US20070060281A1 - Gaming machine, game control method and game system - Google Patents

Gaming machine, game control method and game system Download PDF

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Publication number
US20070060281A1
US20070060281A1 US11/262,803 US26280305A US2007060281A1 US 20070060281 A1 US20070060281 A1 US 20070060281A1 US 26280305 A US26280305 A US 26280305A US 2007060281 A1 US2007060281 A1 US 2007060281A1
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United States
Prior art keywords
winning combination
game
game media
game state
processing
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Abandoned
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US11/262,803
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English (en)
Inventor
Kazuo Okada
Jun Fujimoto
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Aruze Gaming America Inc
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Aruze Gaming America Inc
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Assigned to ARUZE GAMING AMERICA, INC. reassignment ARUZE GAMING AMERICA, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: FUJIMOTO, JUN, OKADA, KAZUO
Publication of US20070060281A1 publication Critical patent/US20070060281A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3255Incentive, loyalty and/or promotion schemes, e.g. comps, gaming associated with a purchase, gaming funded by advertisements

Definitions

  • the present invention relates to a gaming machine such as a slot machine in which a game is conducted using a game media (game valuable) such as a coin and the like, a game control method for the gaming machine, and a game system comprising the gaming machine and a control device.
  • a gaming machine such as a slot machine in which a game is conducted using a game media (game valuable) such as a coin and the like
  • a game control method for the gaming machine such as a coin and the like
  • a game system comprising the gaming machine and a control device.
  • a game is played by inserting various kinds of game media such as a coin, cash and the like into a gaming machine.
  • game media such as a coin, cash and the like
  • Each gaming machine pays out a dividend to a player according to a prize wining state (a result of playing the game) generated while the game is in progress.
  • a credit spent in each slot machine is partly reserved and in a case where the reservation reaches a predetermined amount, one of the slot machines provides a so-called “jackpot” paying out a big amount, which is not paid out in an ordinary hit (JP-A 2003-117053).
  • a hit in each machine usually occurs on a preset probability and a player advances a game with expectation of the hit to be encountered.
  • One of the slot machines has a chance to hit a jackpot at a timing in a lottery different from a common lottery in which a hit based on the above-mentioned probability is set in the slot machines.
  • plural casinos are interconnected in a network in order to increase a payout amount in a jackpot.
  • a system has been available in which a host computer and plural gaming machines are interconnected on a network and the generating of a bonus in the gaming machines is controlled by the host computer (U.S. Pat. No. 5,820,459).
  • the host computer gives a bonus qualification to a gaming machine in which the number of inserted coins reaches a predetermined number.
  • the host computer transmits a command to one gaming machine selected from gaming machines having bonus qualification, when a value of the bonus pool reaches a predetermined threshold value.
  • the gaming machine which received the command is enabled to play a bonus game high in gambling characteristic.
  • a chance to acquire the profit of a bonus game is one of gaming machines in which a total number of inserted coins reaches a predetermined number.
  • a chance to acquire the profit of a bonus game is not always given to a player having spent many coins. Therefore, in the system described in U.S. Pat. No. 5,820,459, there has arisen a case where a player having spent many coins cannot secure the profit of a bonus game and another player who has just started the game acquires a bonus game profit, in a similar way to that in a slot machine described in JP-A 2003-117053.
  • the present invention has been made in light of the above-mentioned problems and it is an object of the present invention to provide: a gaming machine capable of preventing a player who has spent many of the game media such as coins from feeling unpleasant against a game, building up a distrust thereto, or losing interest in or a concern on the game; a game control method related to the gaming machine; and a gaming machine system equipped with the gaming machine and a control device.
  • the present invention provides the following configuration:
  • a gaming machine comprising:
  • winning combination determination means for determining a winning combination by a lottery
  • the second special game state when the number of games reaches the set value set as the object of comparison with the number of games (e.g., “600”), the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination. Therefore, even when the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, and thus the player can make profit for playing the game.
  • the set value set as the object of comparison with the number of games e.g., “600”
  • the present invention provides the following configuration:
  • winning combination determination means for determining a winning combination by a lottery
  • the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination.
  • the larger the number of winning combinations having been won until generation of the second special game state is, the larger the number of game media that can be obtained by the player in the second special game state becomes.
  • the second special game state is generated as long as the game is played such that the number of games reaches the set value, allowing the player to receive a return according to his or her game results. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • a gaming machine comprising:
  • winning combination determination means for determining a winning combination by a lottery
  • a part of the number of game media to be paid out is accumulatively counted according to the regular winning combination each time the regular winning combination is won. Further, the number of games is accumulatively counted each time a game is played. It is then determined whether or not the number of games has reached the set value, and when the number of games is determined to have reached the set value, the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination. In the second special game state, the more often the second special game state is generated, the larger the number of game media that can be obtained by the player in the second special game state becomes.
  • the second special game state is generated as long as the game is played such that the number of games reaches the set value, allowing the player to receive a return according to his or her game results. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • reception means that can accept for one game an insertion of game media up to a predetermined upper limit value is provided, and the means for generating the second special game state generates the second special game state in a case where the number of inserted game media for the game played by the player is equal to the upper limit value when the number of games reaches the set value.
  • the player can be urged to insert the game media up to the upper limit, thereby enabling a facility such as a casino to increase its profit.
  • the present invention provides the following configuration:
  • a gaming machine equipped with a processing device and a storage device
  • the processing device executes:
  • a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in the storage device;
  • a processing reading from the storage device a program for generating a first special game state that is a game state advantageous to a player when the determined winning combination is a special winning combination, and executing the program;
  • a processing determining the number of game media to be paid out according to a regular winning combination when the determined winning combination is the regular winning combination other than the special winning combination;
  • a processing reading from the storage device when the number of games accumulatively counted each time a game is played reaches a set value set as an object of comparison with the number of games, a program for generating a second special game state where the number of game media to be paid out is determined according to a number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination, and executing the program.
  • the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination.
  • the second special game state the larger the number of winning combinations having been won until generation of the second special game state is, the larger the number of game media that can be obtained by the player in the second special game state becomes. Therefore, even when a large number of game media are consumed for a long period of time without generation of the first special game state, the second special game state is generated as long as the game is played such that the number of games reaches the set value, allowing the player to receive a return according to his or her game results. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • a gaming machine equipped with a processing device and a storage device, and connected through a communication line to a control device which counts the number of games accumulatively for every gaming machine of plural gaming machines,
  • the processing device executes:
  • a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in the storage device;
  • a processing reading from the storage device a program for generating a first special game state that is a game state advantageous to a player when the determined winning combination is a special winning combination, and executing the program;
  • a processing determining the number of game media to, be paid out according to a regular winning combination when the determined winning combination is the regular winning combination other than the special winning combination;
  • a processing transmitting an identification information of the gaming machine stored in the storage device to the control device through the communication line each time a game is played;
  • a processing receiving a command signal transmitted from the control device when the number of games accumulatively counted by the control device based on the identification information of the gaming machine reaches a set value set as an object of comparison with the number of games;
  • a processing reading from the storage device a program for generating a second special game state based on the command signal where the number of game media to be paid out is determined according to a number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination, and executing the program.
  • a second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination.
  • the larger the number of winning combinations having been won until generation of the second special game state is, the larger the number of game media that can be obtained by the player in the second special game state becomes.
  • the second special game state is generated as long as the game is played such that the number of games reaches the set value, allowing the player to receive a return according to his or her game results. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • a gaming machine equipped with a processing device and a storage device
  • the processing device executes:
  • a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in the storage device;
  • a processing reading from the storage device a program for generating a first special game state that is a game state advantageous to a player when the determined winning combination is a special winning combination, and executing the program;
  • a processing determining the number of game media to be paid out according to a regular winning combination when the determined winning combination is the regular winning combination other than the special winning combination;
  • a processing counting accumulatively the number of games each time a game is played
  • a processing reading from the storage device when the number of games is determined to have reached the set value, a program for generating a second special game state where the number of game media to be paid out is determined according to a number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination, and executing the program.
  • a part of the number of game media to be paid out is accumulatively counted according to the regular winning combination each time the regular winning combination is won. Further, the number of games is accumulatively counted each time a game is played. It is then determined whether or not the number of games has reached the set value, and when the number of games is determined to have reached the set value, the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination. In the second special game state, the more often the second special game state is generated, the larger the number of game media that can be obtained by the player in the second special game state becomes.
  • the second special game state is generated as long as the game is played such that the number of games reaches the set value, allowing the player to receive a return according to his or her game results. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • the player can be urged to insert the game media up to the upper limit, thereby enabling a facility such as a casino to increase its profit.
  • the present invention provides the following configuration:
  • a gaming machine comprising:
  • winning combination determination means for determining a winning combination by a lottery
  • the second special game state when the payment balance in terms of the game media falls to or below the set value set as an object of comparison with the payment balance (e.g., “ ⁇ 600”), the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination. Therefore, even when the first special game state is not generated for a long period of time leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media falls to or below the set value, and thus the player can make profit for playing the game.
