65 at a timing at which the index 1 is detected. As a result, the reels 14 stop at the code No. determined in step 32 of Fig. 11 and the combination of symbols corresponding to the winning combination determined in step S32 of Fig. 11 is stop displayed on the winning line L. On the other hand, the main CPU 41 terminates the representation to be executed while the reels are rotating. After the processing in steps S44 and S53 are over, the present reel rotating control processing is completed.
  • the main CPU 41 conducts a processing for displaying an error message on the lower image display panel 16 to temporarily stop a game. For example, in a case where, even though a processing for stopping the reel 14L was executed at the code No. 12 corresponding to the index 2, the index 1 is detected by the index detecting circuit 65 when the rotating of the reel 14L stops, the game is temporarily stopped.
  • Fig. 16 is a flowchart showing a subroutine of a bonus game processing called and executed in step S16 of the subroutine shown in Fig. 10.
  • the main CPU 41 determines a number T of bonus games from 10 to 25 games, based on a random number value obtained by executing a random number generation program included in a lottery program stored in RAM 43 (step S60).
  • the main CPU 41 stores as data into RAM 43 the number of games of the determined bonus games.
  • step S61 the main CPU 41 conducts a lottery processing (step S61) and a reel rotating control processing (step S63).
  • step S61 is a processing almost the same as the processing described using Fig. 11.
  • step S63 is a processing almost the same as the processing described using Fig. 13. Since descriptions of these processing have already been given, descriptions thereof are omitted herein.
  • the main CPU 41 determines whether a bonus game trigger has been established or not, that is, whether three "APPLE" are stop displayed in the display windows 15 or not (step S64). If it is determined that the bonus game trigger has been established, the number t of additional games of the bonus game is determined in a lottery (step S65) and the determined number t of additional games is added to the number T of games of the bonus game (step S66). Thus, when a bonus game is hit during the bonus game, a remaining number of bonus games increases. More specifically, for example, in a case where a game state shifts to 20 bonus games for the first time, and hits 17 bonus games upon conducting 12 of the bonus games, another 25 bonus games (20 bonus games - 12 bonus games + 17 bonus games) are to be conducted.
  • step S67 the main CPU 41 determines whether a winning combination has been established or not (step S67). If it is determined that the winning combination has been established, the main CPU 41 conducts payout of coins corresponding to the number of coin-in and the winning combination (step S68). Since the processing is similar to the processing in step S18 and description thereof has already been given, the description of the present processing is omitted herein.
  • step S66 or S68 In a case where the processing in step S66 or S68 has been executed, or if it is determined in step S67 that any winning combination has not been established (if it is determined that a failure has occurred), the main CPU 41 reads the number T of bonus games stored in RAM 43, and one bonus game is subtracted from the read number T of bonus games. The number T of bonus games after the subtraction is again stored into RAM 43 (step S69).
  • the main CPU 41 determines whether the number T of bonus games reaches the number of games determined in step S60 or not (step S70). More specifically, it is determined whether the number T of games stored in RAM 43 has become 0 or not, and if the number T of games is not 0, that is, if it is determined that the number of bonus games played does not reach the number of games which were determined in step S60, the process returns to step S61 and the above-mentioned processing is repeated. On the other hand, if the number T of games is 0, that is, if it is determined that the number T of games has reached the number of games which were determined in step S60, a number-of-games reset signal is transmitted to the control device 200 (step S71), and the present subroutine is completed thereafter.
  • the number-of-games reset signal includes the gaming machine identification information of the gaming machine 10, and CPU 201 of the control device 200, when receiving the number-of-games reset signal, resets to 0 the number of games of which is stored in the hard disc drive 205 by being made to correspond to the gaming machine identification information included in the number-of-games reset signal.
  • Fig. 17 is a flowchart showing a subroutine of a return mode processing called and executed in step S20 of the subroutine shown in Fig. 10.
  • the main CPU 41 determines the number P of total payout in the return mode according to the payment balance in terms of coins transmitted from the control device 200 as the return command signal and stored in RAM 43(step S120).
  • the number corresponding to 50% of the payment balance in terms of coins is set as the number P of total payout in the return mode.
  • the number P of total payout in the return mode is set as 5000.
  • a predetermined number is set as the number P of total payout.
  • the main CPU 41 extracts the image data showing the winning line from the image data stored in RAM 43, and displays five winning lines on the lower image display panel 16 based on the image data (step S121).
  • the image data showing the winning lines is contained in the game program read from the memory card 53 and stored in RAM 43.
  • the main CPU 41 determines the image to be displayed on the lower image display panel 16. Then, the main CPU 41 transmits to the graphic board 68 a depiction command based on the result determined.
  • VDP extracts from RAM 43 image data showing five winning lines, expands the data on the video RAM, produces image data for one frame and outputs the image data to the lower image display panel 16. As a result, for example, images as shown in Figs. 18 are displayed on the lower image display panel 16.
  • Fig. 18 is a figure showing an example of image displayed on the lower image display panel when a game state shifts to the return mode (when the second special game state is generated).
  • Numerical reference 15 (15L, 15C and 15R) in the figures indicates display windows.
  • L indicates a winning lines displayed before the game state shifts to the return mode.
  • On the lower image display panel 16 an image showing other than the winning line L, two winning lines L' crossing the three display windows 15 horizontally and two winning lines L' crossing the three display windows 15 obliquely.
  • an image showing "BONUS !", together with two images showing fireworks are displayed.
  • An image showing "TIME OF PLAY 600" is also displayed in the lower portion of the lower image display panel 16. This image is an image showing that the number of games reached 600.
  • step S122 determines whether or not a coins is BET. When it is determined that the coins is not BET, the process returns to step S122. On the other hand, when it is determined that the coins is BET, the main CPU 41 executes processing for subtracting the number of credit (step S123), Then, the main CPU 41 determins whether the spin button 23 is turned ON or not (S124). When it is determined that the spin button 23 is not turned ON, the process returns to step S140. On the other hand, when it is determined that the spin button 23 is turned ON, the process advances to step S125. In addition, the processes in steps S122 to S124 are the same processes as those in steps S10 to S12 of the subroutine shown in Fig. 18.
  • step S125 the main CPU 41 executes the random number generation program contained in the lottery program to select a random number value corresponding to each of the three reels 14 from the numerical value range of 0 to 255 (step S125). Then, the main CPU 41 refers to the data for setting a payout rate outputted from the GAL 54 and stored in RAM 43 and determines the code NO. (see Fig. 3) of each reel 14 based on the selected three random number values (step S126).
  • step S127 the main CPU 41 executes reel rotating control processing (S127). Since this process is the same as that of step S14 (see Figs. 13 to 15) of the subroutine shown in Fig. 10, its description will be omitted here.
  • the main CPU 41 determines whether or not the winning combination is established on any one of the five winning lines (step S128). When it is determined that the winning combination is not established on any one of the five winning lines, the process returns to step S122. On the other hand, when it is determined that the winning combination is established on any one of the five winning lines, the main CPU 41 executes coin-out of number Q corresponding to established winning combination (step S129).
  • the number Q is provided by multiplying a predetermined number of payout for the established winning combination and the number of the inserted coins.
  • the number Q is provided by multiplying the determined number of payout to all of the established winning combinations and the number of the inserted coins.
  • the main CPU 41 updates the accumulated number R of payout in the return mode (step S130).
  • the accumulated number R of payout in the return mode is stored in RAM 43 as data and the main CPU 41 reads out the accumulated number R of payout stored in RAM 43 in step S130 and adds the number Q to the number R and stores the given number R in RAM 43.
  • the main CPU 41 determines whether or not the bonus game trigger is established on any one of the five winning lines (step S131). When it is determined that the bonus game trigger is not established on any one of the five winning lines, the main CPU 41 determines whether or not the accumulated number R of payout is equal to or more than the number P of total payout (step S132). When it is determined that the accumulated number R of payout is not equal to or more than the number P of total payout, the process returns to step S122. On the other hand, when it is determined that the accumulated number R of payout is equal to or more than the number P of total payout, the main CPU 41 sets the return mode flag to "OFF" (step S134) and terminates this subroutine.
  • step S131 when it is determined that the bonus game trigger is established on any one of the five winning lines in step S131, the bonus game processing (see Fig. 16) is executed (step S133). Then the main CPU 41 sets the return mode flag to "OFF" (step S134), and terminates this subroutine. In addition, when the processing in Fig. 17 is completed, the number of winning lines becomes one again and the normal game is continued to be played.
  • Fig. 19 is a flowchart showing a counting processing called and executed in step S22 of the subroutine shown in Fig. 10.
  • the processing is a processing conducted between the main CPU 41 of a gaming machine 10 and CPU 201 of the control device 200.
  • the main CPU 41 transmits by the communication interface 44 the number of coin-in and the number of coin-out stored in RAM 43 together with the gaming machine identification number to the control device 200 through the communication line 101 (step S90).
  • the number of coin-in and the number of coin-out transmitted to the control device 200 from the gaming machine 10 are those of the game concerned.
  • the processing in step S90 is a processing in which the main CPU 41 (processing device) transmits the identification information of the gaming machine 10 stored in the RAM 43 (storage device) to the control device 200 through the communication line 101, each time a game is played.
