JP2008167857A - Gaming machine with a plurality of game machines executing player participation type game - Google Patents

Gaming machine with a plurality of game machines executing player participation type game Download PDF

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Publication number
JP2008167857A
JP2008167857A JP2007002556A JP2007002556A JP2008167857A JP 2008167857 A JP2008167857 A JP 2008167857A JP 2007002556 A JP2007002556 A JP 2007002556A JP 2007002556 A JP2007002556 A JP 2007002556A JP 2008167857 A JP2008167857 A JP 2008167857A
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Japan
Prior art keywords
game
client terminal
cpu
play
signal
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Granted
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JP2007002556A
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Japanese (ja)
Inventor
Masaru Sakuma
大 佐久間
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Aruze Corp
アルゼ株式会社
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Priority to JP2007002556A priority Critical patent/JP2008167857A/en
Publication of JP2008167857A publication Critical patent/JP2008167857A/en
Application status is Granted legal-status Critical

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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, e.g. casino games, online gambling or betting
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • G07F17/3276Games involving multiple players wherein the players compete, e.g. tournament
    • 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, e.g. casino games, online gambling or betting

Abstract

<P>PROBLEM TO BE SOLVED: To provide a gaming machine executing a player participation type game by allowing a player to select the player participation type game. <P>SOLUTION: A single play game program is executed in a plurality of game machines 13, and the betting operation in the game is executed by players using input devices. A controller transmits participation requesting signals to other game machines 13 with the reception of a team-play request input signal generated in the input device of one game machine 13 as the initiator. If a participation hoping signal is received, the betting executed by the betting operation of the input devices of the game machine 13 which transmitted the participation hoping signal and the one game machine 13 are cumulatively added. Prizes are determined based on the result of a single game executed by a program for a plurality of players and the cumulatively added total betting, and the total number of credits to be paid as prizes to players is computed through the arithmetic operation and is distributed. <P>COPYRIGHT: (C)2008,JPO&INPIT

Description

  The present invention relates to a gaming machine having a plurality of game machines that perform a participatory game.

As disclosed in Patent Document 1, a slot machine, which is one of conventional game machines, discloses a gaming machine whose bonus game qualification is linked to normal play and a method thereof. Specifically, the achievement of a pre-selected standard related to normal play allows a plurality of players to qualify for a bonus game. There is a description that each qualified person may exclude other qualified persons by occupying the same space in the bonus game.
US Pat. No. 6,984,174

  However, in the gaming machine described in Patent Document 1, each qualified person occupies the same space in the bonus game to exclude other qualified persons. Could not participate in the bonus game. In addition, due to the achievement of pre-selected criteria related to normal play, a plurality of players are configured to qualify for a bonus game, and a bonus game could not be played if the criteria were not met in normal play .

  SUMMARY OF THE INVENTION An object of the present invention is to provide a gaming machine having a further new entertainment property in which a player plays a participation game by selecting a participation game.

  In order to solve this problem, in the invention of (1), in order to display the result of the executed game based on the memory for storing the game program and the first game program for single play stored in the memory. Generated by a plurality of client terminals, and an input device of one client terminal of the plurality of client terminals, and a display device for executing a bet operation on the game. Upon receiving the team play request input signal, the join request signal is transmitted to another client terminal different from the one client terminal, and after the participation request signal is transmitted, the input device of the other client terminal Client terminal that sent the participation request signal when receiving the participation request signal by And a bet executed by the betting operation by the input device of the one client terminal is cumulatively added, and a single game executed by a second game program for multiple play different from the first game program for single play A prize according to the game result and the cumulatively added total bet is determined, and a calculation process is performed to distribute the total number of credits paid to the player as the prize at a predetermined rate; There is provided a gaming machine comprising a controller for distributing credit distribution data as a result of the arithmetic processing to the one client terminal and other client terminals participating in a game.

  According to the invention of (1), by providing the configuration as described above, the plurality of client terminals execute the first game program for single play. In addition, the player performs a bet operation on the game using the input device. When the controller receives the team play request input signal generated by the input device of one of the plurality of client terminals, the controller sends a participation request signal to another client terminal different from the one client terminal. When a participation request signal is received by an input device of another client terminal after transmission and a participation request signal is transmitted, it is executed by a bet operation by the client terminal that has transmitted the participation request signal and the input device of one client terminal. Cumulatively add bets. Also, a prize is determined according to the result of a single game executed by the second game program for multiple play different from the first game program for single play, and the cumulative total bet. Credit distribution data as a result of arithmetic processing for distributing the total number of credits to be paid to the player at a predetermined rate to one client terminal and other client terminals participating in the game To deliver.

  As a result, one of the plurality of client terminals included in the gaming machine can start the participation type game when one player executes the betting operation. In addition, other client terminals other than one client terminal can participate in the participation type game by betting executed by a betting operation using an input device. Since the prize is determined by the cumulatively added bets and the credits are distributed, it is possible to provide the player with the pleasure of playing the participation type game with a plurality of players.

  Further, in the invention of (2), in the gaming machine according to (1), the controller executes the arithmetic processing based on the first game program out of the total credit amount paid to the player as the prize. The remaining credit amount excluding the JACKPOT credit amount to be paid in the played game is distributed at a predetermined rate.

  According to the invention of (2), by providing the configuration as described above, the controller, in the arithmetic processing, excludes the JACKPOT credit amount paid in the first game from the total credit amount paid to the player as an award. The number of credits is distributed at a predetermined rate.

  As a result, the award is determined by the cumulatively added bet, and the credit distributed to the player as the award is the remaining credit number excluding the JACKPOT credit number. In addition to the fun of being able to receive, credits are given by JACKPOT even for a single-play game, so the enjoyment of either game can be enjoyed.

In the invention of (3), a memory for storing a game program, a display for displaying a result of a game executed based on the first game program for single play stored in the memory, An input device for the player to execute a bet operation on the game, a first controller for controlling the first game based on the first game program for single play, and the first player for single play A plurality of client terminals comprising: a second controller that controls a second game based on a second game program for multiple play different from the game program; and one client terminal of the plurality of client terminals When the team play request input signal generated by the input device is received, A client that transmits a participation request signal to another client terminal that is different from the client terminal and receives the participation request signal from the input device of the other client terminal after transmitting the participation request signal. A bet executed by a bet operation by an input device of the terminal and the one client terminal is cumulatively added, and the second game including the cumulatively added total bet is caused to be executed by the one client terminal. A signal is transmitted, a signal for determining a prize according to the result of the single game of the second game and the cumulatively added total bet is received from the one client terminal, and the player receives the signal as the prize. To calculate the total number of credits to be paid at a predetermined rate, and to participate in the game Against client terminal and another client terminal to distribute credit distribution data of the result of said arithmetic processing,
A gaming machine comprising a center controller.

  According to the invention of (3), by providing the configuration as described above, the plurality of client terminals execute the first game program for single play. In addition, the player performs a bet operation on the game using the input device. Further, the first controller controls the first game based on the first game program for single play, and the second controller controls the second game based on the second game program for multiple play. To do. On the other hand, the center controller participates in another client terminal different from the one client terminal when receiving the team play request input signal generated by the input device of one of the plurality of client terminals. When a request signal is transmitted and a participation request signal is received by an input device of another client terminal after the participation request signal is transmitted, a bet operation is performed by the client terminal that has transmitted the participation request signal and the input device of one client terminal. Results of a single game in which the executed bets are cumulatively added, a signal is sent to one client terminal to execute the second game including the cumulatively added total bets, and the second game is executed And a signal that determines the prize according to the cumulatively added total bet and one client Processing is performed to distribute the total number of credits received from the end and paid to the player as a prize at a predetermined rate, and processing is performed on one client terminal and other client terminals participating in the game. The resulting credit distribution data is distributed.

  As a result, one of the plurality of client terminals included in the gaming machine can start the participation type game when one player executes the betting operation. In addition, other client terminals other than one client terminal can participate in the participation type game by betting executed by a betting operation using an input device. Since the prize is determined by the cumulatively added bets and the credits are distributed, it is possible to provide the player with the pleasure of playing the participation type game with a plurality of players. In addition, since the calculation process of the participatory game is configured to be performed by the controller of one client terminal, the load on the center controller is reduced. Further, by using the game calculation process of a single game as it is for the participation type game, the program resources can be effectively utilized.

  Furthermore, in the invention of (4), in the gaming machine according to (3), the center controller is paid in the first game out of a total number of credits paid to the player as the prize in the arithmetic processing. The remaining credit number excluding the JACKPOT credit number is distributed at a predetermined rate.