  • the present invention provides the following configuration:
  • winning combination determination means for determining a winning combination by a lottery
  • the second special game state upon reception of the command signal transmitted from the control device when the payment balance in terms of the game media counted by the control device falls to or below the set value, the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination.
  • the larger the number of winning combinations having been won until generation of the second special game state is, the larger the number of game media that can be obtained by the player in the second special game state becomes.
  • the second special game state is generated as long as the game is played such that the payment balance in terms of the game media falls to or below the set value, allowing the player to receive a return according to his or her game results. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • a gaming machine comprising:
  • winning combination determination means for determining a winning combination by a lottery
  • a part of the number of game media to be paid out is accumulatively counted according to the regular winning combination each time the regular winning combination is won. Further, the payment balance in terms of the game media is accumulatively counted each time a game is played. It is then determined whether or not the payment balance in terms of the game media has fallen to or below the set value, and when the payment balance in terms of the game media is determined to have fallen to or below the set value, the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination.
  • the second special game state In the second special game state, the more often the second special game state is generated, the larger the number of game media that can be obtained by the player in the second special game state becomes. Therefore, even when a large number of game media are consumed for a long period of time without generation of the first special game state, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media falls to or below the set value, allowing the player to receive a return according to his or her game results. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • the player can be urged to insert the game media up to the upper limit, thereby enabling a facility such as a casino to increase its profit.
  • the present invention provides the following configuration:
  • a gaming machine equipped with a processing device and a storage device
  • the processing device executes:
  • a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in the storage device;
  • a processing reading from the storage device a program for generating a first special game state that is a game state advantageous to a player when the determined winning combination is a special winning combination, and executing the program;
  • a processing determining the number of game media to be paid out according to a regular winning combination when the determined winning combination is the regular winning combination other than the special winning combination;
  • a processing reading from the storage device when a payment balance in terms of the game media accumulatively counted each time a game is played falls to or below a set value set as an object of comparison with the payment balance in terms of the game media, a program for generating a second special game state where the number of game media to be paid out is determined according to a number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination, and executing the program.
  • the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination.
  • the larger the number of winning combinations having been won until generation of the second special game state is, the larger the number of game media that can be obtained by the player in the second special game state becomes.
  • the second special game state is generated as long as the game is played such that the payment balance in terms of the game media falls to or below the set value, allowing the player to receive a return according to his or her game results. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • a gaming machine equipped with a processing device and a storage device, and connected through a communication line to a control device which counts the payment balance in terms of game media accumulatively for every gaming machine of plural gaming machines,
  • the processing device executes:
  • a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in the storage device;
  • a processing reading from the storage device a program for generating a first special game state that is a game state advantageous to a player when the determined winning combination is a special winning combination, and executing the program;
  • a processing determining the number of game media to be paid out according to a regular winning combination when the determined winning combination is the regular winning combination other than the special winning combination;
  • a processing transmitting the numbers of the game media inserted and paid out in the game in addition to an identification information of the gaming machine stored in the storage device to the control device through the communication line each time a game is played;
  • a processing receiving a command signal transmitted from the control device when the payment balance in terms of the game media accumulatively counted, based on the identification information of the gaming machine and the numbers of the game media inserted and paid out in the game, by the control device falls to or below a set value set as an object of comparison with the payment balance in terms of the game media;
  • a processing reading from the storage device a program for generating a second special game state based on the command signal where the number of game media to be paid out is determined according to a number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination, and executing the program.
  • the second special game state upon reception of the command signal transmitted from the control device when the payment balance in terms of the game media counted by the control device falls to or below the set value, the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination.
  • the larger the number of winning combinations having been won until generation of the second special game state is, the larger the number of game media that can be obtained by the player in the second special game state becomes.
  • the second special game state is generated as long as the game is played such that the payment balance in terms of the game media falls to or below the set value, allowing the player to receive a return according to his or her game results. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • a gaming machine equipped with a processing device and a storage device
  • the processing device executes:
  • a processing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in the storage device;
  • a processing reading from the storage device a program for generating a first special game state that is a game state advantageous to a player when the determined winning combination is a special winning combination, and executing the program;
  • a processing determining the number of game media to be paid out according to a regular winning combination when the determined winning combination is the regular winning combination other than the special winning combination;
  • a processing counting accumulatively a payment balance in terms of the game media each time a game is played;
  • a processing reading from the storage device when the payment balance in terms of the game media is determined to have fallen to or below the set value, a program for generating a second special game state where the number of game media to be paid out is determined according to a number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination, and executing the program.
  • a part of the number of game media to be paid out is accumulatively counted according to the regular winning combination each time the regular winning combination is won. Further, the payment balance in terms of the game media is accumulatively counted each time a game is played. It is then determined whether or not the payment balance in terms of the game media has fallen to or below the set value, and when the payment balance in terms of the game media is determined to have fallen to or below the set value, the second special game state is generated where the number of game media to be paid out is determined according to the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination.
  • the second special game state In the second special game state, the more of ten the second special game state is generated, the larger the number of game media that can be obtained by the player in the second special game state becomes. Therefore, even when a large number of game media are consumed for a long period of time without generation of the first special game state, the second special game state is generated as long as the game is played such that the payment balance in terms of the game media falls to or below the set value, allowing the player to receive a return according to his or her game results. Consequently, it is possible to prevent the player, who has consumed a large number-of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • the player can be urged to insert the game media up to the upper limit, thereby enabling a facility such as a casino to increase its profit.
  • the present invention provides the following configuration:
  • a gaming machine comprising:
  • a part of the number of game media to be paid out is accumulatively counted, the number being determined according to the lottery result, and when the number of games played by the player reaches the predetermined set value, the accumulatively counted number of game media are paid out to the player. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • a gaming machine comprising:
  • a part of the number of game media to be paid out is accumulatively counted, the number being determined according to the lottery result, and when the payment balance in terms of the game media of the player falls to or below the predetermined set value, the accumulatively counted number of game media are paid out to the player. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • a game control method comprising:
  • a part of the number of game media to be paid out is accumulativelycounted, the number being determined according to the lottery result, and when the number of games played by the player reaches the predetermined set value, the accumulatively counted number of game media are paid out to the player. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • a game control method comprising:
  • a part of the number of game media to be paid out is accumulatively counted, the number being determined according to the lottery result, and when the payment balance in terms of the game media of the player falls to or below the predetermined set value, the accumulatively counted number of game media are paid out to the player. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • control device includes
  • the gaming machine includes:
  • a part of the number of game media to be paid out is accumulatively counted, the number being determined according to the lottery result, and when the number of games played by the player reaches the predetermined set value, the accumulatively counted number of game media are paid out to the player. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention provides the following configuration:
  • control device includes
  • the gaming machine includes:
  • a part of the number of game media to be paid out is accumulatively counted, the number being determined according to the lottery result, and when the payment balance in terms of the game media of the player falls to or below the predetermined set value, the accumulatively counted number of game media are paid out to the player. Consequently, it is possible to prevent the player, who has consumed a large number of game media, from raising discomfort or distrust toward the game and from losing an interest in the game.
  • the present invention can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • FIG. 1 is a schematic diagram showing the entire construction of a game system according to one embodiment of the present invention
  • FIG. 2 is a perspective view schematically showing a gaming machine according to one embodiment of the present invention.
  • FIG. 3 is a schematic view showing the symbol sequence depicted on the outer circumferential surface of each reel
  • FIG. 4 is a block diagram showing the internal construction of the gaming machine shown in FIG. 2 ;
  • FIG. 5 is a block diagram showing the internal construction of a control device according to one embodiment of the present invention.
  • FIG. 6 is a figure schematically showing an example of correspondence table between a gaming machine identification number and a game history
  • FIG. 7 is a flowchart showing a procedure in an authentication reading processing for a game program and a game system program executed by a mother board and a gaming board shown in FIG. 4 ;
  • FIG. 8 is a flowchart showing a subroutine of a game mode selection processing
  • FIGS. 9A and 9B are figures showing an image displayed on the lower image display panel when a game mode selection processing is executed
  • FIG. 10 is a flowchart showing a subroutine of a game execution processing
  • FIG. 11 is a flowchart showing a subroutine of a lottery processing
  • FIG. 12 is a figure describing a relationship among winning combinations of plural kinds, establishment possibility of each winning combination and the number of coin-out in the present embodiment
  • FIG. 13 is a flowchart showing a subroutine of a reel rotating control processing
  • FIGS. 14A to 14 D are side views for describing a rotating operation of the reel
  • FIG. 15 is a schematic diagram showing a correspondence table between the number of steps and the code No.
  • FIG. 16 is a flowchart showing a subroutine of a bonus game processing
  • FIG. 17 is a flowchart showing a subroutine of a return mode processing
  • FIGS. 18A and 18B are figures showing an example of image displayed on the lower image display panel when a game state shifts to the return mode (when the second special game state is generated);
  • FIG. 19 is a flowchart showing a subroutine of a counting processing.