  • the main CPU 41 functions as means for transmitting the identification information of the gaming machine 10 to the control device 200 through the communication line 101.
  • the CPU 201 of the control device 200 when receiving from the gaming machine 10 the number of coin-in, the number of coin-out and the gaming machine identification number through the communication line 101 by the communication interface 204, updates the number of games, the accumulative number of coin-in and the accumulative number of coin-out corresponding to the received gaming machine identification number (step S100), by choosing the data, which are made to correspond to each of the gaming machine identification numbers, of the number of games, the accumulative number of coin-in, the accumulative number of coin-out stored in the hard disc drive 205 (see Fig. 6).
  • CPU 201 determined whether the number of games after the updating has reached the set value or not (step S101). If it is determined that the number of games after the updating has not reached the set value, the subroutine is terminated.
  • step S101 determines whether the number of games after the updating has reached the set value. If it is determined in step S101 that the number of games after the updating has reached the set value, the CPU 201 transmits a return command signal showing the payment balance in terms of coins (step S103). Then, the CPU 201 resets to 0 the number of games stored in hard disc drive 205 by being associated with identification information of each of the gaming machines 10 (step S104).
  • step S91 When the main CPU 41 of the gaming machine 10 receives the return command signal transmitted from the control device 200 in step S103, it sets the return mode flag to "ON" (step S91).
  • the processing in step S91 is a processing for receiving the return command signal transmitted from the control device 200 when the number of games accumulatively counted by the control device 200 based on the identification information of the gaming machine 10 reaches the set value.
  • the main CPU 41 functions as means for receiving the command signal transmitted from the control device 200 in step S91.
  • the main CPU 41 stores the data showing the payment balance in terms of coins contained in the return command signal in RAM 43 (step S92). Thereafter, the present processing is terminated.
  • a game state shifts to the return mode when the number of games reaches a set value (see Fig. 19).
  • the present invention is, however, not limited to this example.
  • the second special game state may be generated (the game state shifts to the return mode). This is because in such a case, a player can be urged to insert game media up to the upper limit and a facility such as a casino and the like can increase a profit.
  • the second special game state may be generated not when the number of games reaches the set value, but when the number of inserted game media is at the upper limit value for a game played by a player when the number of games in which insertion of game media is conducted to the upper limit value reaches a set value. This is because, in such a case, it can be prevented from a small number of game media to be inserted in a game, thereby leading to a fact that the second special game state is generated by the spending of only a small number of game media in total.
  • a gaming machine 10 including: the main CPU 41 (processing device); RAM 43 (storage device); symbol display means containing the reels 14, the stepping motor 70 and the like, is a gaming machine 10 connected through the communication line 101 to the control device 200 which accumulatively counts the number of games in each gaming machine 10 of plural gaming machines 10, and wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in RAM 43 (see Fig. 11); a processing executing stop display after executing change display by operating the symbol display device based on a result of executing the lottery program(see Fig.
  • a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when a combination of the plural symbols stop displayed on winning line is a special winning combination, "bonus game trigger", and executing the program (see Fig. 16); a processing transmitting through the communication line to the control device 200 the identification information of the gaming machine 10 stored in RAM 43 each time a game is played (step S90 in Fig. 19); a processing for receiving a command signal transmitted from the control device when a condition that the number of games accumulatively counted, based on the identification information of the gaming machine, by the control device 200 reaches a set value is established (step S91 in Fig. 19); and a processing reading from RAM 43 a program for executing the transition to the return mode (the generating of the second special game state) in which the number of winning lines is increased to 5 based on the command signal, and executing the program (see Fig. 17).
  • a game state shifts to the return mode without fail by receiving a command signal transmitted from the control device 200 when the number of games counted in the control device 200 reaches a set value. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the bonus game is likely to be generated. Therefore, even if the first special game state is not generated for a long period of time leading to the spending of many of the game media, a game state shifts to the return mode as long as the game is played such that the number of games reaches the set value, thus a player can plays the game in advantageous state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the gaming machine 10 is connected through the communication line 101 to the control device 200 and the control device 200 counts a number of games in the gaming machine 10, and determines whether a game state is to be shifted to the return mode or not (whether the second special game state is to be generated or not).
  • the gaming machine 10 is, however, not necessarily required to be those using a network and may be standalone.
  • a stand-alone gaming machine 10 includes: the main CPU 41 (processing device); RAM 43 (storage device); symbol display device containing the reels 14, the stepping motor 70 and the like, wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in RAM 43; a processing executing stop display after executing change display by operating the symbol display device based on a result of executing the lottery program(see Fig.
  • the gaming machine 10 comprises: winning combination determining means (for example, the main CPU 41) for determining a winning combination by a lottery; symbol display means (for example, the reels 14, the stepping motor 70 and the like) for executing change display and stop display of plural symbols based on a result of the lottery; means (for example, the main CPU 41)for generating a bonus game (the first special game state) when combination of the plural symbols stop displayed on winning line is a special winning combination, "bonus game trigger"; means (for example, the main CPU 41) for counting accumulatively the number of games each time a game is played; means (for example, the main CPU 41) for determining whether or not a condition that the number of games reaches the set value has been established; and means (for example, the main CPU 41)for executing the transition to the return mode (generation of the second special game state) in which the number of winning lines is increased to 5 when said condition is determined to have been established.
  • winning combination determining means for example, the main CPU 41 for determining a winning combination
  • the transition to the return mode (generation of the second special game state) is executed when the number of games reached the set value
  • the first aspect of the present invention is not limited to this embodiment.
  • the transition to the return mode (generation of the second special game state) may be executed in the gaming machine 10 of the first aspect of the present invention.
  • Such a gaming machine 10 including: the main CPU 41 (processing device); RAM 43 (storage device); symbol display device containing the reels 14, the stepping motor 70 and the like, is a gaming machine 10 connected through the communication line 101 to the control device 200 which accumulatively counts the payment balance in terms of the game media in each gaming machine 10 of plural gaming machines 10, and wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in RAM 43; a processing executing stop display after executing change display by operating the symbol display device based on a result of executing the lottery program; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when combination of the plural symbols stop displayed on winning line is a special winning combination, "bonus game trigger", and executing the program; a processing transmitting through the communication line to the control device 200 the payment balance in terms of the game media together with the identification information of the gaming machine 10 stored in RAM 43 each time a game is
  • a gaming machine 10 connected through the communication line 101 to the control device 200 which accumulatively counts the payment balance in terms of the game media for each gaming machine 10 of plural gaming machines 10 comprising: winning combination determination means (for example, the main CPU 41) for determining a winning combination by lottery; symbol display means (for example, the reels 14, the stepping motor 70 and the like) for executing change display and stop display based on a result of executing the lottery program; means (for example, the main CPU 41) for generating a bonus game (the first special game state) when combination of the plural symbols stop displayed on winning line is a special winning combination, "bonus game trigger"; means (for example, the main CPU 41) for transmitting through the communication line to the control device 200 the payment balance in terms of the game media together with the identification information of the gaming machine 10 stored in RAM 43 each time a game is played; means (for example, the main CPU 41) for receiving a command signal transmitted from the control device when a condition that the payment balance in terms of the game media accumulatively counted, based
  • a game state shifts to the return mode without fail by receiving a command signal transmitted from the control device 200 when a condition that the payment balance in terms of the game media accumulatively counted, based on the identification information of the gaming machine by the control device 200 becomes equal to or below a set value is established. Since establishment possibility that the combination of the plural symbols stop displayed on the winning line is the special winning combination becomes high by increasing the number of winning lines, the bonus game is likely to be generated.
  • the above mentioned gaming machine 10 is connected through the communication line 101 to the control device 200 and the control device 200 counts a number of coins in the gaming machine 10, and determines whether a game state is to be shifted to the return mode or not (whether the second special game state is to be generated or not).
  • the gaming machine 10 is, however, not necessarily required to be those using a network and may be standalone.
  • a stand-alone gaming machine 10 includes: the main CPU 41 (processing device); RAM 43 (storage device); symbol display device containing the reels 14, the stepping motor 70 and the like, wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in RAM 43; a processing executing stop display after executing change display by operating the symbol display device based on a result of executing the lottery program; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when combination of the plural symbols stop displayed on winning line is a special winning combination, "bonus game trigger", and executing the program; a processing counting accumulatively the payment balance in terms of the game media each time a game is played; a processing determining whether or not a condition that the payment balance in terms of the game media becomes equal to or below a set value is established; and a processing reading from the storage device a program for executing the transition to the return mode(generating a second
  • a gaming machine 10 comprising: winning combination determination means (for example, the main CPU 41) for determining a winning combination by lottery; symbol display means (for example, the reels 14, the stepping motor 70 and the like) for executing change display and stop display based on a result of executing the lottery program; means (for example, the main CPU 41) for generating a bonus game (the first special game state) when combination of the plural symbols stop displayed on winning line is a special winning combination, "bonus game trigger"; means (for example, the main CPU 41) for counting accumulatively the payment balance in terms of the game media each time a game is played; means (for example, the main CPU 41) for determining whether or not a condition that the payment balance in terms of the game media reaches the set value has been established; and means (for example, the main CPU 41)for executing the transition to the return mode (generation of the second special game state) in which the number of winning lines is increased to 5 when said condition is determined to have been established.