  In the invention of (5), the game is executed based on the first memory for storing the first game program for single play and the first game program for single play stored in the first memory. The first game is controlled based on the display for displaying the result of the game, the input device for the player to execute a bet operation on the game, and the first game program for single play. A plurality of client terminals, and the one client terminal triggered by receiving a team play request input signal generated by an input device of one of the plurality of client terminals. Transmits a participation request signal to another different client terminal, and after the participation request signal is transmitted, When the participation request signal is received by the input device of the ant terminal, the bet executed by the bet operation by the client terminal that has transmitted the participation request signal and the input device of the one client terminal is cumulatively added, and the first Determining a prize according to the result of a single game executed by the second game program for multiple play stored in the second memory different from the memory of the above and the cumulatively added total bet; An arithmetic process was performed to distribute the total number of credits paid to the player as the award at a predetermined rate, and the arithmetic process was performed on the one client terminal and the other client terminals that participated in the game. A gaming machine comprising: a center controller that distributes the resulting credit distribution data To provide.

  According to the invention of (5), by providing the configuration as described above, the plurality of client terminals execute a game based on the first game program for single play stored in the first memory. In addition, the player performs a bet operation on the game using the input device. Furthermore, the controller controls the first game based on the first game program for single play. On the other hand, the center controller participates in another client terminal different from the one client terminal when receiving the team play request input signal generated by the input device of one of the plurality of client terminals. When a request signal is transmitted and a participation request signal is received by an input device of another client terminal after the participation request signal is transmitted, a bet operation is performed by the client terminal that has transmitted the participation request signal and the input device of one client terminal. The executed bets are cumulatively added, and the result of the single game executed by the second game program for multiple play stored in the second memory different from the first memory is cumulatively added. The award is determined according to the total bet and the total credit paid to the player as the award. And arithmetic processing to distribute at a predetermined rate number, for one of the client terminal and another client terminal participating in the game, to deliver credit distribution data as a result of the arithmetic processing.

  As a result, one of the plurality of client terminals included in the gaming machine can start the participation type game when one player executes the betting operation. In addition, other client terminals other than one client terminal can participate in the participation type game by betting executed by a betting operation using an input device. Since the prize is determined by the cumulatively added bets and the credits are distributed, it is possible to provide the player with the pleasure of playing the participation type game with a plurality of players. In addition, since the center controller is configured to perform the arithmetic processing of the participatory game, the load on the client terminal can be reduced. Furthermore, the center controller can function as a controller for a participatory game.

  Furthermore, in the invention of (6), in the gaming machine according to (5), the center controller is paid in the first game out of a total credit amount paid to the player as the prize in the arithmetic processing. The number of JACKPOT credits is stored in the second memory, and the remaining number of credits is distributed at a predetermined rate.

  ADVANTAGE OF THE INVENTION According to this invention, the gaming machine provided with the further new entertainment property which plays a participation type game when a player selects a participation type game can be provided.

  Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings.

  A schematic configuration of the game system 10 according to the present embodiment will be described with reference to FIG. FIG. 1 is a block diagram showing a configuration of a game system 10 according to the present invention. In the game system 10 shown in FIG. 1, a plurality of game machines 13 and a center controller 11 are connected to the network 12.

  The center controller 11 controls the game machine 13 via the network 12. More specifically, the center controller 11 performs a team play process that is a participatory play game described later with reference to FIGS. Although details will be described later, the controller controls team play in response to a team play request from one game machine 13. In this embodiment, the center controller 11 is described as a controller for controlling the team play game. However, the present invention is not limited to this, and it may be performed by one game machine 13 that has requested the team play. Other game machines 13 participating in the team play game may perform. In that case, the game machine 13 also performs the processing performed by the center controller 11 described later with reference to FIGS. 14 to 16. The game played by the team play process is such that the game machine 13 participating in the team play becomes a client terminal for operating the game and plays one game as a whole. In this embodiment, a slot game is played. However, any game can be used as long as the game can be started by receiving input from all the game machines 13 participating in the team play game. There may be.

  Each game machine 13 is, for example, a slot machine that allows a player to play a basic game as a single play game. Further, the one game machine 13 becomes a team play game client terminal controlled by the center controller 11 when a player presses a team play button 4 (FIG. 3) described later. Further, the other game machines 13 are converted into client terminals participating in the team play game by transmitting a bet signal in response to receiving the participation request signal from the center controller 11. In this embodiment, the team play game is a game played under the control of the center controller 11, and the game machine 13 used by the player functions as a team play game terminal. It becomes possible to operate the play game.

  With such a configuration, the player can enjoy a single play game with the game machine 13 and can enjoy a team play game performed with another player, which is different from the single play game.

  In addition, the team play game is played under the control of one game machine 13, and the center controller 11 relays the communication between the one game machine 13 and the other game machine 13. You may make it function as a machine.

  Next, FIG. 2 is a perspective view showing an external configuration of the game system 10 according to the present embodiment. As shown in FIG. 2, the game system 10 includes a plurality of game machines 13. The game machine 13 can play a slot game as a single play game described later with reference to FIG. 13 and can also perform a team play game described later with reference to FIGS. 14 to 16 under predetermined conditions.

  The plurality of game machines 13 are connected to a center controller 11 (not shown) via a network 12 (not shown).

  Further, as shown in FIG. 2, the game system 10 is provided with a large monitor 16 at a place that can be visually recognized by players of a plurality of game machines 13. In FIG. 2, a plurality of (six in this embodiment) game machines 13 are provided in such a direction that the player of the game machine 13 can see the large monitor 16 while sitting on the chair 14. . The monitor 16 may display the player's selection status as the team play game progress status, and may display a player's image taken by the viewpoint movable camera 17 described later, if necessary. In this case, the monitor 16 is also connected to the center controller 11. The monitor 16 may be directly connected to the center controller 11 or may be connected via the network 12.

  The game system 10 is provided with a plurality of (three in this embodiment) viewpoint movable cameras 17. The viewpoint movable camera 17 is installed on the upper surface of the monitor 16 in order to capture the expression of the player. An image captured by the viewpoint movable camera 17 is displayed on a large monitor 16. In addition, you may display on the liquid crystal display 30 or 40 (refer FIG. 3) of the game machine 13. FIG. These game systems 10 are installed in a gaming facility such as a casino.

  FIG. 3 is a perspective view showing the game machine 13 according to the embodiment of the present invention. The game machine 13 includes a cabinet 20. The cabinet 20 has an open surface facing the player. In the cabinet 20, a controller 100 (see FIG. 5) for electrically controlling the game machine 13 and a hopper 44 (FIG. 5) for controlling the insertion, storage and dispensing of coins (game media). Various constituent members including these are provided. The game medium is not limited to coins, and examples thereof include medals, tokens, electronic money, or electronic valuable information (credits) corresponding to these.

  A liquid crystal display 30 is provided approximately at the center of the front surface of the cabinet 20, and a liquid crystal display 40 is provided above the liquid crystal display 30.

  The liquid crystal display 30 is for displaying various images relating to the game including effect images and the like. The player proceeds with the game while visually recognizing various images displayed on the liquid crystal display 30. In the single play game, a slot game as shown in FIGS. 17 and 18 described later, and in the team play game as shown in FIGS. 19 through 22 as described later, is displayed.

  The game machine 13 is composed of video reels, and displays five virtual reels on the liquid crystal display 30. Note that the video reel is to display an image reel on the liquid crystal display 30 instead of the mechanical reel. "BONUS", "WILD", "TREASURE BOX", "GOLDEN MASK", "HOLY CUP", "COMPASS & MAP", "SNAKE", "A", "K" , “Q”, “J”, and “10” are displayed together with an image as if the reel is rotating.

  Another liquid crystal display 40 above the liquid crystal display 30 is a display that plays the role of a sub-display such as displaying rules of a single play game or a team play game or displaying a demonstration screen. The player's facial expression captured by the viewpoint movable camera 17 may be displayed.

  Sound transmitting holes 29 a and 29 b for propagating sound effects emitted from speakers 41 (see FIG. 5) housed inside the cabinet 20 to the outside of the cabinet 20 are provided on both the upper left and right sides of the liquid crystal display 40. ing. The sound transmission holes 29a and 29b generate sound effects and the like accompanying the progress of the game. In addition, decorative lamps 42 a and 42 b are provided on both the left and right sides of the center of the game machine 13. The decorative lamps 42a and 42b emit light as the game progresses.

  A substantially horizontal operation unit 21 is provided below the liquid crystal display 30. A coin insertion slot 22 for inserting coins into the game machine 13 is provided on the right side of the operation unit 21. On the other hand, on the left side of the operation unit 21, it is determined which of the lines L 1, L 2, L 3, L 4, L 5, L 6, L 7, L 8, and L 9 for granting 9 prizes described later is to be activated. A BET switch 23 for selecting the number of coins as a game medium to bet on a line for granting an activated prize (hereinafter simply referred to as a “winning line”), and the winning in the previous game A spin / repeat / bet switch 24 is provided to play the game again without changing the number of coins bet on the line. By pressing the BET switch 23 or the spin / repeat / bet switch 24, the number of coins bet on the winning line is determined according to the operation.