  • FIG. 20 is a flowchart showing another example of a subroutine of a game execution processing.
  • FIG. 1 is a schematic diagram showing the entire construction of a game system according to one embodiment of the present invention.
  • a game system 100 includes: plural gaming machines 10 ; and a control device 200 connected to the gaming machines 10 through a predetermined communication line 101 .
  • a game system 100 maybe constructed in one recreation facility capable of playing various kinds of games such as a bar, a casino and the like, or between plural recreation facilities.
  • the game system 100 may be constructed on each floor or section of the recreation facility.
  • the communication line 101 is not particularly limited, and may be wired or wireless, and either a dedicated line or a switched line can be used.
  • the gaming machine 10 is a slot machine.
  • a gaming machine is not limited to a slot machine, and for example, a so-called single gaming machine such as a video slot machine, a video card gaming machine and the like may be adopted, and a so-called mass game (multi-terminal gaming machine) such as a racing game, a bingo game, a public lottery and the like, which is a game that takes a predetermined time for a result to be displayed, may also be adopted.
  • a so-called single gaming machine such as a video slot machine, a video card gaming machine and the like
  • mass game multi-terminal gaming machine
  • a coin, a note or an electronic valuable information corresponding thereto is used as a game media.
  • the game media is not particularly limited, and for example, a medal, a token, an electronic money and a ticket can be used.
  • the ticket is not particularly limited and may include, for example, a ticket with a bar code as described later, and of the like tickets.
  • the control device 200 controls plural gaming machines 10 . Especially, in the present embodiment, the control device 200 controls a transition to a return mode in each of the gaming machines 10 .
  • the return mode corresponds to the second special game state in the present invention and many coins are paid out in the return mode.
  • the control device 200 may be a device which controls the return rate by controlling the transition to the return mode. In such a construction, the control device 200 may be a device which controls the return rates of each of the gaming machines 10 individually, or a device which controls the return rate across all gaming machines 10 collectively.
  • the control device 200 may further function as a so-called hole server which is installed in a recreation facility having plural gaming machines 10 , or as a server which collectively controls plural recreation facilities. Moreover, every gaming machine 10 has its own identification number, and the source of data transmitted to the control device 200 from each of the gaming machines 10 is distinguished therein by their identification numbers. The identification number is also used to designate a transmission destination of data transmitted to the gaming machine 10 from the control device 200 .
  • the identification number of a gaming machine corresponds to the identification information on a gaming machine of the present invention.
  • the identification information on a gaming machine of the present invention is not particularly limited, and examples thereof may include: a letter, a symbol, a figure, a combination thereof, and the like.
  • FIG. 2 is a perspective view schematically showing a gaming machine according to one embodiment of the present invention.
  • the gaming machine 10 includes: a cabinet 11 ; a top box 12 placed on the upper side of the cabinet 11 ; and a main door 13 provided at the front face of the cabinet 11 .
  • a cabinet 11 Inside the cabinet 11 , three reels 14 ( 14 L, 14 C and 14 R) are rotatably installed. Twenty-two designs (hereinafter, also referred to as symbols) are depicted as symbol sequences on the outer circumferential surface of each of the reels 14 .
  • a lower image display panel 16 is provided over the reels 14 in the main door 13 .
  • the lower image display panel 16 is provided with a transparent liquid crystal panel, and various kinds of information, representation image and the like associated with the game are displayed while the game is played.
  • a number-of-credits display section 31 and a number-of-payouts display section 32 are formed on the lower image display panel 16 .
  • the number of credited coins is displayed as an image on the number-of-credits display section 31 .
  • the number of coins to be paid out is shown as an image on the number-of-payouts display section 32 , when a combination of symbols stop displayed on a winning line L is a predetermined combination.
  • Three display windows 15 ( 15 L, 15 C and 15 R), the back faces of which are visually recognizable, are formed on the lower image display panel 16 , and through each of the display windows 15 , three of the symbols depicted on the outer circumferential surface of each of the reels 14 are displayed.
  • One winning line L traversing horizontally the three display windows 15 is formed on the lower image display panel 16 .
  • the winning line L defines a combination of symbols. When a combination of symbols stop displayed on the winning line L is a predetermined combination, the number of coins corresponding to the combination and the number of inserted coins (the number of BETs) is paid out.
  • the winning lines L which traverse horizontally or obliquely the three display windows 15 are formed; the winning lines L, the number thereof which becomes effective set to be dependent on the number of coin-in, become effective; and a combination of symbols stop displayed on the winning line L which became effective is a predetermined combination, the number of coins corresponding to the stop-displayed combination may be paid out.
  • a touch panel 69 which is not shown in the figure, is provided on the front face of the lower image display panel 16 and the player can input various kinds of commands by operating the touch panel 69 .
  • a control panel 20 constituting of plural buttons 23 to 27 which are inputted by the player, commands associated with progress of the game; a coin receiving slot 21 accepting coins into the cabinet 11 ; and a note identifier 22 .
  • the control panel 20 is provided with: a spin button 23 ; a change button 24 ; a CASHOUT button 25 ; a 1-BET button 26 ; and a maximum BET button 27 .
  • the spin button 23 is used for inputting a command to start the rotating of the reels 14 .
  • the change button 24 is used in a case where a player requests an attendant of a recreation facility to exchange money.
  • the CASHOUT button 25 is used for inputting a command to pay out credited coins to a coin tray 18 .
  • the 1-BET button 26 is used for inputting a command to bet one coin of the credited coins.
  • the maximum BET button 27 is used for inputting a command to bet the maximum number of coins that can be bet on one game (50 coins in the present embodiment) of the credited coins.
  • insertion of a game media means that a game media is bet on a game.
  • a game media is bet on a game.
  • insertion of coins into the coin receiving slot 21 corresponds to insertion of a game media.
  • the bet of the credited coins on the game corresponds to insertion of a game media.
  • the note identifier 22 is used not only for discriminating a false note from a true note but also for accepting the true note into the cabinet 11 .
  • the note identifier 22 may be configured such that a ticket 39 with a bar code which will be described later can be read.
  • a belly glass 34 on which characters and the like of the gaming machine 10 are depicted is provided on the front face of the lower portion of the main door 13 , that is, below the control panel 20 .
  • An upper image display panel 33 is provided at the front face of a top box 12 .
  • the upper image display panel 33 is provided with a liquid crystal panel and, for example, an image to introduce the contents of the game or explain a game rule is displayed thereto.
  • a speaker 29 is provided in the top box 12 .
  • a ticket printer 35 , a card reader 36 , a data display 37 and a key pad 38 are provided beneath the upper image display panel 33 .
  • the ticket printer 35 prints on a ticket a bar code in which data such as the number of credits, date, time, identification number of the gaming machine 10 and of the like data are encoded, and outputs the ticket 39 with a bar code.
  • a player can make the ticket 39 with a bar code to be read by a second gaming machine and play a game in the second gaming machine, or exchange in a predetermined place (for example, at a cashier in the casino) of a recreation facility the ticket 39 with a bar code to notes.
  • the card reader 36 is used for reading data from a smart card and writing data onto a smart card.
  • the smart card is a card to be carried by a player, and for example, data to identify a player and data concerning a history of a game played by a player are stored thereon. Data corresponding to a coin, a note or a credit may also be stored on the smart card.
  • a magnetic stripe card may be adopted.
  • the data display 37 is a fluorescent display and the like, and it is used, for example, to display data read by the card reader 36 and data inputted by a player from the key pad 38 .
  • the key pad 38 is used for inputting a command or data to issue a ticket and the like.
  • FIG. 3 is a schematic view showing the symbol sequence depicted on the outer circumferential surface of each reel.
  • Twenty two symbols each are depicted on the outer circumferential surface of the left reel 14 L, the middle reel 14 C and the right reel 14 R.
  • a sequence of the symbols depicted on the outer circumferential surface of each of the reels 14 is different from one another.
  • the sequences of the symbols are combinations of the following symbols: “JACKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE” and “APPLE”.
  • the symbol sequence “APPLE” is a bonus game trigger (a symbol to transit to a bonus game).
  • a bonus game corresponds to the first special game state.
  • a bonus game is a free game (a game in which a predetermined number thereof can be played without inserting coins for BET).
  • the bonus game trigger in the present embodiment corresponds to the special winning combination in the present invention.
  • a winning combination constituted by “JACKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, or “ORANGE” corresponds to the regular winning combination in the present invention.
  • the special winning combination in the present invention is not necessarily one kind but can be set as appropriate.
  • the first special game state is not particularly limited as far as it is a game state advantageous to the player.
  • a game state that is advantageous to the player is not particularly limited as far as it is more advantageous than an ordinary game state (a game state other than the first special game state or the second special game state) and examples thereof include: a state where more of the game media can be earned than in an ordinary game state, a state where the game media can be earned on a probability higher than in an ordinary game state, a state where the number of the game media spent by a player is less than in an ordinary game state and of the like state.