  • winning combination determination means for example, the main CPU 41
  • the main CPU 41 executes a program for shifting to the return mode in which the a number of coins corresponding to the accumulatively counted number of the games is paid out. That is, it is preferable that the means for generating the second special game state (for example, the main CPU 41) pays out a number of the game media corresponding to the accumulatively counted number of the games in the second special game state until the second special game state is generated.
  • the player can receive a profit according to the number of game played by the player in the second special game state. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the gaming machine when a condition that the accumulatively counted number of the games reaches a set value is established, the gaming machine generates a second special game state in which the player can play the game in an advantageous game state.
  • the second special game state is a game state generated only when the above condition is established in the gaming machine according to the second embodiment.
  • Fig. 20 is a flowchart showing a subroutine of the return mode processing in the second embodiment.
  • a free game is played.
  • the free game the total number of coin-out to be paid out is determined at the beginning.
  • the free game is finished when the total number of coin-out is all paid out.
  • a bonus game trigger is established, a predetermined number of payout is added to the total number of payout. Therefore, in the return mode corresponding to the second embodiment, when the bonus game trigger is established, the player can get more coins.
  • the winning combination of the small number of payout coins is established more often, the larger the number of games becomes, so that the possibility of establishment of the bonus game trigger becomes high.
  • the subroutine shown in Fig. 20 is executed when the main CPU 41 executes a program for shifting to the return mode (generation of the second special game state) stored in RAM 43.
  • the program is an exclusive program for the return mode and it is executed only in the return mode.
  • the main CPU 41 determines the number P of total payout in the return mode based on the payment balance in terms of coins transmitted from a control device 200 as a return command signal and stored in RAM 43 (step S200).
  • the number corresponding to 50% of the payment balance in terms of coins is set as the number P of total payout in the return mode. For example, when the payment balance in terms of coins is "-10000", the number P of total payout in the return mode is set as 5000. However, when the number P of total payout determined based on the payment balance in terms of coins does not reach a predetermined lower limit value (for example, 3000), a predetermined number is set as the number P of total payout.
  • a predetermined lower limit value for example, 3000
  • the main CPU 41 executes a random numbers generation program included in a lottery program to select a random number values corresponding to each of three reels 14 from the numerical value range of 0 to 255 (step S201). Then, the main CPU 41 refers to payout rate setting data which is outputted from GAL 54 and stored in RAM 43, and determines, based on the selected three random number values, code Nos. (see Fig. 3) (step S202). In addition, the payout rate setting data is an exclusive data for the return mode and it is used in the return mode only. The winning combination is determined in step S202.
  • Fig. 21 is a figure schematically showing a relation between a plural winning combination, establishment possibility of the winning combination and the number of payout in the return mode according to the second embodiment.
  • the establishment possibility shown in the figure shows the establishment possibility of the winning combination when the code No. of each reel 14 is determined based on the three random number values referring to the symbol weighting data. That is, the random number value does not correspond to each winning combination.
  • Establishment possibility of the bonus game trigger is 0.5%.
  • the bonus game trigger is won in the return mode, the three "APPLE" symbols are stop displayed on the winning line and the number P of payout is added to the number P of total payout.
  • the coins are not paid out and a bonus game is not generated.
  • the added number P of payout is previously set as 3000.
  • the number of payout is given by subtracting accumulated number R of payout in the return mode from the total number of payout.
  • step S203 the main CPU 41 executes a rotating control processing of the reel. Since content of this processing is the same as that in step S14 of the subroutine shown in Fig. 10 (see Figs. 13 to 15), its description will be omitted.
  • the correspondence relationship between the plural kinds of the winning combinations and their number of payout is stored as data in RAM 43.
  • the data (referred to as the number of payout data occasionally hereinafter) is an exclusive data for the return mode, therefore, it is used only when a game shifts to the return mode.
  • the main CPU 41 determines whether a bonus game trigger has been established (hit) or not, that is whether "APPLE" is stop displayed in the display window 15 or not (step S204). If it is determined that the bonus game trigger has been established, the main CPU 41 refers to the number of payout data (see Fig. 21) stored in RAM 43 and determines the number P of payout to be added to the number P of total payout (step S205). Then, the main CPU 41 reads out the number P of total payout determined in step S200 and stored in RAM 43, adds the number P of payout determined in step S205 to the number P of total payout and stores the given number P of total payout in RAM 43 (step S206).
  • step S208 the main CPU 41 executes coin-out of number Q corresponding to established winning combination (including a lost condition) (step S208).
  • the coin-out of number Q in step S208 is determined by referring to the number of payout data (see Fig. 21) stored in RAM 43.
  • the main CPU 41 updates the accumulated number R of payout in the return mode by adding the number Q of payout determined in step S208 to the given accumulated number R of payout stored in RAM 43 in the return mode, and stores it in RAM 43 (step S209).
  • step S210 the main CPU 41 determines whether the accumulated number R of payout is equal to or more than the number P of total payout or not (step S210). When it is determined that the accumulated number R of payout is not equal to or more than the number P of total payout, the operation is returned to step S201. On the other hand, it is determined that the accumulated number R of payout is equal to or more than the number P of total payout, the main CPU 41 sets a return mode flag to "OFF" (step S211), and terminates this subroutine.
  • the gaming machine 10 including: the main CPU 41 (processing device), and RAM 43 (storage device), is a gaming machine 10 connected through the communication line 101 to the control device 200 which accumulatively counts the number of games every gaming machine 10 in each gaming machine 10 of plural gaming machines 10, and wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when a determined winning combination is a special winning combination, "bonus game trigger", and executing the program; a processing transmitting through the communication line to the control device 200 the identification information of the gaming machine 10 stored in RAM 43 each time a game is played; a processing for receiving a command signal transmitted from the control device when a condition that the number of games accumulatively counted, based on the identification information of the gaming machine by the control device 200 reaches a set value is established; and a processing reading from
  • the gaming machine 10 comprises: winning combination determining means (for example, the main CPU 41) for determining a winning combination by a lottery; means (for example, the main CPU 41) for generating the first special game state which is a game state advantageous to the player when the determined winning combination is the special winning combination; means (for example, the main CPU 41) for transmitting through the communication line to the control device 200 the identification information of the gaming machine 10 each time a game is played; means (for example, the main CPU 41) for receiving the command signal transmitted from the control device 200 when the condition that the number of games accumulatively counted by the control device 200 based on the identification information of the gaming machine reaches the set value set as an object of comparison with the number of games is established; and means (for example, the main CPU 41) for generating a second special game state that is a game state advantageous to a player and is generated only when said condition is established.
  • winning combination determining means for example, the main CPU 41 for determining a winning combination by a lottery
  • means for example, the main CPU
  • transition to the return mode that is the advantageous state for the player is executed. Therefore, even if the bonus game is not generated for a long period of time leading to the spending of many of the game media, transition of the return mode is executed as long as the game is played such that the number of games reaches the set value, thus a player can make profit for playing the game.
  • the return mode is shifted only when the above condition is established, an impression can be made on the player that a return is carried out as a result of playing the game until the number of games reaches the set value, and the player take more interest in the game. As a result, it can be prevented that the player who used many coins feels frustrated, raises distrust, or loses interest in the game.
  • the gaming machine 10 is connected through the communication line 101 to the control device 200 and the control device 200 counts a number of games in the gaming machine 10, and determines whether a game state is to be shifted to the return mode or not (whether the second special game state is to be generated or not).
  • the gaming machine 10 is, however, not necessarily required to be those using a network and may be standalone.
  • a stand-alone gaming machine 10 includes: the main CPU 41 (processing device) and RAM 43 (storage device); wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when a determined winning combination is a special winning combination, "bonus game trigger", and executing the program; a processing for accumulatively counting the number of games each time the game is played; a processing for determining whether a condition that the number of games reaches the set value is established or not; and a processing for reading a program for shifting to the return mode that is generated only in a case where the above condition is established when it is determined that above condition is established from RAM 43, and executing the program.
  • the gaming machine 10 comprises; means (for example, the main CPU 41) for determining the winning combination by a lottery; means (for example, the main CPU 41) for generating a first special game state that is a game state advantageous to the player when the determined winning combination is a special winning combination; means (for example, the main CPU 41) for accumulatively counting the number of games each time the game is played; means for determining whether or not a condition that the number of games reaches the set value set as an object of comparison with the number of games is established; and means (for example, the main CPU 41) for generating a second special game state which is a game state advantageous to the player and is generated only when it is determined that the above condition is established.
  • the transition to the return mode (generation of the second special game state) is executed when the number of games reached the set value
  • the first aspect of the present invention is not limited to this embodiment.
  • the transition to the return mode (generation of the second special game state) may be executed in the gaming machine 10 of the first aspect of the present invention.