  In the operation unit 21, a start switch 25 is provided on the left side of the BET switch 23 to receive a start operation of the player's single play game for each game. A pressing operation on one of the start switch 25 and the spin / repeat / bet switch 24 serves as a trigger for starting the game, and displays an image in which the rotation of the five video reels 3A to 3E is started.

  Further, behind the start switch 25, a team play button 4 that is pressed by the player when a team play game is desired is provided. When the player presses the team play button 4, a team play request input signal is transmitted to the center controller 11, and when another game machine 13 transmits a participation request signal, the team play game is executed.

  On the other hand, in the operation unit 21, a cashout switch 26 is provided in the vicinity of the coin insertion slot 22. When the player presses the cashout switch 26, the inserted coins are paid out from a coin payout opening 27 opened at the lower front of the cabinet 20, and the paid out coins are stored in the coin tray 28.

  FIG. 4 is an enlarged view of the display area of the game machine 13. The game machine 13 has lines L1 to L9 for giving nine prizes as shown in FIG. The lines L1 to L9 for giving each award extend so as to pass one symbol of each of the video reels 3A to 3E when the rotation images of the five video reels 3A to 3E are stopped. .

  When the BET switch 23 is pressed once, for example, a line L3 for giving a third prize, a line L5 for giving a fifth prize, and a line L7 for giving a seventh prize are valid. And one coin is taken in as a credit medal.

When the BET switch 23 is pressed twice, in addition to the above three lines, for example, a line L1 for giving a first prize, a line L4 for giving a fourth prize, and an eighth prize are given. The line L8 for giving is activated and two coins are taken in as credit medals.
When the BET switch 23 is pressed three times, in addition to the above six lines, for example, a line L2 for giving a second prize, a line L6 for giving a sixth prize, and a ninth prize are given. The line L9 for giving is activated and three coins are taken in as credit medals.

  The game that can be executed in the present embodiment is a game in which symbols are aligned along a winning line. This game is common for single play and team play.

  In addition, a payout number display unit 48, a BET number display unit 50, a JACKPOT number display unit 51, and a credit number display unit 49 are displayed above the liquid crystal display 30 in order from the left. The payout number display section 48 is for displaying the number of coin payouts when a combination for giving a prize along the winning line is established. The credit amount display section 49 is for displaying the number of coin credits stored in the game machine 13. The BET number display section 50 is for displaying a BET number that is the number of bet coins on the winning line. Further, the JACKPOT number display section 51 is for displaying the number of coin credits stored in the center controller 11 as JACKPOT. As will be described later, the credit displayed on the JACKPOT number display unit 51 is a part of the credit obtained by the team play game. And, when a predetermined combination is arranged on the winning line at the time of solo play, the payout is made.

  FIG. 5 is a block diagram showing an electrical configuration of the controller 100 of the game machine 13. As shown in FIG. 5, the controller 100 of the game machine 13 is a microcomputer, and includes an interface circuit group 102, an input / output bus 104, a CPU 106, a ROM 108, a RAM 110, a communication interface circuit 111, a random number generator 112, a speaker drive. A circuit 122, a hopper drive circuit 124, a lamp drive circuit 126, and a display / input controller 140 are provided.

  The interface circuit group 102 is connected to an input / output bus 104, and the input / output bus 104 inputs and outputs data signals or address signals to the CPU 106.

  A start switch 25 is connected to the interface circuit group 102. The start signal output from the start switch 25 is converted into a predetermined signal in the interface circuit group 102 and then supplied to the input / output bus 104.

  The interface circuit group 102 is also connected to a BET switch 23, a spin / repeat / bet switch 24 and a cashout switch 26. The switching signals output from these switches 23, 24 and 26 are also supplied to the interface circuit group 102, converted into predetermined signals by the interface circuit group 102, and then supplied to the input / output bus 104.

  A coin sensor 43 is also connected to the interface circuit group 102. The coin sensor 43 is a sensor for detecting a coin inserted into the coin insertion slot 22, and is provided in association with the coin insertion slot 22. The sensing signal output from the coin sensor 43 is also supplied to the interface circuit group 102, converted into a predetermined signal by the interface circuit group 102, and then supplied to the input / output bus 104.

  A team play button 4 is also connected to the interface circuit group 102. The team play request input signal output from the team play button 4 is also supplied to the interface circuit group 102, converted into a predetermined signal by the interface circuit group 102, and then supplied to the input / output bus 104.

  A ROM 108 and a RAM 110 are connected to the input / output bus 104.

  When the start operation of the single play game is received by the start switch 25, the CPU 106 reads out the single play game program and executes the single play game. The single-play game program is displayed on the liquid crystal display 30 via the display / input controller 140 so as to start scrolling the symbols of the five video reels, and then displayed so as to stop the five video reels. If the combination of the symbols of the video reels that were stopped at that time is shown on the winning line and a specific combination that gives an award is shown, the specific award that gives the award It is programmed to pay out coins according to the combination.

  The CPU 106 also controls the team play game. Specifically, the control is performed based on a signal transmitted from the center controller 11 via the communication interface circuit 111 described later.

  The ROM 108 controls the game machine 13 in a centralized manner, a program for executing the routines shown in FIGS. 13 to 16 (hereinafter referred to as “routine execution program”), and a control program for executing the control program. Initial data and various data tables used in the determination process are stored. The routine execution program includes the above-mentioned single play game program, team play game program, and the like. Examples of the data table include the tables shown in FIGS. The RAM 110 temporarily stores flags and variable values used in the control program.

  A communication interface circuit 111 is also connected to the input / output bus 104. The communication interface circuit 111 is a circuit for communicating with the center controller 11 and the like via the network 12 including various network networks of the LAN. In the present embodiment, when the game machine 13 is a game machine 13 that requests a team play game, the CPU 106 transmits a team play request input signal to the center controller 11 via the communication interface circuit 111. After that, various signals for executing the team play game are transmitted and received. When the game machine 13 is a game machine 13 participating in the team play game, the CPU 106 receives a participation request signal transmitted from the center controller 11 via the communication interface circuit 111. Thereafter, various signals for executing the team play game are transmitted and received. The various signals for executing the team play game are, for example, data necessary for displaying an image for inquiring whether or not to participate in the team play game received from the center controller 11 via the communication interface circuit 111. The CPU 106 displays the image on the liquid crystal display 30 as an image of the team play game. Thereafter, the liquid crystal display 30 functions as a terminal for the game machine 13 to perform an operation in the team play game.

  A random number generator 112 for generating random numbers is also connected to the input / output bus 104. The random number generator 112 generates a random number included in a certain range of numerical values, for example, “0” to “65535 (2 to the 16th power-1)”. Alternatively, a random number may be generated by the arithmetic processing of the CPU 106.

  A speaker drive circuit 122 for driving the speaker 41 is also connected to the input / output bus 104. The CPU 106 reads the sound data stored in the ROM 108 and transmits the read sound data to the speaker drive circuit 122 via the input / output bus 104. Thereby, a predetermined sound effect is emitted from the speaker 41.

  A hopper driving circuit 124 for driving the hopper 44 is also connected to the input / output bus 104. When the cash-out signal from the cash-out switch 26 is input, the CPU 106 outputs a driving signal to the hopper driving circuit 124 via the input / output bus 104. Accordingly, the hopper 44 pays out coins corresponding to the remaining number of credits stored in a predetermined memory area of the RAM 110 at that time.

  The input / output bus 104 is also connected to a lamp driving circuit 126 for driving the decorative lamps 42a and 42b. The CPU 106 transmits a signal for driving the lamp to the lamp driving circuit 126 based on a predetermined condition based on the program stored in the ROM 108. As a result, the decorative lamps 42a and 42b blink.

  A display / input controller 140 is also connected to the input / output bus 104. The CPU 106 generates an image display command according to the game state and the game result, and outputs the generated image display command to the display / input controller 140 via the input / output bus 104. When an image display command from the CPU 106 is input, the display / input controller 140 generates a drive signal for driving the liquid crystal display 30 based on the input image display command, and the generated drive signal is displayed on the liquid crystal display. Output to 30. As a result, a predetermined image is displayed on the liquid crystal display 30. In addition, the display / input controller 140 transmits a signal received by the touch panel 32 on the liquid crystal display 30 as an input signal to the CPU 106 via the input / output bus 104. Note that the image display command includes commands corresponding to the payout number display unit 48, the credit number display unit 49, the BET number display unit 50, and the JACKPOT number display unit 51.

  FIG. 6 is a block diagram showing an electrical configuration of the display / input controller 140 of the game machine 13. The display / input controller 140 of the game machine 13 is a sub-microcomputer that performs image display processing and input control from the touch panel 32, and includes an interface circuit 142, an input / output bus 144, a CPU 146, a ROM 148, a RAM 150, a VDP 152, a video RAM 154, An image data ROM 156, a drive circuit 158, and a touch panel control circuit 160 are provided.