  • examples of the first special game state include a free game, a second game, a mystery bonus and the like.
  • the sequence of symbols depicted on each of the reels 14 are, when the spin button 23 is pressed after the 1-BET button or the maximum BET button 27 is pressed to start a game, scroll displayed by scrolling downwards in the display windows 15 during the rotating of the reels 14 , and after a predetermined time elapses, the rotating of the reels 14 comes to a stop, and thus the sequence of symbols are stop displayed in the display windows 15 .
  • Various kinds of winning combinations are predetermined based on combinations of symbols and when a combination of symbols corresponding to a winning combination stops on the winning line L, the number of payout coins corresponding to the winning combination is added to credits owned by the player.
  • a bonus game trigger has been established, a bonus game is generated.
  • a game state shifts to a return mode after the symbols are stop displayed as described above.
  • the game state shifts to the return mode after the bonus game is over.
  • the return mode corresponds to the second special game state.
  • a game state shifts to the return mode, a predetermined payout number of coins are paid out.
  • the coins are paid out in number corresponding to the above-mentioned number (hereinafter also referred to as reservoir value) obtained by accumulatively counting a part of the number of coins to be paid out according to the regular winning combination.
  • the second special game state is not particularly limited as far as it is a game state where the coins are paid out in number corresponding to the number obtained by accumulatively counting a part of the number of coins to be paid out according to the regular winning combination.
  • Examples of the second game state include a free game, a second game, a mystery bonus game and the like.
  • the second special game state may be a game state of the same kind as the first special game state, or a game state of a kind different from the first game state as in the present embodiment.
  • games can be high in versatility, which can enhance a sense of expectation for the second special game state.
  • a game state of the second special game state may be an exclusive game state generated only when the second special game state occurs. In such a situation, a sense of expectation for the second special game state can be further enhanced.
  • FIG. 4 is a block diagram showing the internal construction of the gaming machine shown in FIG. 2 .
  • a gaming board 50 includes: CPU (Central Processing Unit) 51 , ROM 55 and boot ROM 52 which are interconnected to one another by an internal bus; a card slot 53 S which accepts a memory card 53 ; an IC socket 54 S which accepts GAL (Generic Array Logic) 54 .
  • CPU Central Processing Unit
  • ROM 55 and boot ROM 52 which are interconnected to one another by an internal bus
  • card slot 53 S which accepts a memory card 53
  • an IC socket 54 S which accepts GAL (Generic Array Logic) 54 .
  • GAL Generic Array Logic
  • the memory card 53 is constituted of non-volatile memories such as CompactFlash (registered trademark) and stores a game program and a game system program.
  • the game program contains a lottery program.
  • the lottery program is a program for determining symbols (code Nos. corresponding to the symbols) on each of the reels 14 which are to be stop displayed on the winning line L.
  • the lottery program contains one or more of symbol weighting determination data, each corresponding to respective plural kinds of payout rates (for example, 80%, 84% and 88%).
  • the symbol weighting determination data is data showing a correspondence relationship between a code No. (see FIG. 3 ) of each symbol and one or plural random number values from a predetermined numerical value range (0 to 255), for each of the three reels 14 .
  • a payout rate is determined based on data for setting a payout rate outputted from the GAL 54 , and the lottery is executed based on symbol weighting determination data corresponding to the payout rate.
  • the card slot 53 S is configured so that the memory card 53 can be inserted therein or drawn out therefrom, and connected to a mother board 40 through IDE bus. Therefore, a kind or contents of a game played in the gaming machine 10 can be changed by drawing out the memory card 53 from the card slot 53 S, writing a different game program and game system program thereon, and inserting the memory card 53 into the card slot 53 S thereafter. Moreover, a kind or contents of a game played in the gaming machine 10 can also be changed by changing a memory card 53 on which a game program and a game system program are stored to a different memory card 53 on which a different game program and game system program are stored.
  • the game program includes a program related to progress in a game; a program for generating the first special game state; and a program for generating the second special game state.
  • the game program further includes image data and sound data outputted while a game is played.
  • GAL 54 is one kind of PLD having an OR fixed array structure.
  • GAL 54 is equipped with a plurality of an input port and an output port and when a predetermined data is inputted to the input port, data corresponding to the input data is outputted from the output port.
  • the data outputted from the output port is the above-mentioned data for setting a payout rate.
  • the IC socket 54 S is configured such that GAL 54 can be mounted thereto or demounted therefrom, and connected to the mother board 40 through PCI bus. Therefore, data for setting a payout rate outputted from GAL 54 can be changed by drawing out GAL 54 from the IC socket 54 S, rewriting a program stored on GAL 54 , mounting GAL 54 is to the IC socket 54 S thereafter. Moreover, data for setting a payout rate can also be changed by changing GAL 54 to a different GAL 54 .
  • CPU 51 , ROM 55 and boot ROM 52 interconnected to each other by the internal bus are connected to the mother board 40 by PCI bus.
  • the PCI bus not only conducts signal transmission between the mother board 40 and the gaming board 50 , but also supplies electric power to the gaming board 50 from the mother board 40 .
  • ROM 55 stores country identification information and an authentication program therein.
  • Boot ROM 52 stores a preliminary authentication program, a program for CPU 51 to activate the preliminary authentication program (a boot code) and the like therein.
  • the authentication program is a program to authenticate a game program and a game system program (an alteration check program).
  • the authentication program is stated along a procedure for confirmation and certification that the game program and the game system program that are objects of an authentication capture processing are not altered, that is, a procedure for conducting authentication of the game program and the game system program (an authentication procedure).
  • the preliminary authentication program is a program for authenticating the above-mentioned authentication program.
  • the preliminary authentication program is stated along a procedure for certification that an authentication program that is an object of an authentication processing is not altered, that is, a procedure for authenticating the authentication program (an authentication procedure).
  • the mother board 40 is constructed with a general-purpose mother board commercially available (a printed circuit board on which basic parts of a personal computer are mounted) and includes: a main CPU 41 ; ROM (Read Only Memory) 42 ; RAM (Random Access Memory) 43 and a communication interface 44 .
  • the main CPU 41 is the processing device of the present invention.
  • ROM 42 is constituted of a memory device such as a flash memory and stores thereon a program such as BIOS (Basic Input/Output System) executed by the main CPU 41 and permanent data.
  • BIOS Basic Input/Output System
  • BIOS Basic Input/Output System
  • BIOS Basic Input/Output System
  • main CPU 41 not only is an initialization processing for predetermined peripheral devices conducted, but a capture processing for the game program and the game system program stored on the memory card 53 is also started via the gaming board 50 .
  • contents of ROM 42 may be rewritable or not rewritable.
  • RAM 43 stores data and a program used at the time of operation of the main CPU 41 .
  • RAM 43 can store the authentication program read through the gaming board 50 together with the game program and the game system program.
  • RAM 43 is the storage device of the present invention.
  • RAM 43 is provided with a storage region for a return mode flag.
  • the return mode flag is a flag to be referred to when a game state is to be selected whether it should be shifted to a return mode corresponding to the second special game state or not.
  • the storage region of the return mode flag is constituted of a storage region with, for example, a predetermined number of bits and the return mode flag is turned “ON” or “OFF” according to storage contents in the storage region. If the return mode flag is set to the state “ON”, the game state thereafter shifts to the return mode without fail.
  • RAM 43 further stores data on the number of credits, the number of coin-in or coin-out for one game, and the like.
  • the communication interface 44 is used to communicate with the control device 200 through the communication line 101 .
  • the main CPU 41 transmits the number of coin-in and the number of coin-out together with the gaming machine identification number of the gaming machine 10 to the control device 200 each time a game is played.
  • the number of games, an accumulative number of coin-in and an accumulative number of coin-out are made to be associated with each gaming machine identification number, and stored in the control device 200 . Further, a part of the number of coin-out in the game is stored as a reservoir value.
  • a predetermined set value e.g. 600
  • the reservoir value having been made to be associated with the gaming machine identification number of the gaming machine 10 and stored, is included as data.
  • the return mode flag is set to the state “ON” and store the reservoir value in the RAM 43 as data.
  • Both a body PCB (Printed Circuit Board) 60 and a door PCB 80 which will be described later are connected to the mother board 40 by USB.
  • a power supply unit 45 is also connected to the mother board 40 .
  • CPU 41 of the mother board 40 activated, but CPU 51 is also activated from electric power supplied through the PCI bus to the gaming board 50 .
  • Equipment and devices which generate input signals to be inputted to the main CPU 41 , and equipment and devices of which operations are controlled by a control signal outputted from the main CPU 41 are connected to the body PCB 60 and the door PCB 80 .
  • the main CPU 41 executes a game program and a game system program stored in RAM 43 based of an input signal inputted to the main CPU 41 , and thereby performs a predetermined computational processing, stores results of thereof into RAM 43 and transmits a control signal to each equipment and device as a control processing for each of the equipment and devices.