  • Such gaming machine 10 including: the main CPU 41 (processing device); RAM 43 (storage device), is a gaming machine 1connected through the communication line 101 to the control device 200 which accumulatively counts the payment balance in terms of coins in each gaming machine 10 of plural gaming machines 10, and wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the predetermined winning combination is a special winning combination "bonus game trigger", and executing the program; a processing transmitting through the communication line to the control device 200 the payment balance in terms of coins together with the identification information of the gaming machine 10 stored in RAM 43 each time a game is played; a processing for receiving a command signal transmitted from the control device when a condition that the payment balance in terms of coins accumulatively counted by the control device 200, based on the payment balance in terms of the coins in a game played by the player becomes equal to or below
  • the gaming machine 10 comprises: means (for example, the main CPU 41) for determining the winning combination by a lottery; means (for example, the main CPU 41) for generating a first special game state that is a game state advantageous to the player when the determined winning combination is a special winning combination; means (for example, the main CPU 41) for transmitting through the communication line to the control device 200 the identification information of the gaming machine 10 each time a game is played; means (the main CPU 41, for example) for receiving a command signal transmitted from the control device 200 when a condition that the payment balance in terms of the game media accumulatively counted by the control device 200 based on the identification information of the gaming machine becomes below the set value is established; and means (for example, the main CPU 41) for generating a second special game state that is a game state advantageous to a player and is generated only when said condition is established.
  • transition to the return mode that is the advantageous state for the player is executed. Therefore, even if the bonus game is not generated for a long period of time leading to the spending of many of the game media, transition of the return mode is executed as long as the game is played such that the payment balance in terms of coins becomes equal to or below the set value, thus a player can make profit for playing the game.
  • the gaming machine 10 is connected through the communication line 101 to the control device 200 and the control device 200 counts the payment balance in terms of coins in the gaming machine 10, and determines whether a game state is to be shifted to the return mode or not (whether the second special game state is to be generated or not).
  • the gaming machine 10 is, however, not necessarily required to be those using a network and may be standalone.
  • Such a gaming machine 10 includes: the main CPU 41 (processing device) and RAM 43 (storage device); wherein the main CPU 41 executes: a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game when a determined winning combination is a special winning combination, "bonus game trigger", and executing the program; a processing for accumulatively counting the payment balance in terms of coins each time the game is played; a processing for determining whether a condition that the payment balance in terms of coins becomes equal to or below the set value is established or not; and a processing for reading a program for shifting to the return mode that is generated only in a case where the above condition is established when it is determined that above condition is established from RAM 43, and executing the program.
  • the gaming machine 10 comprises: winning combination determining means (for example, the main CPU 41) for determining a winning combination by a lottery; means (for example, the main CPU 41) for generating the first special game state which is a game state advantageous to the player when the determined winning combination is the special winning combination; means (for example, the main CPU 41) for accumulatively counting the payment balance in terms of the game media each time the game is played; means for determining whether or not a condition that the payment balance in terms of the game media becomes equal to or below the set value is established; and means for generating the second special game state which is a game state advantageous to the player and is generated only when it is determined that the above condition is established.
  • the main CPU 41 executes a program to make the transition to the return mode in which the coins are paid out according to the accumulatively counted number of the games. That is, it is preferable that the means for generating the second special game state (the main CPU 41, for example) payouts the number of the game media in the second special game state according to the accumulatively counted the number of games until the second special game state is generated.
  • the number of games accumulatively counted until a game shifts to the return mode is "600”
  • 6000 coins corresponding to ten times the number of the game media are paid out.
  • the player can be received profit corresponding to the number of games the player played in the second special game state.
  • it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • presentation in the return mode may be only for the return mode.
  • an exclusive presentation data for the return mode only is stored in the storage device (for example, RAM 43).
  • the presentation data includes image data, audio data, data for defining a lighting pattern of a lamp or LED and the like.
  • a relationship between the winning combination in the return mode and the number of payout in terms of the game media may be used exclusively for the return mode.
  • the number of payout data only for the return mode (data showing the relationship between the winning combination and the number of payout in terms of the game media) is stored in the storage device (for example, RAM 43).
  • the establishment possibility of the winning combination in the return mode may be only for the return mode.
  • the GAL 54 is configured such that only payout setting data for the return mode is outputted when predetermined data is inputted.
  • the mystery bonus may be executed in the bonus game as the first special game state, and the mystery bonus in which the presentation image only for the return mode is displayed on the lower image display panel 16 may be executed in the return mode as the second special game state.
  • a free game may be executed in the bonus game as the first special game state, and a free game whose presentation mode is changed when the remaining number of the games reaches a predetermined set value may be performed in the return mode as the special game state.
  • the free game whose presentation mode is changed when the number of the remaining number of the games reaches a predetermined set value includes the following free game.
  • the first and the second embodiments description has been given of a case where a game state shifts to the return mode when the return mode flag has been set to the state "ON", without other conditions being established thereafter.
  • the first aspect of the present invention is, however, not limited to this example and, for example, a game state may shift to the return mode when a predetermined condition has been met after the return mode flag is set to the state "ON".
  • the predetermined condition for transition to the return mode is not particularly limited, and may include, for example, establishment of a bonus game trigger, stop display of a predetermined combination of symbols, and of the like conditions.
  • the first and the second embodiments description has been given of a case where a game state shifts to the return mode when the return mode flag is set to the state "ON", regardless of the combination of symbols stop displayed thereafter.
  • the first aspect of the present invention is not limited to this example.
  • a combination of symbols corresponding to the transition to the return mode may be set in advance and a game state may shift to the return mode after the symbols are stop displayed in that combination of symbols.
  • step S14 in Fig. 10 description has been given of a case where symbols are stop displayed (step S14 in Fig. 10), a processing is conducted based on the stop displayed combination of symbols (steps S15 to S20 in Fig. 10), and the number of games is counted (step S22 in Fig. 10) thereafter.
  • the timing may be a timing at which BET of a coin is conducted (after step S10 or S11 in Fig. 10) or a timing at which the spin button is turned ON (after step S12 in Fig. 10).
  • the number of games may be counted at a predetermined timing that is in the period from the time when display of a change in symbol is started, to the time when symbol sequences are stop displayed, and a processing based on the stop displayed combination of symbols has been conducted (for example, a timing at which symbol sequences are stop displayed). Note that a timing at which a payment balance in terms of game media can be the same as described above.
  • step S15 in Fig. 10 in which in a case where a special winning combination, "bonus game trigger”, has been established (step S15 in Fig. 10) in the period from the time when the return mode flag is set to the state "ON" (step S22 in Fig. 10), to the time when transition to the return mode is conducted (step S20 in Fig. 10), transitions to the return mode is further conducted after the bonus game is generated (step S16 in Fig. 10).
  • a gaming machine generates the first special game state based on the a special winning combination, and further generates the second special game state, in a case where the special winning combination is established in the period from the time when the number of games reaches a set value, to the time when the second special game state is generated.
  • the first aspect of the present invention is not limited to this example.
  • a special winning combination is established in the period from the time when the number of games reaches a set value, to the time when the second special game state is generated, only the first special game state may be generated.
  • a player can earn a profit in the first special game state or the second special game state without fail when a game is played until the number of games reaches the set value.
  • the above embodiment is one of the embodiments of the first aspect of the present invention.
  • the following processing has only to be conducted instead of the processing shown in Fig. 10.
  • Fig. 22 is a flowchart showing another example of a subroutine of a game execution processing.
  • the same numerical references are assigned to steps which conduct processing similar to those in the flowchart shown in Fig. 10.
  • step S15 determines whether a bonus game trigger has been established or not (step S15) and if it is determined that the bonus game trigger has been established, a bonus game processing is executed (step S16). Then, it is determined whether a return mode flag is set to the state "ON” or not (step S25) and if the return mode flag is set to "ON", the return mode flag is set to the state "OFF” (step S26).
  • step S21 is performed thereafter and thus the present subroutine is completed. Since the other processing are processing similar to those described in Fig. 10, descriptions thereof are omitted here. In the subroutine shown in Fig.
  • step S10 after a coins is BET (step S10), in a case where it is determined whether the spin button 23 has been turned ON or not (step S12), and if it is determined that the spin button has been turned ON (YES in step S12), a processing for subtracting the number of credits (step S11) may be conducted, as in the subroutine shown in Fig. 10.
  • step S22 the number of games reaches 600 and a return mode flag has been established
  • step S15 the number of games reaches 600 and a return mode flag has been established
  • step S16 the bonus game is generated (step S16) but transition to the return mode is not performed
  • step S19 and S20 transition to the return mode is conducted.
  • the second special game state in a case where a special winning combination has been established in the period from the time when the number of games reaches a set value, to the time when the second special game state is generated, only the second special game state may be generated, or alternatively, either the first special game state or the second special game state may be generated depending on a game situation and the like.
  • An embodiment similar to the above-mentioned embodiment can also be adopted in a case where the second special game state is generated according to a payment balance in terms of game media.
  • a special winning combination has been established in the period from the time when a payment balance in terms of game media is equal to or less than a set value
  • to the time when the second special game state is generated only the first special game state may be generated, only the second special game state may be generated, or either the first special game state or the second special game state may be generated depending on a game situation and the like.
  • a return situation to a player may be simply as such that a predetermined number of game media is paid out as an exclusive bonus only in a case where the following condition is established when the condition in which number of games reaches a set value is established. It may alternatively be a situation that when a condition in which the number of games reaches a set value is established, the return mode as the second special game state, allowing a player to have a privilege in a similar manner to the first special game state such as a free game, a second game, a mystery game and the like, can be set, and a predetermined number of game media is paid out by one of the above-mentioned game mode.