  The interface circuit 142 is connected to the input / output bus 144. The image display command output from the CPU 106 on the controller 100 side is supplied to the input / output bus 144 via the interface circuit 142. The input / output bus 144 inputs / outputs data signals or address signals to / from the CPU 146.

  A ROM 148 and a RAM 150 are connected to the input / output bus 144. The ROM 148 stores a display control program for generating a drive signal to be supplied to the liquid crystal display 30 based on an image display command from the CPU 106 on the controller 100 side. On the other hand, the RAM 150 stores flags and variable values used in the display control program.

  A VDP 152 is also connected to the input / output bus 144. The VDP 152 includes a so-called sprite circuit, a screen circuit, a pallet circuit, and the like, and is a processing device that can perform various processes for displaying an image on the liquid crystal display 30. The VDP 152 stores a video RAM 154 for storing image data in accordance with an image display command from the CPU 106 on the controller 100 side, and an image data ROM 156 storing various image data including the effect image data and the like. Is connected. Further, a drive circuit 158 that outputs a drive signal for driving the liquid crystal display 30 is also connected to the VDP 152.

  The CPU 146 reads out and executes the display control program stored in the ROM 148, thereby causing the video RAM 154 to store image data to be displayed on the liquid crystal display 30 in accordance with an image display command from the CPU 106 on the controller 100 side. The image display command includes various image display commands including a display command for the effect image.

  The image data ROM 156 stores various types of image data including the effect image data and the like.

  The touch panel control circuit 160 transmits a signal received by the touch panel 32 on the liquid crystal display 30 as an input signal to the CPU 106 via the input / output bus 144.

  FIG. 7 is a block diagram showing an electrical configuration of the controller 200 of the center controller 11. As shown in FIG. 7, the center controller 11 includes a controller 200 of the center controller 11 and some peripheral devices. A plurality (six in the embodiment) of game machines 13 are connected via the communication interface circuit 212 of the center controller 11.

  The controller 200 of the center controller 11 includes an input / output bus 204, a CPU 206, a ROM 208, a RAM 210, a communication interface circuit 212, a timer 214, a game controller 218, and a display controller 220.

  A ROM 208 and a RAM 210 are connected to the input / output bus 204.

  The CPU 206 performs various processes based on the input signals supplied from each game machine 13 and the data and programs stored in the ROM 208 and RAM 210, and transmits a command signal to the game machine 13 based on the results. To do. As a result, each game machine 13 is led to control the game.

  The ROM 208 is constituted by, for example, a semiconductor memory and the like, and a program for realizing the basic function of the center controller 11, a program for realizing the function of the viewpoint movable camera 17, and each game machine 13 are led. A program or the like is stored. Examples of the program include the programs shown in FIGS. Examples of the data table include the tables shown in FIGS. 9, 10, and 12.

  On the other hand, the RAM 210 temporarily stores, for each game machine 13, an area for storing the payout of the team play game, the amount of JACKPOT accumulated up to now, and data related to the result of processing executed by the CPU 206. .

  A timer 214 for measuring time is connected to the input / output bus 204. The time information of the timer 214 is transmitted to the CPU 206 via the input / output bus 204, and the CPU 206 measures the participation reception period based on the time information of the timer 214 as shown in step S203 of FIG.

  A game controller 218 is also connected to the input / output bus 204. The CPU 206 receives the start signal transmitted via the communication interface circuit 212 and performs control to execute the slot game based on data and programs stored in the ROM 208 and RAM 210. Specifically, control is performed to display an image for rotating the video reel, an image to be stopped, and control for outputting sound.

  A display controller 220 is also connected to the input / output bus 204. The CPU 206 performs various processes based on the data and programs stored in the ROM 208 and the RAM 210, controls the monitor 16 based on the results, and displays an image.

  The viewpoint movable camera 17 is also connected to the input / output bus 204. The CPU 206 performs various processes based on data and programs stored in the ROM 208 and the RAM 210, controls the viewpoint movable camera 17 based on the results, and captures an image.

  FIG. 8 shows a symbol row in which 21 symbols represented on each of the video reels 3A to 3E are arranged. The symbol column for the first video reel is for the video reel 3A, the symbol column for the second video reel is for the video reel 3B, the symbol column for the third video reel is for the video reel 3C, and for the fourth video reel. The symbol column corresponds to the video reel 3D, and the symbol column for the fifth video reel corresponds to the video reel 3E.

  Referring to FIG. 8, code numbers “00” to “20” are attached to the symbols of video reels 3A to 3E, and these code numbers are tabulated and stored in the above-described ROM 108 (FIG. 5) and the ROM 208 (FIG. 7).

  On each of the video reels 3A to 3E, a “bonus” symbol (symbol 61) (hereinafter abbreviated as “bonus”), a “wild” symbol (symbol 62) (hereinafter abbreviated as “wild”), a “treasure box” "Symbol (symbol 63) (hereinafter abbreviated as" treasure chest ")," golden mask "symbol (symbol 64) (hereinafter abbreviated as" golden mask ")," holy grail "symbol (symbol 65) (hereinafter referred to as" golden mask ") , Abbreviated as “Holy Grail”), “compass and map” symbol (symbol 66) (hereinafter abbreviated as “compass and map”), “snake” symbol (symbol 67) (hereinafter abbreviated as “snake”) "Ace" symbol (symbol 68) (hereinafter abbreviated as "ace"), "King" symbol (symbol 69) (hereinafter abbreviated as "King"), "Queen" symbol Symbol 70) (hereinafter abbreviated as “Queen”), “Jack” symbol (symbol 71) (hereinafter abbreviated as “Jack”) and “10” symbol (symbol 72) (hereinafter abbreviated as “10”). ) Is represented. The symbol column of each video reel 3A to 3E displays an image that moves in the direction of the arrow in FIG. 8 (from top to bottom) by displaying an image in which the reels 3A to 3E are rotated in the forward direction.

  Here, in this embodiment, as a winning combination, “bonus”, “wild”, “treasure chest”, “golden mask”, “holy grail”, “compass and map”, “ace”, “king”, “ Each role of “Queen”, “Jack” and “10” is provided. The combination (combination data) is basically control information in which a profit (the number of coins to be paid out) given to the player is associated with a winning symbol combination, stop control of each video reel 3A to 3E, game state Control information used for switching (transferring) and giving coins.

  In the present embodiment, it is possible to execute a game in which symbols are aligned along an active line.

  FIG. 9 shows a symbol arrangement table. In the symbol arrangement table, the symbols of the video reels 3A to 3E are registered in association with the code numbers indicating the positions of the symbols constituting the symbol row. The first to fifth video reels correspond to the video reels 3A to 3E, respectively. In other words, the symbol arrangement table includes symbol information corresponding to the symbol positions (code numbers) of the video reels 3A to 3E.

  FIG. 10 shows a random number table used in the slot game described later with reference to FIG. In this random number table, the range of random numbers and the probability of winning are registered in association with each specific combination for giving a prize. Note that the single play game and the team play game have different random number ranges. In the case of a single-play game, a specific combination that gives the “BONUS” award as a result of the final game is generated. In the case of a team-play game, the result of the final game is “BONUS”. This is because a specific combination that gives the prize “is not generated. Therefore, in the combination determination process (step S5 in FIG. 13) described later, for example, when random numbers in the range of “0” to “29” are extracted from the random numbers of “0” to “65535”, In the single-player game, it is determined inside the game machine 13 that a specific combination that gives the “BONUS” prize is generated as a result of the final game. In other words, the probability that the combination of stop symbols is determined as a specific combination for giving the “BONUS” prize is “30/65536” in the case of a single-play game. In the case of a team play game, since there is no description, the probability that the combination of stop symbols is determined as a specific combination for giving a “BONUS” prize is “0/65536”. Further, for example, when a random number in the range of “3000” to “3999” is extracted from the random numbers of “0” to “65535”, a prize “K” is awarded as a result of the final game. It is determined in the game machine 13 and the center controller 11 that a specific combination is generated. In other words, the probability that the combination of stop symbols is determined as a specific combination that gives a prize of “K” is “1000/65536”. On the other hand, when random numbers in the range of “10000” to “65535” are extracted from the random numbers of “0” to “65535”, it is possible to generate other misplacements as a result of the final game. It is determined inside the machine 13 and the center controller 11. In other words, the probability that the combination of stop symbols is determined as a combination indicating a loss is “55536/65536”.

  FIG. 11 shows a single play game payout table used in the single play game described later with reference to FIG. In this single play game payout table, the number of coins to be paid out for each credit amount betted in one game is registered in association with a specific combination for giving a prize. Therefore, when determining whether or not it is a specific combination for giving a prize, for example, when “K” is generated as a combination, four coins are paid out when the number of credits bet is “1”. If the number of credits betted is “2”, 8 coins are paid out, and if the number of credits bet is “3”, 12 coins are paid out. Also, for example, when “BONUS” occurs as a combination, if the number of credits bet is “1”, a coin obtained by adding α to 100 coins and the number of credits bet are “2”. If the number of coins plus α is 200, and the number of credits bet is “3”, coins plus 300 α are paid out as credit data. When “BONUS” is generated as a combination, α coins, which is the number of coins accumulated as JACKPOT credits, are paid out.