  • a lamp 30 , a sub CPU 61 , a hopper 66 , a coin detecting section 67 , a graphic board 68 , a speaker 29 , a touch panel 69 , a note identifier 22 , a ticket printer 35 , a card reader 36 , a key switch 38 S and a data display 37 are connected to the body PCB 60 .
  • the lamp 30 is lit up in a predetermined pattern based on a control signal outputted from the main CPU 41 .
  • the sub CPU 61 controls the rotation-and stopping of the reels 14 ( 14 L, 14 C and 14 R).
  • a motor driving circuit 62 equipped with FPGA (Field Programmable Gate array) 63 and a driver 64 is connected to the sub CPU 61 .
  • FPGA 63 is an electronic circuit such as LSI capable of programming and works as a control circuit of a stepping motor 70 .
  • the driver 64 works as an amplifier circuit of a pulse to be inputted to the stepping motor 70 .
  • the stepping motors 70 ( 70 L, 70 C and 70 R) which rotate each of the reels 14 , are connected to the motor driving circuit 62 .
  • the stepping motor 70 is a 1-2 phase excitation type stepping motor.
  • an exciting type of the stepping motor is not particularly limited, and for example, a motor of a 2 or 1 phase excitation type can be adopted.
  • a DC motor may be adopted instead of a stepping motor.
  • a deviation counter, a D/A converter and a servo amplifier are sequentially connected to the sub CPU 61 in this order and the DC motor is connected to the servo amplifier.
  • a rotational position of the DC motor is detected by a rotary encoder and a current rotational position of the DC motor is supplied as data from the rotary encoder to the deviation counter.
  • An index detecting circuit 65 and a position change detecting circuit 71 are connected to the sub CPU 61 .
  • the index detecting circuit 65 is used for detecting positions (indexes described later) of the rotating reels 14 and can also detect an out-of-order state of the reels 14 .
  • positions indexes described later
  • out-of-order state of the reels 14 As for the control of the rotating and stopping of the reels 14 , detailed description will be given later by making reference to the figures.
  • the position change detecting circuit 71 detects a change of stoppage positions of the reels 14 after the stopping of the rotating of the reels 14 .
  • the position change detecting circuit 71 detects the change of stoppage positions of the reels 14 , for example, in a case where the stoppage position is changed by force by a player as if the combination of symbols was in a wining state, despite the fact that the combination of symbols is not actually in a wining state, and of the like cases.
  • the position change detecting circuit 71 is configured to be capable of detecting the change of stoppage position of the reel 14 by, for example, detecting fins (not shown in the figure) attached with a predetermined space on the inner side of the reel 14 .
  • the hopper 66 is installed in the cabinet 11 and pays out a predetermined number of coins from a coin payout exit 19 to a coin tray 18 based on a control signal outputted from the main CPU 41 .
  • a coin detecting section 67 is installed inside the coin payout exit 19 and when detecting that a predetermined number of coins has been paid out from the coin payout exit 19 , outputs an input signal to the main CPU 41 .
  • the graphic board 68 controls, based on a control signal outputted from the main CPU 41 , image displays on the upper image display panel 33 and the lower image display pane 116 .
  • the number of credits stored in RAM 43 is displayed on the number-of-credits display section 31 of the lower image display panel 16 .
  • the number of coin-out is displayed on the number-of-payouts display section 31 of the lower image display panel 16 .
  • the graphic board 68 is equipped with VDP (Video Display Processor) which generates image data based on a control signal outputted from the main CPU 41 and a video RAM which temporarily stores image data generated by VDP, and of the like equipments. Note that image data used in generating image data with VDP is read from the memory card 53 and contained in a game program stored in RAM 43 .
  • VDP Video Display Processor
  • the note identifier 22 not only discriminates a true note from a false note, but also accepts the true note into the cabinet 11 .
  • the note identifier 22 when accepting a true note, outputs an input signal to the main CPU 41 based on a face amount of the note.
  • the main CPU 41 stores the number of credits corresponding to the amount of the note transmitted with the input signal.
  • the ticket printer 35 based on a control signal outputted from the main CPU 41 , prints on a ticket a bar code obtained by encoding data such as the number of credits, date and time, the identification number of the gaming machine 10 , and of the like data stored in RAM 43 , and outputs the ticket 39 with a bar code.
  • the card reader 36 transmits to the main CPU 41 data read from the smart card and writes data onto the smart card based on a control signal from the main CPU 41 .
  • the key switch 38 S is provided on the keypad 38 , and when the keypad 38 is operated by a player, outputs a predetermined input signal to the main CPU 41 .
  • the data display 37 displays, based on a control signal outputted from the main CPU 41 , data read by the card reader 36 and data inputted by a player through the key pad 38 .
  • the control panel 20 , a reverter 21 S, a coin counter 21 C and a cold cathode tube 81 are connected to the door PCB 80 .
  • the control panel 20 is provided with a spin switch 23 s corresponding to the spin button 23 , a change switch 24 S corresponding to the change button 24 , a CASHOUT switch 25 S corresponding to the CASHOUT button 25 , a 1-BET switch 26 S corresponding to the 1-BET button 26 , and a maximum BET switch 27 S corresponding to the maximum BET button 27 .
  • each of the switches 23 S to 27 S corresponding thereto outputs input signals to the main CPU 41 .
  • the coin counter 21 C is installed inside the coin receiving slot 21 , and discriminates whether a coin inserted by a player into the coin receiving slot 21 is true or false. Coins other than the true ones are discharged from the coin payout exit 19 .
  • the coin counter 21 C also outputs an input signal to the main CPU 41 when a true coin is detected.
  • the reverter 21 S operates based on a control signal outputted from the main CPU 41 and distributes coins recognized by the coin counter 21 C as true coins into a cash box (not shown in the figure) or the hopper 66 , which are disposed in the gaming machine 10 .
  • a cash box not shown in the figure
  • the hopper 66 which are disposed in the gaming machine 10 .
  • true coins are distributed into the cash box.
  • true coins are distributed into the hopper 66 .
  • the cold cathode tube 81 works as a backlight installed on the back face sides of the lower image display panel 16 and the upper image display panel 33 and is lit up based on a control signal outputted from the main CPU 41 .
  • FIG. 5 is a block diagram showing the internal construction of a control device according to one embodiment of the present invention.
  • a control device 200 includes: CPU 201 as a processing device; ROM 202 ; RAM 203 as a temporary storage device; a communication interface 204 ; and a hard disc drive 205 .
  • the communication interface 204 is connected to the communication interface 44 of the gaming machine 10 through the communication line 101 .
  • ROM 202 stores a system program for controlling operations of the control device, a permanent data, and the like.
  • RAM 203 temporarily stores data received from each of the gaming machines 10 and data such as results of the computational operation.
  • a game history of a gaming machine 10 is stored in the hard disc drive 205 , by being associated with the gaming machine identification number of each of the gaming machines 10 .
  • FIG. 6 is a figure schematically showing an example of correspondence table between a gaming machine identification number and a game history.
  • Each of the gaming machine identification numbers is associated with a game history based on the number of games, an accumulative number of coin-in, an accumulative number of coin-out, a payment balance in terms of the coins and a return rate of coin-out.
  • each of the gaming machine identification numbers is also associated with a reservoir value.
  • This reservoir value is the number obtained by accumulatively counting a part of the number of coin-out according to the regular winning combination (in the present embodiment, 10% of the number of coin-out).
  • CPU 201 When CPU 201 receives the number of coin-in, the number of coin-out and the gaming machine identification number from the gaming machine 10 through the communication interface 204 , a game history corresponding to the gaming machine identification number is updated. More specifically, 1 is added to the number of games, the number of coins inserted is added to the accumulative number of coin-in and the number of coins paid out is added to the accumulative number of coin-out. Further, a payment balance in terms of the coins and a return rate are calculated based on the accumulative number of coin-in and the accumulative number of coin-out. Furthermore, 10% of the number of coin-out is added to the reservoir value. For example, when the number of coin-out is 100, 10 is added to the reservoir value. When CPU 201 determines that the number of games updated has reached a set value, CPU 201 employs the reservoir value at that point as the number of coin-out in the return mode.
  • FIG. 7 is a flowchart showing a procedure in an authentication reading processing for a game program and a game system program executed by a mother board and a gaming board shown in FIG. 4 .
  • the memory card 53 is inserted into the card slot 53 S on the gaming board 50 and GAL 54 is mounted to the IC socket 54 S.
  • step S 1 - 1 and S 2 - 1 When a power supply switch is turned on in the power supply unit 45 , the mother board 40 and the gaming board 50 are activated (steps S 1 - 1 and S 2 - 1 ).
  • the mother board 40 and the gaming board 50 are activated, separate processing are performed at the same time. That is, in the gaming board 50 , CPU 51 reads a preliminary authentication program stored in the boot ROM 52 and performs the preliminary authentication which in advance, prior to capturing the authentication program into the mother board 40 , confirms or certificates that the program is not altered according to the read preliminary authentication program (step S 2 - 2 ).