  • a timing at which a predetermined number of game media is paid out is not limited to such a timing at which one game is completed and symbol sequences are stop displayed as in the mystery game described above, and for example, game media may be immediately paid out when the number of games reaches a set value.
  • a method for paying out a predetermined number of game media is also not particularly limited, and for example, coins may be actually paid out, the number of credits may be increased, or a ticket such as a ticket with a bar code may be issued.
  • the "payout mode of the game media” means a pattern for paying out the game media.
  • the payout mode of the game media there are, for example, a method of paying the game media, the number of games required for the payout of the game media, the number of payout of the game media, and the like.
  • the kind of the game media (credit or coin, for example) is not included in the element for defining the payout mode of the game media.
  • the coins are paid out regardless of the combination of the symbols, and the number of the games required for the payout of the game media is 0 and the number of paying the game media is 1.
  • the method of paying out the game media in the case of the return mode B is the free game.
  • the number of the games required for the payout of the game media is the number until the 1000 coins are paid out and the number of paying the game media is the number until the 1000 coins are paid out.
  • the method of paying the game media in the case of the return mode C is the method in which the number of payout of the game media in response to the winning combination is increased.
  • the number of the games required for the payout of the game media is the number until the increased number of coins to be paid out reaches 1000, and the number of paying out the game media is the number until the increased number of coins reaches 1000.
  • the payout mode of the game media is not particularly limited as long as it is a game state that the predetermined number of game media is paid out.
  • the payout mode may be such that the predetermined number of game media is paid out in a lump, the free game is played, and the number of payout game media in response to the winning combination is increased.
  • the payout mode of the game media in the second special game state may be the same as that in the first special game state, or it may be different from that.
  • the payout mode of the game media in the second special game state may be specially implemented only when the second special game state is generated.
  • the game program comprises a program regarding game proceeding, a first program for generating the bonus game (first special game state), and a second program for making the transition to the return mode (generation of the second special game state).
  • the second program for making the transition to the return mode comprises three second programs for making the transition to the return modes A to C in which the payout modes of the coins are different.
  • the main CPU 41 selects one return mode from the return modes A to C and carries out the second program for making the transition to the selected return mode.
  • the game program comprises image data, audio data or the like which is outputted in the course of the game.
  • control device 200 Since the internal construction of the control device 200 is similar to that of the first embodiment expect for the correspondence table later described, and description thereof has been described by making reference to Fig. 5, the correspondence table according to the third embodiment will be described here.
  • Fig. 23 is a figure schematically showing an example of correspondence table between a gaming machine identification number and a game history.
  • Each of the gaming machine identification numbers correspond to a game history based on the number of games, an accumulative number of coin-in, an accumulative number of coin-out, a payment balance in terms of the coins and a return rate of coin-out.
  • CPU 201 When CPU 201 receives the number of coin-in, the number of coin-out and the gaming machine identification number from the gaming machine 10 through the communication interface 204, a game history corresponding to the gaming machine identification number is updated. More specifically, 1 is added to the number of games, the number of coins inserted is added to the accumulative number of coin-in and the number of coins paid out is added to the accumulative number of coin-out. Furthermore, a payment balance in terms of the coins and a return rate are calculated based on the accumulative number of coin-in and the accumulative number of coin-out. When CPU 201 determines that the number of games updated has reached a set value, the return command signal containing the number of coin-out in the return mode as data is transmitted to that gaming machine 10.
  • Fig. 24 is a figure schematically showing an example of a correspondence table between the set value and the number of payout.
  • the number of payout "1000" in the return mode is set corresponding to the set value "600". Therefore, the 1000 coins are paid out in any one of the return modes A to C.
  • the correspondence table shown in Fig. 24 is stored in the hard disk drive 205 as data.
  • the number of payout in the return mode is not necessarily constant as long as the payout mode of the game media in the plural kinds of the return modes in which the payout modes are different is the same.
  • the number of payout may be varied with the game history and the like.
  • Fig. 25 is a figure schematically showing another example of correspondence table between a set value and the number of payouts.
  • a payment balance is "-2000" when the number of games reaches 600
  • the number of coin-out is 1000
  • if a payment balance is "-4000” the number of coin-out is 2000.
  • the authentication reading processing and the game mode selection processing executed in the gaming machine 10 are the same as those of the first embodiment and have already been described by making reference to Figs. 7 and 8.
  • images as shown Figs. 26A and 26B are displayed on the lower image display panel 16.
  • Figs. 26A and 26B are figures showing an image displayed on the lower image display panel when a game mode selection processing is executed. Note that Fig.26 is the same as Fig. 9 except that a winning line is not shown.
  • the authentication reading processing (see Fig. 7), the game mode selection processing (see Fig. 8), the game execution processing (see Fig. 10), the lottery processing (see Figs. 11 and 12), the reel rotating control processing (see Figs. 13 to 15) and the bonus game processing (see Fig. 16) are similar to those of the first embodiment, and description thereof has already been given. Therefore, the return mode processing and the counting processing will be described here.
  • Fig. 27 is a flowchart showing a subroutine of a return mode processing called and executed in step S20 of the subroutine shown in Fig. 10.
  • the main CPU 41 selects one return mode from the three return modes A to C which have the different payout modes (step S280).
  • the main CPU 41 selects the return mode based on a random number value provided by executing a random number generating program contained in the lottery program stored in the RAM 43.
  • the main CPU 41 functions as means for selecting the payout mode of the coins in the return mode (second special game state) from plural kinds of the predetermined payout modes.
  • Fig. 28 is a schematic view showing a correspondence table between the kind of the return mode and the payout mode.
  • the payout mode in the return mode A 1000 coins are paid out.
  • the payout mode in the return mode B the free game is played.
  • the return mode B is continued until 1000 coins are paid out.
  • the payout mode in the return mode C the game is played in which the number of payout in response to the winning combination is increased.
  • the return mode C the return mode C is continued until the increased number of coins to be paid out reaches 1000.
  • the method of selecting the payout mode in the return mode is not particularly limited in the second aspect of the present invention.
  • the payout mode may be selected in a predetermined order or the payout mode may be selected according to the game circumstance or the game history, for example.
  • the main CPU 41 determines whether or not the return mode A is selected (step S281).
  • the main CPU 41 (processing device) reads out the second program corresponding to the return mode A from the three second programs stored in the RAM 43 (storage device), and executes the second program to perform the return mode A processing (step S282).
  • the main CPU 41 conducts a processing for adding 1000 to the number of credits stored in RAM 43.
  • the main CPU 41 transmits a control signal to the hopper 66 to conduct 1000 of coin-out.
  • the coin detecting section 67 counts the number of coins paid out from the hopper 66 and when the number of counts reaches a designated number (1000), transmits a payout completion signal to the main CPU 41.
  • the main CPU 41 thereby completes a return mode A processing.
  • the main CPU 41 determines whether or not the return mode B is selected (step S283).
  • the main CPU 41 (processing device) reads out the second program corresponding to the return mode B from the three second programs stored in the RAM 43 (storage device), and executes the second program to perform the return mode B processing (step S284).
  • the return mode B processing the free games are played until 1000 coins are paid out. This process will be described in detail below with reference to Figs. 29 and 30.
  • step S285 when it is determined that the return mode B is not selected in step S285, the main CPU 41 (processing device) reads out the second program corresponding to the return mode C from the three second programs stored in the RAM 43 (storage device), and executes the second program to perform the return mode C processing (step S285).
  • the return mode C processing the games are performed in which the number of payout in response to the winning combination is increased. This process will be described in detail below with reference to Figs. 31 and 32.
  • step S282 the return mode A processing
  • step S284 the return mode B processing
  • step S285 the return mode C processing
  • Fig. 29 is a flowchart showing a subroutine of the return mode B processing called and executed in step S284 of the subroutine shown in Fig. 27.
  • the main CPU 41 executes the random number generating program contained in the lottery program and selects the random number value corresponding to each of the three reels 14 from a numeric value range of 0 to 255 (step S321).
  • the main CPU 41 refers to the symbol weighting determination data corresponding to payout rate setting data (payout rate setting data for the return mode B) outputted from the GAL and stored in the RAM 43, and determines the code NO. (refer to Fig. 3) of each reel 14 based on the selected three random number values (step S322).
  • the winning combination is determined in step S322.
  • Fig. 30 is a figure describing a relationship among winning combinations of plural kinds, establishment possibility of each winning combination and the number of coin-out in the return mode B.
  • the establishment possibilities shown in the drawing show possibilities which the winning combinations are established in a case where the code No. of each reel 14 is determined based on the three random number values referring to the symbol weighting determination data. That is, the random number values are not made to correspond to each winning combination.
  • the establishment possibility of a bonus game trigger is 0.8%.
  • the number of coins to be paid out in this case is the number provided by subtracting the accumulated number of payout in the return mode B from 1000. Therefore, in a case where 300 coins have been paid out in the return mode B already, when the bonus game trigger is established, 700 coins are to be paid out. According to other winning combinations, the lower the establishment possibility of the winning combination is, the higher the number of coin-out is set.
  • step S323 the main CPU 41 performs a rotating control processing of the reel. Since this processing is the same as that in step S14 (refer to Figs. 13 to 15) in the subroutine shown in Fig. 10, its description will be omitted.