  FIG. 12 shows a team play game payout table used in the team play game described later with reference to FIGS. In the team play game payout table, similarly to the single play game payout table, a specific combination for giving a prize is associated with the number of coins to be paid out according to the number of credits bet in one game. It is registered. In this embodiment, as the team play game, only “3” is provided as the number of credits betted in one game, but this is not restrictive. In this embodiment, more credits are paid out in the team play game than in the single play game.

  FIG. 13 is a flowchart showing a flow of processing operations in the single play game of the game machine 13 executed by the controller 100 of the game machine 13. Further, in the case of team play, it is executed by the controller 200 of the center controller 11. This is called and executed at a predetermined timing from the main program of the game machine 13 or the center controller 11 that is executed in advance.

  In the following description, it is described as a slot game process at the time of single play executed by the game machine 13, but the slot game process at the time of team play executed by the center controller 11 functions similarly.

  It is assumed that the game machine 13 has been activated in advance, and on the other hand, variables used in the CPU 106 on the controller 100 side have been initialized to predetermined values, whereby the game machine 13 is in steady operation.

  First, the CPU 106 on the controller 100 side determines whether or not a credit that is the remaining number of coins inserted by the player remains (step S1). Specifically, the CPU 106 reads out the credit number C stored in the RAM 110 and performs processing based on the read credit number C. When the credit number C is “0” (when NO is determined in the process of Step S1), the CPU 106 cannot start the game, and thus terminates this routine without performing any process. On the other hand, when the number of credits C is “1” or more (when it is determined YES in the process of step S1), the CPU 106 determines that credits remain and moves the process to step S2.

  In step S2, the CPU 106 determines whether the spin / repeat / bet switch 24 has been pressed. When the spin / repeat / bet switch 24 is pressed and an operation signal is input from the spin / repeat / bet switch 24 (when YES is determined in the process of step S2), the CPU 106 The process proceeds to step S13. On the other hand, if the operation signal from the spin / repeat / bet switch 24 is not input even after a predetermined time has elapsed (NO in the process of step S2), the CPU 106 determines that the spin / repeat / bet switch 24 Is determined not to be pressed, and the process proceeds to step S3.

  In step S3, game conditions are set. Specifically, the CPU 106 determines the number of coins bet on the winning line in this game based on the operation of the BET switch 23. At this time, the CPU 106 receives an operation signal generated by the operation of the BET switch 23 and, based on the number of times the received operation signal is received, calculates the BET number related to the winning line in a predetermined memory of the RAM 110. Remember to area. The CPU 106 reads the credit number C written in a predetermined memory area of the RAM 110, subtracts the total BET number obtained by adding the BET number from the read credit number C, and uses the subtracted value as a predetermined memory area of the RAM 110. Remember me. Thereafter, the CPU 106 shifts the processing to step S4.

  In step S4, the CPU 106 determines whether the start switch 25 is ON by waiting for the start switch 25 to be operated. If the start switch 25 is operated and an operation signal is input from the start switch 25 (when YES is determined in the process of step S4), the CPU 106 determines that the start switch 25 is operated. Judgment is made, and the process proceeds to step S5.

  On the other hand, when proceeding to step S13, the CPU 106 determines whether or not the value of the credit number C is greater than or equal to the total bet number in the previous game. In other words, the CPU 106 determines whether or not the game can be started by pressing the spin / repeat / bet switch 24. Specifically, when the spin / repeat / bet switch 24 is pressed and an operation signal is input from the switch 24, the CPU 106 stores the credit number C written in a predetermined memory area in the RAM 110 and the credit number C. The number of BETs related to the winning lines L1 to L9 in the previous game is read, and the value of the credit number C is the value of the total bet number in the previous game based on the relationship between the read credit number C and the number of BETs. Processing is performed based on whether or not the above is true. When it is determined that the value of the credit number C is less than the value of the total bet amount in the previous game (when NO is determined in the process of step S13), the CPU 106 cannot start the game, so no processing is performed. This routine is terminated without performing. On the other hand, when it is determined that the value of the credit number C is equal to or greater than the total number of bets in the previous game (when it is determined YES in the process of step S13), the CPU 106 determines from the value of the credit number C the previous time. The total bet value in the game is subtracted, and the subtracted value is stored in a predetermined memory area of the RAM 110. Thereafter, the CPU 106 moves the process to step S5.

  In step S5, the CPU 106 performs a combination determination process. The specific processing content of this combination determination processing is as follows.

  In the combination determination process, first, the CPU 106 determines a combination of stop symbols along the winning line. Specifically, the CPU 106 issues a command for generating a random number to the random number generator 112, and a random number within a predetermined range generated by the random number generator 112 (“0” to “65535 in the present embodiment). )). The CPU 106 stores the extracted random number in a predetermined memory area of the RAM 110. In the present embodiment, the random number is generated by the random number generator 112 provided outside the CPU 106. However, the random number generator 112 is not provided, and the random number is generated by the arithmetic processing of the CPU 106. It doesn't matter. In particular, when the center controller 11 executes, a random number is generated by arithmetic processing of the CPU 206. The CPU 106 reads a random number table (see FIG. 10) stored in the ROM 108 and a specific combination table (not shown) for giving a prize, and reads the read random number table and a specific combination table for giving a prize to the RAM 110. Stored in a predetermined memory area. The CPU 106 controls the stop display for each reel based on the random number table. The CPU 106 reads out a random number table stored in a predetermined memory area of the RAM 110 and a specific combination table for giving a prize, and refers to the random number table using a random value written in the predetermined memory area of the RAM 110 as a parameter. Thereby determining a combination of stop symbols for the winning line. As described above, when the specific combination for giving a prize is determined, the CPU 106 stores the specific combination data for giving the determined prize in a predetermined memory area of the RAM 110. The CPU 106 reads out the random number value written in a predetermined memory area of the RAM 110 and the specific combination data for giving a prize, and stops display based on the read random number value and the specific combination data for giving a prize. Determine the stop symbol combination to be used. At this time, the symbol arrangement table (FIG. 9) stored in the ROM 108 is read by the CPU 106, stored in a predetermined memory area of the RAM 110, and referred to. The CPU 106 stores the determined stop symbol data in a predetermined memory area of the RAM 110. Alternatively, a stop symbol may be determined for each reel using the random number table.

  When determining the combination of stop symbols related to the winning line, the CPU 106 determines whether or not the combination of stop symbols related to the winning line is a specific combination that gives a prize. When the combination of the stop symbols related to the winning line is a specific combination that gives a prize, the CPU 106 generates a prize corresponding to the symbol combination that is the specific combination that gives the determined prize to the winning line. Therefore, a flag indicating that an award indicating the type of a specific combination for giving the prize is given is activated. A flag indicating that the activated prize is awarded is stored in a predetermined memory area of the RAM 110 by the CPU 106. On the other hand, when the combination of the stop symbols related to the winning line is another combination, that is, a combination of loses, the CPU 106 does not validate the flag indicating that the award is awarded. Thereafter, the CPU 106 moves the process to step S6.

  In the subsequent step S6, the CPU 106 displays an image for starting the rotation of the video reels 3A to 3E. Specifically, the CPU 106 displays an image by rotating the video reels 3A to 3E sequentially or simultaneously based on the symbol arrangement table stored in the RAM 110.

  When an image for starting the rotation of the video reels 3A to 3E is displayed, the CPU 106 waits for a predetermined time to elapse (step S7). When the predetermined time has elapsed (when it is determined YES in the process of step S7), the CPU 106 automatically stops the rotation of the video reels 3A to 3E (step S8). Specifically, the CPU 106 determines that the stop symbol corresponding to the specific combination that gives the prize determined in step S5 is based on the specific combination that gives the prize written in a predetermined memory area of the RAM 110. Are displayed in such a manner that the images of rotation of the video reels 3A to 3E are stopped in order or simultaneously. Thereafter, the CPU 106 moves the process to step S9.

  In step S9, the CPU 106 determines whether or not a predetermined symbol combination is established by the combination determination process in step S5. Specifically, the CPU 106 makes a determination based on the state of a flag indicating that a prize relating to a winning line stored in a predetermined memory area of the RAM 110 is given. When the flag indicating that the award is to be awarded is not activated, that is, when the specific combination for awarding is “other” (when NO is determined in step S9), the CPU 106 It is determined that the specific combination for giving is not established, and this routine is terminated. On the other hand, when the flag indicating that a prize is awarded is activated, that is, when the specific combination for giving a prize is other than the above “others” (when it is determined YES in the process of step S9). The CPU 106 moves the process to step S10.