  • the main CPU 41 executes BIOS stored in ROM 42 to expand on RAM 43 compressed data incorporated in BIOS (step S 1 - 2 ). Then, the main CPU 41 executes BIOS expanded on RAM 43 to perform diagnosis on and initialization of various kinds of the peripheral devices (step S 1 - 3 ).
  • the main CPU 41 since ROM 55 on the gaming board 50 is connected to the main CPU 41 through PCI bus, the main CPU 41 not only performs reading of the authentication program stored in ROM 55 , but also stores the read authentication program into RAM 43 (step S 1 - 4 ). On this occasion, the main CPU 41 takes a checksum according to ADDSUM method (a standard check function) with the help of the function of a standard BIOS of BIOS, and by performing a confirmation processing for whether or not storage is conducted without error, stores the authentication program into RAM 43 .
  • ADDSUM method a standard check function
  • the main CPU 41 accesses the memory card 53 inserted into the card slot 53 S through the IDE bus, and conducts reading of the game program and the game system program from the memory card 53 .
  • the main CPU 41 reads 4 bites at a time of data constituting the game program and the game system program.
  • the main CPU 41 authenticates by confirming and certifying according to the authentication program stored in RAM 43 , that the read game program and game system program has not been altered (step S 1 - 5 ).
  • the main CPU 41 writes and stores in RAM 43 the game program and the game system program that have been an object of authentication (have been authenticated) (steps S 1 to S 6 ).
  • main CPU 41 accesses through the PCI bus to GAL 54 mounted to the IC socket 54 S, reads data for setting a payout rate from GAL 54 and writes and stores the data in RAM 43 (step S 1 - 7 ). Then, the main CPU 41 not only reads through the PCI bus country identification information stored in ROM 55 on the gaming board 50 , but also stores the read country identification information into RAM 43 (step S 1 - 8 ).
  • the main CPU 41 sequentially reads and executes the game program and the game system program to such that a game is progressed.
  • the main CPU 41 After the processing shown in FIG. 7 is over, the main CPU 41 performs a game mode selection processing.
  • FIG. 8 is a flowchart showing a subroutine of a game mode selection processing.
  • the main CPU 41 conducts a processing for adding credits stored in RAM 43 as an interrupt processing when it receives a detection signal outputted from the coin counter 21 C in a case where the coin counter 21 C detects a coin inserted into the coin receiving slot 21 while executing the subroutine.
  • FIGS. 9A and 9B are figures showing an image displayed on the lower image display panel when a game mode selection processing is executed.
  • the main CPU 41 conducts a processing to display on the lower imaged is play panel 16 an image for requesting to the player selection of a game mode (step S 3 ).
  • the main CPU 41 transmits a depiction command for the game mode selection image to the graphic board 68 .
  • VDP extracts image data from RAM 43 and expands the data on the video RAM to produce image data for one frame and to output the image data to the lower image display panel 16 , based on the depiction command.
  • an image as shown in FIG. 9A is displayed on the lower side display panel 16 .
  • FIG. 9A is a figure showing an example of game mode selection image displayed on the lower image display panel.
  • numerical reference 15 15 L, 15 C and 15 R indicates display windows.
  • An image showing “Select a mode !!” is displayed in the upper portion of the lower image display panel 16 .
  • the image is an image for requesting a player to select a game mode.
  • images showing “INSURANCE” and “NO INSURANCE” are displayed in the lower portion of the lower image display panel 16 .
  • the images are images indicating game mode options and the player touches a predetermined site of the touch panel 69 corresponding to a display region of the image, and is thereby enabled to input a command for selecting a game mode.
  • the option “INSURANCE” corresponds to the with-insurance mode.
  • a predetermined number of credits for example, number of credits equivalent to 1 dollar
  • a note or a coin equivalent to the number of credits may be directly inserted.
  • the return mode flag is set to the state “ON” and a game state shifts to the return mode. In the payout return mode, the player can receive payout of coins corresponding to the reservoir value.
  • a game in the with-insurance mode, a game can be played in a state where an insurance is carried for compensating all or part of a loss arising in a case where no bonus game has arisen for a long time.
  • an option “NO INSURANCE” corresponds to the without-insurance mode.
  • the return mode flag is not set to the state of “ON” and a game state does not shift to the payout return mode even if no bonus game has arisen for a long time after the without-insurance mode is selected.
  • the main CPU 41 determines whether the with-insurance mode has been selected or not (step S 4 ). In a case where it is determined that the with-insurance mode has been selected, the main CPU conducts a processing for subtracting a predetermined number of credit from the number of credits stored in RAM 43 (step S 5 ). Thereafter, the game execution processing in the with-insurance mode is conducted (step S 6 ).
  • an image showing “INSURED” is displayed in the upper left of the lower image display panel 16 , as shown in FIG. 9B .
  • the image is an image showing that a game mode is in the with-insurance mode.
  • step S 7 the main CPU 41 conducts the game execution processing in the without-insurance mode (step S 7 ). Since this processing is a processing almost the same as the game execution processing in the with-insurance mode (see FIG. 10 ) except that neither a processing related to transition to the return mode nor a processing related to counting of the number of games is conducted, description thereof is omitted here.
  • step S 6 or S 7 the process is returned to step S 3 thereafter.
  • FIG. 10 is a flowchart showing a subroutine of a game execution processing in the with-insurance mode that is called and executed in step S 6 of the subroutine shown in FIG. 8 .
  • the main CPU 41 determines whether or not a coin is BET (step S 10 ). In the processing, the main CPU 41 determines whether an input signal outputted from the 1-BET switch 26 S or the maximum BET switch 27 S has been received or not when the 1-BET button 26 or the maximum BET button 27 is operated, respectively. If it is determined that a coin has not been BET, the process returns to step S 10 .
  • step S 10 if it is determined in step S 10 that a coin is BET, the main CPU 41 conducts a processing for subtracting the number of credits stored in RAM 43 according to the number of BET coins (step S 11 ). In a case where the number of BET coins is more than the number of credits stored in RAM 43 , the process returns to step S 10 without conducting subtraction on the number of credits stored in RAM 43 . In a case where the number of BET coins exceeds the upper limit ( 50 coins in the present embodiment) up to which a BET is possible in one game, the process advances to step S 12 without conducting a processing for subtracting the number of BET coins from the number of credits stored in RAM 43 .
  • the upper limit 50 coins in the present embodiment
  • the main CPU 41 determines whether the spin button 23 has been turned ON or not (step S 12 ).
  • the main CPU 41 d determines, when the spin button 23 is pressed, whether an input signal outputted from the spin switch 23 S has been received or not.
  • step S 10 If it is determined that the spin button 23 has not been turned ON, the process returns to step S 10 . Note that in a case where the spin button has not been turned ON (for example, in a case where a command of terminating a game has been inputted without turning ON the spin button), the main CPU 41 cancels a result of the subtracting processing in step S 11 .
  • step S 10 a processing for conducting subtraction on the number of credits (step S 11 ) is conducted prior to the determination on whether the spin button has been turned ON or not (step S 12 ).
  • step S 11 a processing for subtraction on the number of credits
  • step S 11 may be conducted after a coin is BET (step S 10 ), determined whether the spin button 23 has been turned ON or not (step S 12 ), and when determined that the spin button 23 has been turned ON (YES in step S 12 ).
  • step S 13 if it is determined that the spin button 23 has been turned ON therein, the main CPU 41 conducts a lottery processing (step S 13 ).
  • the main CPU 41 executes a lottery program stored in RAM 43 (storage device) to thereby determine a code No. of the stopped reels 14 .
  • a combination of symbols stop displayed is determined.
  • the main CPU 41 works as winning combination determination means for determining a winning combination by a lottery.
  • one winning combination selected from plural winning combinations may at first be determined by a lottery, and the combination of symbols to be stop displayed may be determined thereafter, based on the determined winning combination.
  • the processing is a processing which, after all of the reels 14 starts to rotate, stops the rotating of each of the reels 14 such that a combination of symbol sequences corresponding to the winning combination determined in step S 13 is stop displayed on the winning line L. Detailed description of the processing will be given later by making reference to FIGS. 13 to 15 .
  • the main CPU 41 determines whether a bonus game trigger has been established or not, that is whether “APPLE” is stop displayed in the display window 15 or not (step S 15 ) If it is determined that the bonus game trigger has been established, the main CPU 41 (processing device) reads a program for conducting a bonus game from RAM 43 (storage device) to execute a bonus game processing (step S 16 ).
  • the first special game state is generated. Detailed description of the bonus game processing will be given later by making reference to FIG. 16 .
  • the main CPU 41 functions as means for generating the first special game state.
  • the main CPU 41 determines whether a regular winning combination has been established or not (step S 17 ). If it is determined that a regular winning combination has been established, the main CPU 41 determines the number of coin-out corresponding to the number of coin-in and the winning combination (step S 18 ). At this time, the main CPU 41 functions as a means for determining the number of coin-out. Subsequently, the main CPU 41 pays out the determined number of coins (step S 19 ). In a case where coins are reserved, the main CPU 41 conducts a processing to add the coins to the number of credits stored in RAM 43 .