  • the main CPU 41 determines the number of payout (refer to Fig. 30) corresponding to the winning combination (step S324). Then, the main CPU 41 determines whether or not the sum of the accumulated number of coin-out in the return mode B stored in the RAM 43 and the number of payout determined in step S324 is less than 1000 (step S325). When it is determined that the sum of the accumulative number of coin-in and the number of payout is less than 1000, the main CPU 41 performs the payout processing (step S326), and the number of coin-outs determined in step S324 is paid out.
  • the main CPU 41 updates the accumulated number of payout in the return mode B by adding the number of payout determined in step S324 to the accumulated number of payout in the return mode B stored in the RAM 43 and stores it in the RAM 43 (step S327). Then, the operation returns to step S321.
  • step S328 the main CPU 41 changes the number of payout.
  • the main CPU 41 determines the value which is provided by subtracting the accumulative number of coin-out in the return mode B from 1000, as the number of payout. Then, the main CPU 41 performs the payout processing (step S329) and pays out the number of coin-outs determined in step S328. Then, this subroutine is completed.
  • Fig. 31 is a flowchart showing a subroutine in the return mode C processing called and executed in step S285 in the subroutine shown in Fig. 27.
  • the main CPU 41 determines whether or not the coin is BET (step S340). When it is determined that the coin is not BET, the operation is returned to step S340. Meanwhile, when it is determined that the coin is BET, the main CPU 41 performs a processing subtracting the number of credit (step S341) and determines whether or not the spin button 23 is turned ON (step S342). When it is determined that the spin button 23 is not turned ON, the operation is returned to step S340. Meanwhile, when it is determined that the spin button 23 is turned ON, the operation proceeds to step S343. In addition, the processes in steps S340 to S342 are the same as the processes in steps S10 to S12 in the subroutine shown in Fig. 10.
  • step S343 the main CPU 41 selects the random number value corresponding to each of the three reels 14 from the numeric value range of 0 to 255 by executing the random number generating program contained in the lottery program (step S343). Then, the main CPU 41 refers to the payout rate setting data outputted from the GAL and stored in the RAM 43 and determines the code NO. (refer to Fig. 3) of each reel 14 based on the three selected random number values (step S344). Thus, the winning combination is determined in step S344.
  • Fig. 32 is a figure describing a relationship among winning combinations of plural kinds, establishment possibility of each winning combination and the number of coin-out in the return mode C.
  • the establishment possibilities shown in the drawing show possibilities which the winning combinations are established in a case where the code No. of each reel 14 is determined based on the three random number values referring to the symbol weighting determination data. That is, the random number values are not made to correspond to each winning combination.
  • the number of payout related to each winning combination is the number of coin-out per one coin-in and comprises the normal number of payout and the increased number of payout.
  • the normal number of payout is the same as the number of payout shown in Fig. 12.
  • the increased number of payout is about a half of the number of payout shown in Fig. 12. Therefore, when a certain winning combination is established in the return mode C, the number of coins which is 1.5 times as many as the number of coins in the case where the winning combination is established in normal game is paid out.
  • the bonus game trigger in the return mode C when a player hits the bonus game trigger in the return mode C, the three "APPLE" symbols are stop displayed on the winning line and the coins are paid out, but the bonus game is not generated.
  • the normal number of payout is set to 0, and the number provided by subtracting the accumulated number of payout in the return mode C from 1000 is set as the increased number of payout. Therefore, in a case where the accumulative increased number of coin-out has reached 300 in the return mode C, when the bonus game trigger is established, 700 coins are to be paid out.
  • step S345 the main CPU 41 performs the rotating control processing of the reel. Since this process is the same as that in step S14 (refer to Figs. 13 to 15) in the subroutine shown in Fig. 10, its description will be omitted.
  • step S346 determines whether or not the winning combination is established (step S346) and when it is determined that the winning combination is not established, the operation is returned to step S340. Meanwhile, when it is determined that the winning combination is established, the number (refer to Fig. 32) of coin-out corresponding to the number of coin-in and the winning combination is determined (step S347).
  • the main CPU 41 determines whether or not the sum of the accumulated increased number of coin-out in the return mode C stored in the RAM 43 and the increased number of coin-out contained in the number of payout determined in step S347 is less than 1000 (step S348). When it is determined that the sum of the accumulated increased number of payout and the increased number of payout is less than 1000, the main CPU 41 performs the payout processing (step S349), the number of coin-outs determined in step S347 is paid out. Then, the main CPU 41 updates the accumulated increased number of coin-out by adding the increased number of coin-out contained in the number of payout determined in step S347 to the accumulated increased number of payout in the return mode C stored in the RAM 43, and stores it in the RAM 43 (step S350). Then, the operation returns to step S340.
  • step S348 when it is determined that the sum of the accumulated increased number of payout and the increased number of payout is not less than 1000 in step S348, the main CPU 41 changes the number of payout (step S351). In this process, the main CPU 41 changes the number of payout so that the value provided by subtracting the accumulated increased number of payout in the return mode C from 1000 becomes the increased number of payout. Then, the main CPU 41 performs the payout processing (step S352) and pays out the number of coin-outs determined in step S351. Then, this subroutine is completed.
  • Fig. 33 is a flowchart showing a counting processing called and executed in step S22 of the subroutine shown in Fig. 10.
  • the processing is a processing conducted between the main CPU 41 of a gaming machine 10 and CPU 201 of the control device 200.
  • the main CPU 41 transmits by the communication interface 44 the number of coin-in and the number of coin-out stored in RAM 43 together with the gaming machine identification number to the control device 200 through the communication line 101 (step S290).
  • the number of coin-in and the number of coin-out transmitted to the control device 200 from the gaming machine 10 are those of the game concerned.
  • the processing in step S290 is a processing in which the main CPU 41 (processing device) transmits the identification information of the gaming machine 10 stored in the RAM 43 (storage device) to the control device 200 through the communication line 101, each time a game is played.
  • the main CPU 41 functions as means for transmitting the identification information of the gaming machine 10 to the control device 200 through the communication line 101.
  • the CPU 201 of the control device 200 when receiving from the gaming machine 10 the number of coin-in, the number of coin-out and the gaming machine identification number through the communication line 101 by the communication interface 204, updates the number of games, the accumulative number of coin-in and the accumulative number of coin-out corresponding to the received gaming machine identification number (step S300), by choosing the data, which are made to correspond to each of the gaming machine identification numbers, of the number of games, the accumulative number of coin-in, the accumulative number of coin-out stored in the hard disc drive 205 (see Fig. 23).
  • CPU 201 determined whether the number of games after the updating has reached the set value or not (step S301). If it is determined that the number of games after the updating has not reached the set value, the subroutine is completed.
  • step S301 when it is determined that the number of games after updated reaches the set value in step S301, the CPU 201 transmits the return command signal showing the number of payout by the interface circuit 204 to the gaming machine 10 in which the number of games has reached the set value, through the communication line 101 (step S303). Then, the CPU 201 resets the number of games stored in the hard disk drive 205 so as to be related to the gaming machine identification number of the gaming machine 10 to 0 (step S304).
  • step S291 When the main CPU 41 of the gaming machine 10 receives the return command signal transmitted from the control device 200 in step S303, it sets the return mode flag to "ON" (step S291).
  • the processing in step S291 is a processing which receives the command signal transmitted from the control device 200 when the number of games accumulatively counted by the control device 200 based on the identification information of the gaming machine 10 reaches the set value.
  • step S291 the main CPU 41 functions as means for receiving the command signal transmitted from the control device 200. Then, the main CPU 41 stores the data showing the number of payout contained in the return command signal in the RAM 42 (step S292), and completes this processing.
  • the gaming machine 10 comprises the main CPU 41 (processing device) and the RAM 43 (storage device), and is connected to the control device 200 which accumulatively counts the number of games in for every gaming machine of a plurality of gaming machines 10 through the communication line 101.
  • the main CPU 41 executes: a processing executing the lottery program stored in the RAM 43 to perform the processing determining one winning combination selected from plural kinds of the predetermined winning combinations (refer to Fig. 11); the processing reading from the RAM 43 a first program for generating the bonus game (the first special game state) when the determined winning combination is the special winning combination of "bonus game trigger", and executing the first program(refer to Fig.
  • step S290 in Fig. 33 the processing transmitting the identification information of the gaming machine 10 stored in the RAM 43 to the control device 200 through the communication line each time the game is played (step S290 in Fig. 33); the processing receiving the command signal transmitted from the control device when the number of games accumulatively counted by the control device 200 based on the identification information of the gaming machine reaches the set value (step S291 in Fig. 33); the processing reading from the RAM 43 a second program for making transition to the return mode, and executing the second program (generation of the second special game state) based on the command signal (refer to Fig. 27); and the processing selecting the second program for reading from the RAM 43 and executing, from the three kinds of second programs in which the payout modes of the coin are different (step S280 in Fig. 27).