  In step S10, the CPU 106 pays out the number of coins corresponding to the specific combination for giving the prize. Specifically, the CPU 106 refers to the single play game payout table (FIG. 11) and calculates the number of coin payouts corresponding to the specific combination to which the award is awarded. In the case of playing a team play game, payout is made using a team play game payout table (FIG. 12). The CPU 106 reads the number of credits stored in a predetermined memory area of the RAM 110, adds the calculated payout number to the read number of credits, and stores this added value in a predetermined memory area of the RAM 110. The CPU 106 displays the stored value on the credit number display unit 49. Thereafter, the CPU 106 moves the process to step S11. In the case of a team play game, the number of credits for team funds stored in the RAM 210 is added.

  In step S11, the CPU 106 determines whether or not the established symbol combination is “BONUS” by the combination determination process in step S5. Specifically, when the specific combination for giving a prize is “BONUS” (when determined YES in the process of step S11), the CPU 106 moves the process to step S12. On the other hand, when the specific combination for giving a prize is not “BONUS” (when NO is determined in the process of step S11), the CPU 106 ends this routine.

  In step S12, the CPU 106 pays out JACKPOT. Specifically, the JACKPOT credit stored in the RAM 210 of the center controller 11 is received and paid out, and the JACKPOT credit stored in the RAM 210 of the center controller 11 is cleared. Thereafter, the CPU 106 ends this routine.

  In the team play process, when the center controller 11 performs the same process as described above, the process starts from step S5.

  14 to 16 are flowcharts showing the flow of processing operations in the team play game of the game system 10. Based on FIG. 14 to FIG. 16, the team play game process program of the game machine 13 executed by the CPU 106 of the game machine 13 that requested the team play game, and the team play game process of the center controller 11 executed by the CPU 206 in the center controller 11. The program and the team play game processing program of the game machine 13 executed by the CPU 106 of the game machine 13 participating in the team play game will be described in order. Each of the programs shown in the flowcharts of FIGS. 14 to 16 is stored in the ROM 108 and RAM 110 provided in the game machine 13 or the ROM 208 and RAM 210 provided in the center controller 11. Or executed by the CPU 206 of the center controller 11.

  First, a team play game processing program of the game machine 13 that presses the team play button 4 will be described with reference to FIGS. In step S101 in FIG. 14, the CPU 106 determines whether or not the team play button 4 has been pressed by the player. Specifically, the determination is made based on whether or not a signal indicating that the team play button 4 is pressed is received from the input / output bus 104 via the interface circuit group 102. When the team play button 4 is pressed (when YES is determined in the process of step S101), the CPU 106 moves the process to step S102. On the other hand, if the team play button 4 has not been pressed (NO in the process of step S101), the CPU 106 continues to step S101 and waits for the team play button 4 to be pressed.

  In step S102, the CPU 106 transmits a team play request input signal to the center controller 11. Thereafter, the CPU 106 shifts the processing to step S103 in FIG.

  In step S <b> 103 of FIG. 15, the CPU 106 determines whether or not a failure signal regarding team play has been received from the center controller 11. When the team play failure signal is received (when YES is determined in the process of step S103), the CPU 106 determines that the team play is not established and ends this process. On the other hand, if the team play failure signal has not been received (NO in the process of step S103), the CPU 106 moves the process to step S104.

  In step S104, the CPU 106 transmits a bet signal. The bet signal is a signal for transmitting a predetermined credit for playing the team play game to the center controller 11. Thereafter, the CPU 106 shifts the processing to step S105.

  In step S <b> 105, the CPU 106 transmits a start switch pressing signal, which is transmitted when the start switch 25 is pressed, to the center controller 11. The center controller 11 starts a slot game as a team play game by receiving start switch pressing signals from all the game machines 13 participating in the team play game (step S211 in FIG. 16 described later). Thereafter, the CPU 106 shifts the processing to step S106 in FIG.

  In step S106 of FIG. 16, the CPU 106 displays a continue selection screen. Specifically, a screen as shown in FIG. 22 to be described later is displayed on the liquid crystal display 30 to allow the player to select whether or not to continue the team play game. Thereafter, the CPU 106 shifts the processing to step S107.

  In step S107, the CPU 106 determines whether or not the end button has been pressed. Specifically, based on the screen shown in FIG. 22, which will be described later, displayed in step S106, it is determined whether or not the player has pressed the stop button 87 for the team play game. When the end button is pressed (when YES is determined in the process of step S107), the CPU 106 moves the process to step S109. On the other hand, if the end button is not pressed (NO in the process of step S107), the CPU 106 moves the process to step S108.

  In step S <b> 108, the CPU 106 determines whether or not a team play end signal has been received from the center controller 11. When the team play end signal is received (when YES is determined in the process of step S108), the CPU 106 moves the process to step S109. On the other hand, if the team play end signal has not been received (NO in the process of step S108), the CPU 106 moves the process to step S103 of FIG. 15 and continues the team play.

  In step S109, the CPU 106 performs a team fund payout process. Specifically, the distributed team play credit transmitted from the center controller 11 is received and stored in the RAM 110. Thereafter, the CPU 106 ends this process.

  Next, a team play game processing program executed by the CPU 206 of the center controller 11 will be described with reference to FIGS.

  In step S201 in FIG. 14, the CPU 206 receives the team play request input signal transmitted from the game machine 13 in step S102. When the team play request input signal is received, a display indicating that the team play game is requested to start is displayed on the large monitor 16. The display on the large monitor 16 indicating the participation in the team play game allows the player at the other game machine 13 to know the presence of the player who requests the start of the team play game. Thereafter, the CPU 206 moves the process to step S202.

  In step S202, the CPU 206 transmits a participation request signal to the other game machines 13 excluding the game machine 13 that has transmitted the team play request input signal. After that, the CPU 206 moves the process to step S203.

  In step S203, the CPU 206 starts a timer for the participation acceptance period. If the participation request signal is received from another game machine 13 within a certain time, the team play game is established, but otherwise, the team play game is not established. Thereafter, the CPU 206 moves the process to step S204.

  In step S204, the CPU 206 determines whether or not the team play acceptance period has ended. Specifically, the determination is made based on whether or not the timer started in step S203 has reached a predetermined time. When the team play acceptance period has ended (when YES is determined in the process of step S204), the CPU 206 moves the process to step S205. On the other hand, if the team play acceptance time has not ended (NO is determined in the process of step S204), the CPU 206 continues the process of step S204, and the team play acceptance period ends. wait.

  In step S <b> 205, the CPU 206 transmits a team play acceptance period end signal to the other game machines 13. Thereafter, the CPU 206 shifts the processing to step S206 in FIG.

  In step S <b> 206 of FIG. 15, the CPU 206 determines whether or not a participation request signal has been received from another game machine 13. When the participation request signal is received (when YES is determined in the process of step S206), the CPU 206 moves the process to step S208. On the other hand, if a participation request signal has not been received (NO in the process of step S206), the CPU 206 moves the process to step S207.

  In step S207, the CPU 206 transmits a team play failure signal to the game machine 13 that requested the team play game, assuming that the team play has not been established. Thereafter, the CPU 206 ends this process.

  On the other hand, in step S208, the CPU 206 receives a bet signal from the game machine 13 participating in the team play. Based on the received bet signal, the CPU 206 stores the number of credits included in the signal in the RAM 210 as team funds. Thereafter, the CPU 206 moves the process to step S209.

  In step S209, the CPU 206 receives a signal indicating that the start switch 25 has been pressed from the game machines 13 participating in the team play. Thereafter, the CPU 206 moves the process to step S210.

  In step S210, the CPU 206 determines whether or not a signal for pressing the start switch 25 has been received from the game machines 13 participating in all team play. When a signal indicating that the start switch 25 has been pressed is received from all the game machines 13 participating in team play (when YES is determined in the process of step S210), the CPU 206 moves the process to step S211 in FIG. . On the other hand, if the signal for pressing the start switch 25 has not been received from all the game machines 13 participating in the team play (when NO is determined in the process of step S210), the CPU 206 advances the process to step S209. The game machine 13 that participates in all team play waits for a press signal of the start switch 25 to be transmitted.

  In step S211 in FIG. 16, the CPU 206 performs slot game processing. Specifically, it is the same as the above-described slot game processing flow for a single-play game, but starts from step S5. After that, the CPU 206 moves the process to step S212.

  In step S212, the CPU 206 determines whether or not the game can be continued with the team funds. When the game can be continued with the team funds (when YES is determined in the process of step S212), the CPU 206 moves the process to step S213. On the other hand, when the game cannot be continued with the team funds (NO in the process of step S212), the CPU 206 moves the process to step S214.