  • the main CPU 41 transmits a control signal to the hopper 66 and conducts payout of a predetermined number of coins.
  • the coin detecting section 67 counts the number of coins paid out from the hopper 66 and when the number of counts reaches a designated number, transmits a payout completion signal to the main CPU 41 .
  • the main CPU 41 stops the driving of the hopper 66 to terminate the coin payout processing.
  • step S 19 an explanation is given concerning the case where the coins, in number equal to the number of coin-out which was determined in step S 18 , are paid out in step S 19 .
  • the present invention is not limited to this example.
  • coins in number obtained by subtracting the number of coins to be added to the reservoir value from the number of coin-out which was determined in step S 18 may be paid out.
  • step S 16 or S 19 When the processing in step S 16 or S 19 is executed, or when it is determined that no winning combination has been established (that a winning combination has failed to be established) in step S 17 , the main CPU 41 determines whether or not the return mode flag stored in RAM 43 is set to the state “ON” (step S 20 ). If it is determined that the return mode flag has been set to the state “ON”, the main CPU 41 (processing device) reads from RAM 43 (storage device) a program for shifting a game state to the return mode, executes the return mode processing, to thus shift a game state to the return mode (step S 21 ).
  • the second special game state has been generated. Detailed description will be given of the payout return mode processing later using FIG. 17 .
  • the main CPU 41 when executing the processing in step S 21 , functions as means for generating the second special game state.
  • step S 21 determines (step S 22 ) whether or not the bonus game has been executed (step S 16 ) or whether or not a game state has shifted to the return mode (step S 21 ).
  • step S 23 If it is determined that a bonus game has not been executed, or that a game state has not shifted to the payout return mode, the main CPU 41 executes a counting processing (step S 23 ).
  • the counting processing is a processing conducted between the gaming machine 10 and the control device 200 .
  • the number of coin-in and the number of coin-out for one game together with the gaming machine identification number are transmitted to the control device 200 .
  • the control device 200 the number of games, an accumulative number of coin-in, an accumulative number of coin-out and the like are updated with respect to each gaming machine identification number. Further, 10% of the number of coin-out is added to the reservoir value.
  • the reservoir value at that point is employed as the number of coin-out in the return mode, and a return command signal is transmitted to the gaming machine 10 from the control device 200 .
  • the return command signal includes the reservoir value as data.
  • the main CPU 41 when receiving the return command signal, sets the return mode flag to the state “ON”, and the reservoir value is stored in the RAM 43 as data. Detailed description of the counting processing will be given later by making reference to FIG. 19 . After the processing in step S 23 is executed, the main CPU 41 returns the process to the processing in step S 10 , and subsequently executes a game in the with-insurance mode.
  • the present subroutine is completed and the process returns to the processing shown in FIG. 8 .
  • a player can once again select whether a game is to be played by the with-insurance mode or the without-insurance mode.
  • FIG. 11 is a flowchart showing a subroutine of a lottery processing called and executed in step S 13 of the subroutine shown in FIG. 10 .
  • the processing is a processing conducted by executing a lottery program stored in RAM 43 with the main CPU 41 .
  • the main CPU 41 executes a random number generating program included in the lottery program, and a random number value from the numerical value range of 0 to 255 is selected thereby such that each of the selected random number values correspond to each of the three reels 14 (step S 31 ).
  • a random number generator may be used, and random numbers may be extracted therefrom (so-called hardware random numbers may be used).
  • the main CPU 41 (processing device) refers to symbol weighting determination data corresponding to payout rate setting data which is outputted from GAL 54 and stored in RAM 43 , and determines, based on the selected three random number values, code Nos. (see FIG. 3 ) for each of the reels 14 (step S 32 ).
  • the code Nos. of the reels 14 correspond to code Nos. of the symbols stop displayed on the winning line L.
  • the main CPU 41 determines code Nos. of the reels 14 to thereby determine a winning combination. For example, in a case where code Nos. of the reels 14 are determined “00”, “00” and “00”, it means that the main CPU 41 determined a winning combination as “JACKPOT”. Based on the code Nos. determined for each of the reels, a reel rotating control processing which will be described later is conducted. On this occasion, the main CPU 41 functions as winning combination determination means.
  • FIG. 12 is a figure describing a relation ship among winning combinations of plural kinds, establishment possibility of each winning combination and the number of coin-out in the present embodiment.
  • the establishment possibilities of each of the winning combinations shown in FIG. 12 are of a case where a payout rate is set to 88% in a game other than a bonus game.
  • the establishment possibilities shown in the figure show possibilities of the establishment of each of the shown winning combinations in such a case that code Nos. of each of the reels 14 are determined based on the selected three random number values by referring to a symbol weighting determination data. In other words, the random number values are not made to correspond to each of the winning combinations.
  • An establishment possibility of a bonus game trigger is 0.5%. If a player hits the bonus game trigger, three “APPLE” symbols are stop displayed on the winning line L and a bonus game is generated. In the bonus game, executed is a free game of which the number of games is determined by a lottery.
  • FIG. 13 is a flowchart showing a reel rotating control processing called and executed in step S 15 of the subroutine shown in FIG. 10 .
  • This processing is a processing conducted between the main CPU 41 and the sub CPU 61 .
  • the main CPU 41 transmits to the sub CPU 61 a start signal that starts the rotating of reels (step S 40 ).
  • the sub CPU 61 conducts a reel rotating processing when it receives the start signal from the main CPU 41 (step S 51 ).
  • the sub CPU 61 supplies a pulse to the motor driving circuit 62 .
  • the pulse outputted from the sub CPU 61 is amplified by the driver 64 and supplied to each of the stepping motors 70 ( 70 L, 70 C and 70 R).
  • the stepping motors 70 rotate, thereby making the reels 14 ( 14 L, 14 C and 14 R) to rotate.
  • a stepping motor 70 is a 1-2 phase excitation type stepping motor which has a step angle of 0.9 degree and requires the number of steps of 400 for one rotation. Hence, if 400 pulses are supplied to the stepping motor 70 , the reels 14 rotate once.
  • the sub CPU 61 supplies to the motor driving circuit 62 pulses at a lower frequency, and the pulse frequency is gradually raised. A rotational speed of the reels 14 is thereby increased.
  • the pulse frequency is controlled to be constant. As a result, the reels 14 rotate at a constant speed.
  • FIGS. 14A to 14 D are side views for describing a rotating operation of a reel 14 .
  • a semicircular metal plate 14 a is attached to the side surface of a reel 14 .
  • the metal plate 14 a rotates together with the reel 14 .
  • Twenty-two symbols are depicted on the circumferential surface of the reel 14 .
  • Three symbols of the twenty-two symbols depicted on the circumferential surface of the reel 14 can be visually recognizable through the display window 15 formed in front of the reel 14 .
  • the arrow mark of a heavy line in the figure indicates a rotating direction of the reel 14 .
  • a proximity sensor 65 a is provided on the side of the reel 14 .
  • the proximity sensor 65 a is used to detect the metal plate 14 a .
  • the proximity sensor 65 a does not rotate nor move even if the reel 14 rotates.
  • FIG. 14A shows a position of the meal plate 14 a when the metal plate 14 a starts being detected by the proximity sensor 65 a (hereinafter also referred to as a position A). If the reel 14 rotates when the metal plate 14 a is at the position A, the metal plate 14 a moves to a position shown in FIG. 14B .
  • FIG. 14B shows a position of the metal plate 14 a when the metal plate 14 a is being detected by the proximity sensor 65 a (hereinafter also referred to as a position B). If the reel 14 rotates when the metal plate 14 a is at the position B, the metal plate 14 a moves to a position shown in FIG. 14C .
  • FIG. 14C shows a position of the metal plate 14 a when the metal plate 14 a will no longer be detected by the proximity sensor 65 a (hereinafter also referred to as a position C).
  • FIG. 14D shows a position of the metal plate 14 a when the metal plate 14 a is not detected by the proximity sensor 65 a (hereinafter also referred to as a position D). If the reel 14 further rotates, a position of the metal plate 14 a returns to the position A. As described above, together with the rotating of the reel 14 , the metal plate 14 a changes its position in the order from the position A, to the position B, to the position C, to the position D, to the position A and so forth.
  • the proximity sensor 65 a constitutes an index detecting circuit 65 (see FIG. 3 ).
  • a state of the index detecting circuit 65 is “High” during the period when the metal plate 14 a moves from the position A to the position B and to the position C
  • a state of the index detecting circuit 65 is “Low” during the period when the metal plate 14 a moves from the position C to the position D and to the position A.
  • the sub CPU 61 assigns a rise from “Low” to “High” as an index (origin) 1 and a fall from “High” to “Low” as an index (origin) 2 to thereby recognize the rotating position of the reel 14 .