  • the gaming machine 10 is connected to the control device 200 which accumulatively counts the number of games in for every gaming machine 10 of a plurality of gaming machines 10 through the communication line 101, and comprises the winning combination determination means (the main CPU 41, for example) for determining the winning combination by the lottery, the means (the main CPU 41, for example) for generating the bonus game (the first special game state) when the determined winning combination is the special winning combination of the "bonus game trigger", the means (the main CPU 41, for example) for transmitting the identification information of the gaming machine 10 to the control device 200 through the communication line 101 each time the game is played, the means (the main CPU 41, for example) for receiving the command signal transmitted from the control device 200 when the number of games accumulatively counted by the control device 200 based on the identification information of the gaming machine reaches the set value, the means (the main CPU 41, for example) for generating the second special game state based on the command signal, and the means (the main CPU 41, for example) for selecting the payout mode of the game media in
  • the transition to the return mode is surely made. Therefore, even in a case where the first special game state has not generated for a long period of time and many coins are spent, when the game is played until the number of games reaches the set value, the transition to the return mode is surely made, so that player can get a profit.
  • the payout mode of the coin in the return mode is selected from plural kinds of the predetermined payout modes (return modes A to C). Even when any mode is selected, although the number of coin-out in the return mode is the same, a variety of return modes can be provided by changing the payout mode of the coin in the return mode.
  • the player who has spent many coins can receive return in various modes for playing a game until the number of games reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the gaming machine 10 is connected to the control device 200 through the communication line 101 and the control device counts the number of games in the gaming machine 10, and determines whether or not the transition to the return mode is made (whether or not the second special game state is generated).
  • the gaming machine 10 does not always uses the network and may be stand alone.
  • a standalone gaming machine 10 comprises a main CPU 41 (processing device) and a RAM 43 (storage device), and the main CPU 41 executes: a processing executing a lottery program stored in the RAM 43 to perform a processing determining one winning combination selected from plural kinds of the predetermined winning combinations; a processing reading from the RAM 43 a first program for generating the bonus game (the first special game state) when the determined winning combination is the special winning combination of "bonus game trigger", and executing the first program; a processing accumulatively counting the number of games every time the game is played; a processing determining whether or not the number of games reaches the set value; a processing reading from the RAM 43 a second program for making transition to the return mode (generation of the second special game state) when it is determined that the number of games reaches the set value, and executing the second program; and a processing selecting the second program for reading from the RAM 43 and executing, from plural kinds of second programs in which the payout modes of the coin are different.
  • This gaming machine 10 comprises: winning combination determination means (the main CPU 41, for example) for determining the winning combination by the lottery; means (the main CPU 41, for example) for generating the bonus game when the determined winning combination is the special winning combination of the "bonus game trigger"; means (the main CPU 41, for example) for accumulatively counting the number of games every time the game is played; means (the main CPU 41, for example) for determining whether or not the number of games reaches the set value; means (the main CPU 41, for example) for making transition to the return mode (generation of the second special game state) when it is determined that the number of games reaches the set value; and means (the main CPU 41, for example) for selecting the payout mode of the coin in the return mode from plural kinds of the predetermined payout modes.
  • the gaming machine 10 may comprise the following configuration. That is, the gaming machine 10 comprises a main CPU 41 (central processing device) and a RAM 43 (storage device).
  • the main CPU 41 executes: a processing executing a lottery program stored in the RAM 43 to perform a processing determining one winning combination selected from plural kinds of the predetermined winning combinations (see Fig. 11); a processing reading from the RAM 43 a first program for generating the bonus game (the first special game state) when the determined winning combination is the special winning combination of the "bonus game trigger", and executing the first program (see Fig.
  • the number of generation of the bonus game is counted every time the process in Fig. 16 is started and when the number of the bonus game reaches the predetermined times (3 times, for example), a game number reset signal may be transmitted to the control device 200 in step S71 shown in Fig. 16.
  • Such gaming machine 10 comprises: winning combination determination means (the main CPU 41, for example) for determining a winning combination by a lottery; means (the main CPU 41, for example) for generating a first special game state which is a game state advantageous to a player when the determined winning combination is the special winning combination; means (the main CPU 41, for example) for generating a second special game state in which the predetermined number of the game media is paid out in a case where the predetermined number (three, for example) of the first special game state is not generated until the number of games accumulatively counted each time a game is played reaches a set value; and means (the main CPU 41, for example) for selecting the payout mode of the game media in the second special game state from plural kinds of the predetermined payout modes.
  • the game shifts to the return mode in a case where predetermined number of the bonus game is not generated until the number of games reaches a set value.
  • the payout mode of the coins in the return mode is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many coins can receive return until the number of games reaches the set value in various modes. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the gaming machine 10 according to the third embodiment makes the transition to the return mode (generation of the second special game state) when the number of games reaches a set value
  • the second aspect of the present invention is not limited to this example.
  • the gaming machine 10 of the second aspect of the present invention may make transition to the return mode (generation of the second special game state) when the payment balance in terms of coins becomes equal to or below the set value.
  • Such gaming machine 10 comprises a main CPU 41 (processing device), and a RAM 43 (storage device), and is connected to a control device 200 which accumulatively counts the payment balance in terms of coins for every gaming machine 10 of a plurality of gaming machines 10 through a communication line 101.
  • the main CPU 41 executes: a processing executing a lottery program stored in the RAM 43 to perform a processing determining one winning combination selected from plural kinds of the predetermined winning combinations; a processing reading from the RAM 43 a first program for generating the bonus game (the first special game state) when the determined winning combination is the special winning combination of "bonus game trigger", and executing the first program; a processing transmitting the number of coin-in and the number of coin-out in that game stored in the RAM 43 with the identification information of the gaming machine 10 to the control device through the communication line each time a game is played; a processing receiving a command signal transmitted from the control device 200 when the payment balance in terms of coins accumulatively counted by the control device 200 based on the identification information of the gaming machine 10 and the number of coin-in and the number of coin-out in that game become equal to or below the set value; a processing reading from the RAM 43 a second program for making transition to the return mode (generation of the second special game state) based on the command signal, and executing the second program
  • Such gaming machine 10 comprises: winning combination determination means (the main CPU 41, for example) for determining a winning combination by a lottery; means (the main CPU 41, for example) for generating a bonus game (the first special game state) when the determined winning combination is the special winning combination of "bonus game trigger"; means (the main CPU 41, for example) for transmitting the payment balance in terms of coins in that game with the identification information of the gaming machine 10 to the control device 200 through the communication line 101 each time a game is played; means (the main CPU 41, for example) for receiving the command signal transmitted from the control device 200 when the payment balance in terms of coins accumulatively counted by the control device 200 based on the payment balance in terms of coins in that time and the identification information of the gaming machine 10 reaches a set value; means (the main CPU 41, for example) for making transition to the return mode (generation of the second special game state) based on the command signal; and means (the main CPU 41, for example) for selecting the payout mode of coins in the return mode from the plural kinds of the
  • the game in a case where the command signal transmitted from the control device 200 is received when the payment balance in terms of coins counted by the control device 200 becomes equal to or below a set value, the game always shifts to the return mode.
  • the payout mode of the coins in the return mode is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many coins can receive return in various modes until the payment balance of coins becomes equal to or below a set value . As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the above-mentioned gaming machine 10 is connected to the control device 200 through the communication line 101, and the control device 200 counts the payment balance in terms of coins in the gaming machine 10 and determines whether or not the game shifts to the return mode (whether or not the second special game state is generated).
  • the gaming machine 10 may not always uses the network and may be standalone.
  • Such gaming machine 10 comprises a main CPU 41 (processing device) and a RAM 43 (storage device), and the main CPU 41 executes: a processing executing a lottery program stored in the RAM 43 to perform a processing determining one winning combination selected from plural kinds of the predetermined winning combinations; a processing reading from the RAM 43 a first program for generating the bonus game (the first special game state) when the determined winning combination is the special winning combination of "bonus game trigger", and executing the first program; a processing counting accumulatively the payment balance in terms of the game media each time a game is played; a processing determining whether or not the payment balance in terms of the game media becomes equal to or below the set value; a processing reading from the RAM 43 a second program for make transition to the return mode (generation of the second special game state) when it is determined that the payment balance in terms of the game media becomes equal to or below the set value, and executing the second program; and a processing selecting the second program for reading from the RAM 43 and executing, from plural kinds of the second programs in which the
  • This gaming machine 10 comprises: winning combination determination means (the main CPU 41, for example) for determining a winning combination by a lottery; means (the main CPU 41, for example) for generating the bonus game (the first special game state) when the determined winning combination is the special winning combination of the "bonus game trigger"; means (the main CPU 41, for example) for counting accumulatively the payment balance in terms of the game media each time a game is played; means (the main CPU 41, for example) for determining whether or not the payment balance in terms of the game media becomes equal to or below a set value; means (the main CPU 41, for example) for making transition to the return mode (generation of the second special game state) when it is determined that the payment balance in terms of the game media becomes equal to or below the set value; and means (the main CPU 41, for example) for selecting the payout mode of the coin in the return mode from plural kinds of the predetermined payout modes.
  • the gaming machine 10 may comprises the following configuration. That is, the gaming machine 10 comprises a main CPU 41 (processing device) and a RAM 43 (storage device).
  • the main CPU 41 executes: a processing executing a lottery program stored in the RAM 43 to perform a processing determining one winning combination selected from plural kinds of the predetermined winning combinations (refer to Fig. 11); a processing reading from the RAM 43 a first program for generating the bonus game (the first special game state) when the determined winning combination is the special winning combination of "bonus game trigger", and executing the first program (refer to Fig.