  In step S213, the CPU 206 determines whether or not an end signal has been received from the game machines 13 participating in the team play game. When the end signal is received (when YES is determined in the process of step S213), the CPU 206 moves the process to step S214. On the other hand, if the end signal has not been received (NO is determined in the process of step S213), the CPU 206 moves the process to step S206 of FIG. 15, and continues the slot game process.

  On the other hand, in step S214, the CPU 206 transmits a team play end signal to the game machines 13 participating in the team play. Thereafter, the CPU 206 moves the process to step S215.

  In step S215, the CPU 206 performs arithmetic processing. Specifically, a calculation process for distributing credits accumulated in the RAM 210 of the center controller 11 as team funds is performed. More specifically, 10% of all team funds are stored in the RAM 210 as JACKPOT. Then, in order to distribute the remaining 90% of credit, it is divided by the number of game machines 13 that participated in the team play game. Thereafter, the CPU 206 moves the process to step S216.

  In step S216, the CPU 206 transmits a credit to be paid out for each game machine 13 to the game machines 13 participating in the team play as a distribution of team funds. Thereafter, the CPU 206 ends this process.

  Finally, a team play game processing program executed by the CPU 106 of another game machine 13 which is the game machine 13 inquired to participate in the team play game from the center controller 11 will be described with reference to FIGS. In step S <b> 301 of FIG. 14, the CPU 106 receives the participation request signal transmitted from the center controller 11. Thereafter, the CPU 106 moves the process to step S302.

  In step S <b> 302, the CPU 106 displays a participation confirmation screen on the liquid crystal display 30 of the game machine 13. Specifically, a screen as shown in FIG. 20 described later is displayed. Thereafter, the CPU 106 shifts the processing to step S303.

  In step S <b> 303, the CPU 106 receives the team play acceptance period end signal transmitted from the center controller 11. Thereafter, the CPU 106 shifts the processing to step S304 in FIG.

  In step S304 in FIG. 15, the CPU 106 determines whether or not a participation request signal has been transmitted. Specifically, it is determined whether or not a participation request signal is transmitted when the player presses the button 82 to participate in the lower screen of FIG. 20 described later displayed on the game machine 13. When the participation request signal is transmitted (when YES is determined in the process of step S304), the CPU 106 moves the process to step S306. On the other hand, when the participation request signal is not transmitted (when NO is determined in the process of step S304), the CPU 106 moves the process to step S305.

  In step S <b> 305, the CPU 106 displays a reception end screen on the liquid crystal display 30. Specifically, an image as shown in FIG. 21 described later is displayed. Thereafter, the CPU 106 ends the process, assuming that the game machine 13 does not participate in team play.

  On the other hand, in step S306, the CPU 106 transmits a bet signal to the center controller 11. Thereafter, the CPU 106 moves the process to step S307.

  In step S <b> 307, the CPU 106 transmits a start switch pressing signal, which is transmitted when the start switch 25 is pressed, to the center controller 11. The center controller 11 starts a slot game, which is a team play game, by receiving a start switch pressing signal from the game machine 13 participating in the team play (step S211 in FIG. 16 described above). Thereafter, the CPU 106 shifts the processing to step S308 in FIG.

  In step S308 in FIG. 16, the CPU 106 displays a continue selection screen. Specifically, a screen as shown in FIG. 22 to be described later is displayed on the liquid crystal display 30 to allow the player to select whether or not to continue the team play game. Thereafter, the CPU 106 shifts the processing to step S309.

  In step S309, the CPU 106 determines whether or not the end button has been pressed. Specifically, based on the screen shown in FIG. 22, which will be described later, displayed in step S308, it is determined whether or not the player has pressed the stop button 87 for the team play game. If the end button has been pressed (YES in the process of step S309), the CPU 106 moves the process to step S311. On the other hand, when the end button is not pressed (NO in the process of step S309), the CPU 106 moves the process to step S310.

  In step S <b> 310, the CPU 106 determines whether or not a team play end signal has been received from the center controller 11. When the team play end signal is received (when YES is determined in the process of step S310), the CPU 106 shifts the process to step S311. On the other hand, if the team play end signal has not been received (NO is determined in the process of step S310), the CPU 106 moves the process to step S304 of FIG. 15 and transmits the participation request signal. Continue the team play game.

  In step S311, the CPU 106 performs a team fund payout process. Specifically, the distributed team play credit transmitted from the center controller 11 is received and stored in the RAM 110. Thereafter, the CPU 106 ends this process.

  By this processing, a game in which one game is executed on the plurality of game machines 13 as team play can be performed. The team play is funded using credits bet on the game machine 13 at the start of the team play. Further, at the end of the game, the money is distributed to each game machine 13 from the team funds.

  In the present embodiment, the center controller 11 is described as performing control to execute the team play game, but the present invention is not limited to this. The center controller 11 serves only to control data transmission between the game machines 13 and may be performed by the controller 100 of the game machine 13 that has transmitted the team play request input signal.

  17 and 18 show display examples of a basic game that is a single play game on the game machine 13 in the embodiment of the present invention. In the example shown in FIG. 17, the symbols are stopped on the liquid crystal display 30 of the game machine 13, but a predetermined combination is not established. On the other hand, in the example shown in FIG. 18, the symbol “BONUS” is stopped and displayed on the winning line L5. Explaining in more detail based on FIG. 18, a payout number display unit 48, a BET number display unit 50, a JACKPOT number display unit 51, and a credit number display unit 49 are displayed in order from the left in the upper part of the screen. Here, it becomes possible to refer to credit information related to the single play game. In the center of the screen, five video reels 3A to 3E are stopped and displayed. Here, when the combination excluding “others” shown in FIG. 10 is established on the line shown in FIG. 4, the predetermined credit shown in FIG. 11 is paid out. In this example, a predetermined credit shown in “BONUS” is paid out.

  FIG. 19 shows a display example in which the team play game on the game machine 13 in the embodiment of the present invention is displayed on the monitor 16. In this example, a slot game is also performed in team play, and images in which the video reels 3A to 3E are rotating are shown. On the lower right side of the monitor 16, team funds are displayed. A team play game is played using this team fund.

  FIG. 20 shows a display example of a participation confirmation screen displayed on the liquid crystal display 30 at the start of the team play game in another game machine 13.

  In the game machine 13, a single play is performed (upper figure). When the participation request signal is received from the center controller 11, an image of the airplane 84 flying from the upper left to the right is displayed (upper figure), and then a small window 85 is displayed at the center of the screen ( (Figure below). In the small window, the characters “Let's participate in team play !!”, the number of coins that are participation conditions, and the entry time are displayed. The entry time is counted down from 30 seconds, for example. In this example, it is requested to reply within 13 seconds. In addition, below the small window, a button 82 for participating and a button 83 for not participating are displayed in order from the left. The player indicates his intention to play the team play game by pressing one of the buttons within the remaining 13 seconds. In this example, when the player presses the screen of the liquid crystal display 30 serving as the touch panel 32, the signal is transmitted to the CPU 106 via the CPU 146 for the join button 82 and the non-participate button 83. However, instead of using the touch panel 32, the BET switch 23, the cashout switch 26, and the like provided in the game machine 13 may be substituted.

  FIG. 21 shows a display example of a reception end screen displayed on the liquid crystal display 30 of another game machine 13. When the other game machine 13 does not wish to participate in the team play game, the screen is displayed on the liquid crystal display 30 of the game machine 13 and the acceptance is finished. The small window 85 displays that the team play game has been accepted.

  FIG. 22 shows a display example of a continuation selection screen displayed on the liquid crystal display 30 of the game machine 13. This is displayed when the team play game can be continued with the team funds after the center controller 11 performs the slot game process. In the small window 85, a continue button 86 and a stop button 87 are displayed as buttons for selecting whether or not to continue the team play. When the player operates this screen, the player of the game machine 13 can still select whether to play the team play game or to finish the game and return to the single play.

  The embodiment of the game system according to the present invention has been described above. However, the embodiment is merely an example, and the present invention is not particularly limited, and the specific configuration of each unit and the like can be appropriately changed in design. . The effects described in the embodiments of the present invention are only the most preferable effects resulting from the present invention, and the effects of the present invention are limited to those described in the embodiments of the present invention. is not.

  For example, the game played on the game machine 13 is described as a single-play game played on a normal slot machine, but is not limited thereto. Any game that plays alone can be used. The team play game is not limited to the game of the present embodiment as long as one game is shared and credits are paid.

It is a figure showing a schematic structure of a game system concerning an embodiment of the present invention. It is a perspective view showing appearance composition of a game system concerning an embodiment of the present invention. 1 is a perspective view showing a game machine according to an embodiment of the present invention. It is a figure which expands and shows the display area of the game machine which concerns on embodiment of this invention. It is a block diagram which shows the electrical structure of the controller of the game machine which concerns on embodiment of this invention. It is a block diagram which shows the electric constitution of the display / input controller of the game machine which concerns on embodiment of this invention. It is a block diagram which shows the electric constitution of the center controller which concerns on embodiment of this invention. It is a figure which shows the symbol row represented on each video reel which concerns on embodiment of this invention. It is a figure which shows the symbol arrangement | positioning table which concerns on embodiment of this invention. It is a figure which shows the random number table which concerns on embodiment of this invention. It is a figure which shows the payout table for single play games which concerns on embodiment of this invention. It is a figure which shows the payout table for team play games concerning embodiment of this invention. It is a flowchart which shows the flow of processing operation in the independent play game which concerns on embodiment of this invention. It is a flowchart which shows the flow of processing operation in the team play game which concerns on embodiment of this invention. It is a flowchart following FIG. It is a flowchart following FIG. It is a figure which shows the example of a display of the single play game which concerns on embodiment of this invention. It is a figure which shows the example of a display of the single play game which concerns on embodiment of this invention. It is a figure which shows the example of a display with which the team play game which concerns on embodiment of this invention was displayed on the monitor. It is a figure which shows the example of a display of the participation confirmation screen of the team play game which concerns on embodiment of this invention. It is a figure which shows the example of a display of the reception completion screen of the team play game which concerns on embodiment of this invention. It is a figure which shows the example of a display of the continuation selection screen of the team play game which concerns on embodiment of this invention.

Explanation of symbols

4 Team play button 10 Game system 11 Center controller 12 Network 13 Game machine 16 Monitor 30 Liquid crystal display 51 JACKPOT number display section

Claims (6)

  1. A memory for storing game programs;
    A display for displaying a result of the executed game based on the first game program for single play stored in the memory;
    A plurality of client terminals comprising: an input device for a player to execute a bet operation on the game;
    (A) When a team play request input signal generated by an input device of one of the plurality of client terminals is received, a request to join another client terminal different from the one client terminal Send a signal,
    (B) When a participation request signal is received by the input device of the other client terminal after the participation request signal is transmitted, a bet operation is performed by the client terminal that has transmitted the participation request signal and the input device of the one client terminal. Cumulatively add bets made,
    (C) determining a prize according to a result of a single game executed by a second game program for multiple play different from the first game program for single play, and the cumulatively added total bet And
    (D) calculating to distribute the total number of credits paid to the player as the award at a predetermined rate;
    (E) Distributing credit distribution data as a result of the arithmetic processing to the one client terminal and other client terminals participating in the game;
    A gaming machine comprising a controller.
  2. The gaming machine according to claim 1,
    The controller is
    (F) In the calculation process, the remaining credit number excluding the JACKPOT credit amount paid in the game executed based on the first game program out of the total credit amount paid to the player as the prize is a predetermined rate. It distributes with.
  3. A memory for storing game programs;
    A display for displaying a result of the executed game based on the first game program for single play stored in the memory;
    An input device for a player to execute a bet operation on the game;
    A first controller for controlling the first game based on the first game program for single play;
    A plurality of client terminals comprising: a second controller that controls a second game based on a second game program for multiple play different from the first game program for single play;
    (A) When a team play request input signal generated by an input device of one of the plurality of client terminals is received, a request to join another client terminal different from the one client terminal Send a signal,
    (B) When a participation request signal is received by the input device of the other client terminal after the participation request signal is transmitted, a bet operation is performed by the client terminal that has transmitted the participation request signal and the input device of the one client terminal. Cumulatively add bets made,
    (C) transmitting a signal for executing the second game including the cumulatively added total bet to the one client terminal;
    (D) receiving a signal for determining a prize according to the result of the single game of the second game and the cumulatively added total bet from the one client terminal;
    (E) performing arithmetic processing to distribute the total number of credits to be paid to the player as the award at a predetermined rate;
    (F) Distributing credit distribution data as a result of the arithmetic processing to the one client terminal and other client terminals participating in the game;
    A gaming machine comprising a center controller.
  4. The gaming machine according to claim 3,
    The center controller is
    (G) In the calculation process, out of the total credit amount paid to the player as the award, the remaining credit number excluding the JACKPOT credit amount paid in the first game is distributed at a predetermined rate. To do.
  5. A first memory for storing a first game program for solo play;
    A display for displaying a result of a game executed based on the first game program for single play stored in the first memory;
    An input device for a player to execute a bet operation on the game;
    A plurality of client terminals comprising: a controller that controls the first game based on the first game program for single play;
    (A) When a team play request input signal generated by an input device of one of the plurality of client terminals is received, a request to join another client terminal different from the one client terminal Send a signal,
    (B) When a participation request signal is received by the input device of the other client terminal after the participation request signal is transmitted, a bet operation is performed by the client terminal that has transmitted the participation request signal and the input device of the one client terminal. Cumulatively add bets made,
    (C) Depending on the result of a single game executed by a second game program for multiple play stored in a second memory different from the first memory and the cumulatively added total bet Determine the award
    (D) calculating to distribute the total number of credits paid to the player as the award at a predetermined rate;
    (E) A gaming machine comprising: a center controller that distributes credit distribution data as a result of the arithmetic processing to the one client terminal and other client terminals that have participated in the game.
  6. The gaming machine according to claim 5,
    The center controller is
    (F) In the calculation process, the JACKPOT credit amount paid in the first game out of the total credit amount paid to the player as the prize is stored in the second memory, and the remaining credit number is predetermined. It is distributed at a rate.
JP2007002556A 2007-01-10 2007-01-10 Gaming machine with a plurality of game machines executing player participation type game Granted JP2008167857A (en)

Priority Applications (1)

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JP2007002556A JP2008167857A (en) 2007-01-10 2007-01-10 Gaming machine with a plurality of game machines executing player participation type game

Applications Claiming Priority (4)

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JP2007002556A JP2008167857A (en) 2007-01-10 2007-01-10 Gaming machine with a plurality of game machines executing player participation type game
US11/970,919 US20080280670A1 (en) 2007-01-10 2008-01-08 Gaming machine apparatus having a plurality of gaming machines performing a multi-player-type game
AU2008200097A AU2008200097A1 (en) 2007-01-10 2008-01-08 Gaming machine apparatus having a plurality of gaming machines performing a multi-player-type game
ZA200800196A ZA200800196B (en) 2007-01-10 2008-01-08 Gaming machine apparatus having a plurality of gaming machines performing a multi-player-type game

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JP2008167857A true JP2008167857A (en) 2008-07-24

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JP2007002556A Granted JP2008167857A (en) 2007-01-10 2007-01-10 Gaming machine with a plurality of game machines executing player participation type game

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US (1) US20080280670A1 (en)
JP (1) JP2008167857A (en)
AU (1) AU2008200097A1 (en)
ZA (1) ZA200800196B (en)

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JP2014033876A (en) * 2012-08-09 2014-02-24 Konami Digital Entertainment Co Ltd Game system and game control method
JP2015535187A (en) * 2012-10-19 2015-12-10 ネクスケイド カンパニー リミテッドNexcade Co., Ltd. Multi-reel game machine and control method thereof

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US7601063B2 (en) * 2006-08-09 2009-10-13 Aruze Gaming America, Inc. Game system including slot machines and game control method thereof
US7798897B2 (en) * 2006-08-15 2010-09-21 Aruze Gaming America, Inc. Gaming system including slot machines and gaming control method thereof
US7789752B2 (en) * 2006-08-15 2010-09-07 Aruze Gaming America, Inc. Gaming system including slot machines and gaming control method thereof
US7753771B2 (en) * 2006-08-25 2010-07-13 Aruze Gaming America, Inc. Games system including slot machines and game control method thereof
US8651947B2 (en) 2007-11-09 2014-02-18 Igt Gaming system and method providing a multiple-player bonus redemption game
US8118666B2 (en) 2008-07-15 2012-02-21 Igt Gaming system, gaming devices, and method for providing an enhanced multiple-player bonus redemption game
US8662980B2 (en) 2011-09-28 2014-03-04 Igt Gaming system, gaming device, and method for providing a multiple player persistent game
US8475265B2 (en) 2011-09-28 2013-07-02 Igt Gaming system, gaming device, and method for providing a multiple player persistent game
US8905831B2 (en) 2011-09-28 2014-12-09 Igt Gaming system, gaming device, and method for providing a multiple player persistent game
US8795063B2 (en) 2012-03-27 2014-08-05 Igt Gaming system, gaming device, and method for providing a multiple player game
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JP2013178751A (en) * 2012-02-06 2013-09-09 Konami Digital Entertainment Co Ltd Management server, control method thereof, and program thereof
JP2014033876A (en) * 2012-08-09 2014-02-24 Konami Digital Entertainment Co Ltd Game system and game control method
JP2015535187A (en) * 2012-10-19 2015-12-10 ネクスケイド カンパニー リミテッドNexcade Co., Ltd. Multi-reel game machine and control method thereof

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US20080280670A1 (en) 2008-11-13
ZA200800196B (en) 2008-10-29

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