  • Such gaming machine 10 comprises: winning combination determination means (the main CPU 41, for example) for determining a winning combination by a lottery; means (the main CPU 41, for example) for generating the first special game state which is a game state advantageous to a player when the determined winning combination is the special winning combination; means (the main CPU 41, for example) for generating the second special game state in which the predetermined number of the game media is paid out in a case where the predetermined number (three, for example) of the first special game state is not generated until the payment balance in terms of coins accumulatively counted each time a game is played becomes equal to or below the set value; and means (the main CPU 41, for example) for selecting the payout mode of the game media in the second special game state from plural kinds of the predetermined payout modes.
  • the game shifts to the return mode in a case where the predetermined number of the bonus game is not generated until the payment balance in terms of coins becomes equal to or below the set value.
  • the payout mode of the coins in the return mode is selected from plural kinds of the predetermined payout modes. Therefore, the player who has spent many coins can receive return in various modes until the number of games reaches the set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the second aspect of the present invention is not limited to this example.
  • the set value may be selected from predetermined candidate values which are set stepwise in advance , and the number of coin-outs in the return mode may be determined according to the set value.
  • Fig. 34 is a figure schematically showing an example of correspondence table between a gaming machine identification number and a game history.
  • the correspondence table is stored as data in the hard disk drive 205 of the control device 200.
  • Each of the gaming machine identification numbers is made to correspond to the number of games as a game history, an accumulative number of coin-ins, an accumulative number of coin-outs, a payment balance in terms of the coins and a return rate of coin-outs.
  • a set value that is an object of comparison with the number of games is determined for each of the gaming machine identification numbers.
  • the set value is selected from plural candidate values "600", “1200” and “2400” stepwise determined in advance.
  • a set value "600” is assigned to the gaming machine 10 with the gaming machine identification number "001".
  • a set value "600” is assigned to the gaming machine 10 with the gaming machine identification number "002”.
  • a set value "1200” is assigned to the gaming machine 10 with the gaming machine identification number "003".
  • the values or number of the candidate values is not particularly limited, and may be set according to circumstances. Moreover, the set value does not need to be set individually for each of the gaming machines 10, but assigned to plural gaming machines 10 collectively.
  • CPU 201 When CPU 201 receives the number of coin-in, the number of coin-out and the gaming machine identification number from the gaming machine 10 through the communication interface 204, a game history corresponding to the gaming machine identification number is updated. More specifically, 1 is added to the number of games, the number of coins inserted is added to the accumulative number of coin-ins and the number of coins paid out is added to the accumulative number of coin-outs. Furthermore, a payment balance in terms of the coins and a return rate are calculated based on the accumulative number of coin-ins and the accumulative number of coin-outs. When CPU 201 determines that the number of games updated has reached a set value, CPU 201 determines the number of coin-outs in the return mode based on the set value.
  • Fig. 35 is a figure schematically showing an example of correspondence table between a set value and the number of payouts.
  • the number of coin-outs "1000" in the return mode is set corresponding to a set value of "600".
  • the number of coin-outs "2000" in the return mode is set corresponding to a set value of "1200”.
  • the number of coin-outs "4000” in the return mode is set corresponding to a set value of "2400". Since, in the third embodiment, the number of coin-outs in the payout return mode is larger the larger a set value is, a profit matching the number of games played by a player is given to the player in the return mode.
  • the correspondence table shown in Fig. 35 is stored on the hard disc drive 205 as data.
  • a payment balance is "-2000" when the number of games reaches 600, the number of coin-outs is 1000, and if a payment balance is "-4000", the number of coin-outs is 2000.
  • Fig. 37 is a flowchart showing another example of the counting processing.
  • the same numerical references are assigned to steps which conduct processing similar to those in the flowchart shown in Fig. 33.
  • one set value selected from plural candidate values "600", “1200” and “2400" stepwise determined in advance is set to each of the plural gaming machines 10 (refer to Fig. 34).
  • the main CPU 41 transmits by the communication interface 44 the number of coin-ins and the number of coin-outs stored in RAM 43 together with the gaming machine identification number to the control device 200 through the communication line 101 (step S290).
  • the number of coin-ins and the number of coin-outs transmitted to the control device 200 from the gaming machine 10 are those of the game concerned.
  • the processing in step S290 is a processing in which the main CPU 41 (processing device) transmits the identification information of the gaming machine 10 stored in the main RAM 43 (storage device) to the control device 200 through the communication line 101, each time a game is played.
  • the main CPU 41 functions as means for transmitting the identification information of the gaming machine 10 to the control device 200 through the communication line 101.
  • the CPU 201 of the control device 200 when receiving from the gaming machine 10 the number of coin-ins, the number of coin-outs and the gaming machine identification number through the communication line 101 by the communication interface 204, updates the number of games, the accumulative number of coin-ins and the accumulative number of coin-outs corresponding to the received gaming machine identification number (step S300), by choosing the data, which are made to correspond to each of the gaming machine identification numbers, of the number of games, the accumulative number of coin-ins, the accumulative number of coin-outs stored in the hard disc drive 205 (refer to Fig. 34) (step S300).
  • CPU 201 determined whether the number of games after the updating has reached the set value or not (step S301). If it is determined that the number of games after the updating has not reached the set value, the subroutine is completed.
  • step S301 determines the number of coin-outs corresponding to the set value, based on a correspondence table (see Fig. 35) between the set value and the number of coin-outs stored in the hard disc drive 205 (step S302).
  • CPU 201 transmits through the communication line 101 by the communication interface 204 to the gaming machine 10 in which the number of games has reached the set value, a return command signal showing the set value and the number of payout coins (step S303). Thereafter, CPU 201 resets to 0 the number of games stored in the hard disc drive 205 which are made to correspond to the gaming machine identification number of the gaming machine 10 (step S304). In succession thereto, CPU 201 selects a new set value by lottery and the selected set value is stored in the hard disc drive 205, being made to correspond to the gaming machine identification number of the concerned gaming machine 10 (step S305).
  • the main CPU 41 of the gaming machine 10 when receiving the return command signal transmitted from the control device 200 in step S303, sets the return mode flag to the state "ON" (step S291).
  • the processing in step S291 is a processing for receiving a command signal transmitted from the control device 200 when the number of games accumulatively counted by the control device 200 based on the identification information of the gaming machine 10 reaches a set value selected from plural candidate values stepwise determined in advance.
  • the main CPU 41 functions as means for receiving a command signal transmitted from the control device 200.
  • the main CPU 41 thereafter stores into RAM 43 data showing the set value and the number of payout coins, included in the return command signal (step S292). Thereafter, the present processing is completed.
  • a payout mode as the second special game state may includes a payout mode in which a predetermined number of game media is paid out to a player when the number of games reaches a set value like a return mode A. It may alternatively include a payout mode that when the number of games reaches a set value, the return mode as the second special game state, allowing a player to have a privilege in a similar manner to the first special game state such as a free game, a second game, a mystery game and the like, can be set, and a predetermined number of game media is paid out by one of the above-mentioned game mode.
  • both embodiments are exemplified.
  • the second special game state in the second aspect of the present invention includes both embodiments.
  • a timing at which a predetermined number of game media is paid out is not limited to such a timing at which one game is completed and symbol sequences are stop displayed as in the mystery game described above, and for example, game media may be immediately paid out when the number of games reaches a set value.
  • various kinds of modified embodiments as described in the first embodiment and the second embodiment can also be applied to the second aspect of the present invention.

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EP06290502A 2005-08-30 2006-03-30 Machine de jeu, méthode de contrôle de jeu et système de jeu Withdrawn EP1760675A1 (fr)

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PCT/JP2005/015797 WO2007026399A1 (fr) 2005-08-30 2005-08-30 Machine de jeu, procédé de contrôle de jeu et système de jeu
PCT/JP2005/015817 WO2007026407A1 (fr) 2005-08-30 2005-08-30 Machine de jeu, méthode de commande de jeu et système de jeu

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AU (1) AU2006201320A1 (fr)
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Publication number Priority date Publication date Assignee Title
AU2019204818B2 (en) * 2012-06-07 2021-05-06 Aristocrat Technologies Australia Pty Limited A gaming system and a method of gaming

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US5890963A (en) * 1996-09-30 1999-04-06 Yen; Wei System and method for maintaining continuous and progressive game play in a computer network
EP1477947A2 (fr) * 2003-05-13 2004-11-17 IGT-UK Limited Machines de jeu

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Publication number Priority date Publication date Assignee Title
US5890963A (en) * 1996-09-30 1999-04-06 Yen; Wei System and method for maintaining continuous and progressive game play in a computer network
EP1477947A2 (fr) * 2003-05-13 2004-11-17 IGT-UK Limited Machines de jeu

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
AU2019204818B2 (en) * 2012-06-07 2021-05-06 Aristocrat Technologies Australia Pty Limited A gaming system and a method of gaming
AU2021212161B2 (en) * 2012-06-07 2023-10-05 Aristocrat Technologies Australia Pty Limited A gaming system and a method of gaming

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AU2006201320A1 (en) 2007-03-15

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