  • the main CPU 40 after transmitting in step 40 a start signal to the sub CPU 61 , executes representation to be executed while the reels are rotating (step S 41 ).
  • the process is a processing which conducts display of an image on the lower image display panel 16 and output of a sound from the speaker 29 over a period (for example, 3 seconds) determined according to a result and the like of the lottery processing (step S 13 in FIG. 10 ).
  • the main CPU 40 determines whether it is the timing at which a command is to be issued so as to stop the rotating of the reel 14 , or not (step S 42 ).
  • the timing at which a command is issued so as to stop rotation of a reel 14 is a timing before the time when the representation to be executed while the reels are rotating is terminated, which is an interval having the minimum time necessary for stopping the rotating of the reel 14 . Note that the minimum time necessary for stopping the rotating of the reel 14 is determined in advance.
  • step S 42 If it is determined in step S 42 that it is not the timing at which the command to stop the rotating of the reel 14 is to be issued, the process returns to the processing in step S 42 and the representation to be executed while the reels are rotating continues to be conducted. On the other hand, if it is determined in step S 42 that it is the timing at which the command to stop the rotating of the reel 14 is to be issued, the main CPU 41 transmits to the sub CPU 61 a code No. of the reel which is stored in RAM 43 (step S 43 ). When the sub CPU 61 receives a code No. of the reel from the main CPU 41 , the code No. is converted to a stopping position of the reel (the number of steps) from an index, based on a correspondence table between the number or steps and the code Nos. stored in ROM (not shown in the figure) included in the sub CPU 61 (step S 52 ).
  • FIG. 15 is a schematic diagram showing a correspondence table between the number of steps and the code No. Each of the code Nos. is related to an index and the number of steps.
  • Each code No. corresponds to the symbols depicted on the circumferential surfaces of the reels 14 (see FIG. 3 ) and symbols of code Nos. “00” to “10” correspond to the index 1 . Moreover, symbols of code Nos. “11” to “21” correspond to the index 2 .
  • the number of steps in the correspondence table shown in FIG. 15 is the number of steps with the index 1 as a reference. For example, if a code No. is “08”, a stopping position of the reel is at 145 steps from the index 1 . If a code No. is “12”, a stopping position of the reel is at 218 steps from the index 1 .
  • the sub CPU 61 executes a reel stopping processing (step S 53 ).
  • the sub CPU 61 detects a rise in the index detecting circuit 65 from “Low” to “High” (the index 1 ) on each of the reels 14 , and supplies to the motor driving circuit 65 pulses corresponding to the number of steps which were converted in step S 52 from a code No. at a timing at which the index 1 is detected, and supply of pulses is ceased thereafter.
  • step S 52 when, in step S 52 , the stopping positions of the reels are determined to be 145 steps from the index 1 , the sub CPU 61 supplies 145 pulses to the motor driving circuit 65 at a timing at which the index 1 is detected, and the supply of pulses is terminated thereafter. Furthermore, when, in step S 52 , the stopping positions of the reels are determined to be 218 steps from the index 1 , the sub CPU 61 supplies 218 pulses to the motor driving circuit 65 at a timing at which the index 1 is detected. As a result, the reels 14 stop at the code No. determined in step 32 of FIG. 11 and the combination of symbols corresponding to the winning combination determined in step S 32 of FIG. 11 is stop displayed on the winning line L. On the other hand, the main CPU 41 terminates the representation to be executed while the reels are rotating. After the processing in steps S 44 and S 53 are over, the present reel rotating control processing is completed.
  • step S 43 when an index corresponding to the code No. transmitted in step S 43 is different from an index detected by the index detecting circuit 65 when the rotating of the reels 14 stop, this means that an out-of-order state occurred on the reels 14 ; therefore, the main CPU 41 conducts a processing for displaying an error message on the lower image display panel 16 to temporarily stop a game.
  • the game is temporarily stopped.
  • FIG. 16 is a flowchart showing a subroutine of a bonus game processing called and executed in step S 16 of the subroutine shown in FIG. 10 .
  • the main CPU 41 determines a number T of bonus games from 10 to 25 games, based on a random number value obtained by executing a random number. generation program included in a lottery program stored in RAM 43 (step S 60 ).
  • the main CPU 41 stores as data into RAM 43 the number of games of the determined bonus games.
  • step S 61 the main CPU 41 conducts a lottery processing (step S 61 ) and a reel rotating control processing (step S 63 ).
  • step S 61 is a processing almost the same as the processing described using FIG. 11 .
  • step S 63 is a processing almost the same as the processing described using FIG. 13 . Since descriptions of these processing have already been given, descriptions thereof are omitted herein.
  • the main CPU 41 determines whether a bonus game trigger has been established or not, that is, whether three “APPLE” are stop displayed in the display windows 15 or not (step S 64 ). If it is determined that the bonus game trigger has been established, the number t of additional games of the bonus game is determined in a lottery (step S 65 ) and the determined number t of additional games is added to the number T of games of the bonus game (step S 66 ). Thus, when a bonus game is hit during the bonus game, a remaining number of bonus games increases. More specifically, for example, in a case where a game state shifts to 20 bonus games for the first time, and hits 17 bonus games upon conducting 12 of the bonus games, another 25 bonus games (20 bonus games ⁇ 12 bonus games+17 bonus games) are to be conducted.
  • step S 67 the main CPU 41 determines whether a winning combination has been established or not. If it is determined that the winning combination has been established, the main CPU 41 conducts payout of coins corresponding to the number of coin-in and the winning combination (step S 68 ). Since the processing is similar to the processing in step S 19 and description thereof has already been given, the description of the present processing is omitted herein.
  • step S 66 or S 68 the main CPU 41 reads the number T of bonus games stored in RAM 43 , and one bonus game is subtracted from the read number T of bonus games. The number T of bonus games after the subtraction is again stored into RAM 43 (step S 69 ).
  • the main CPU 41 determines whether the number T of bonus games reaches the number of games determined in step S 60 or not (step S 70 ). More specifically, it is determined whether the number T of games stored in RAM 43 has become 0 or not, and if the number T of games is not 0, that is, if it is determined that the number of bonus games played does not reach the number of games which were determined in step S 60 , the process returns to step S 61 and the above-mentioned processing is repeated.
  • a number-of-games reset signal is transmitted to the control device 200 (step S 71 ), and the present subroutine is completed thereafter.
  • the number-of-games reset signal includes the gaming machine identification information of the gaming machine 10 , and CPU 201 of the control device 200 , when receiving the number-of-games reset signal, resets to 0 the number of games of which is stored in the hard disc drive 205 by being made to correspond to the gaming machine identification information included in the number-of-games reset signal.
  • FIG. 17 is a flowchart showing a subroutine of a return mode processing called and executed in step S 21 of the subroutine shown in FIG. 10 .
  • the main CPU 41 extracts image data from image data which is stored in the RAM 43 , and, based on the image data, displays an image according to the reservoir value on the lower image display panel 16 (step S 80 ).
  • the image data showing the image according to the reservoir value is included in a game program which is read from the memory card 53 and stored in the RAM 43 .
  • a plurality of kinds of image data are included as image data each showing an image according to the reservoir value.
  • the main CPU 41 determines the image to be displayed on the lower image display panel 16 .
  • VDP extracts from RAM 43 image data corresponding to the set value, expands the data on the video RAM, produces image data for one frame and outputs the image data to the lower image display panel 16 .
  • images as shown in FIGS. 18A and 18B are displayed on the lower image display panel 16 .
  • FIGS. 18A and 18B are figures showing an example of image displayed on the lower image display panel when a game state shifts to the return mode (when the second special game state is generated).
  • Numerical reference 15 ( 15 L, 15 C and 15 R) in the figures indicates display windows.
  • An image shown in FIG. 18A is an image displayed on the lower image display panel 16 when a game state shifts to the return mode with a reservoir value less than a predetermined value (e.g., 2000).
  • a predetermined value e.g. 2000
  • an image showing “BONUS !”, together with two images showing fireworks are displayed.
  • An image showing “TIME OF PLAY 600” is also displayed in the lower portion of the lower image display panel 16 . This image is an image showing that the number of games reached 600.
  • An image shown in FIG. 18B is an image displayed on the lower image display panel 16 when a game state shifts to the return mode with a reservoir value equal to or larger than a predetermined value (e.g., 2000).
  • a predetermined value e.g. 2000
  • On the lower image display panel 16 an image showing “BONUS !”, together with six images showing fireworks are displayed.
  • An image showing “TIME OF PLAY 600” is also displayed in the lower portion of the lower image display panel 16 .
  • the main CPU 41 extracts sound data from sound data stored in the RAM 43 , and based on the sound data, outputs from the speaker 29 a sound corresponding to the reservoir value (step S 81 ).
  • the sound data showing sound according to the reservoir value is included in the game program which has been read from the memory card 53 and stored in the RAM 43 .
  • this game program a plurality of kinds of sound data are included as sound data each showing sound according to the reservoir value.
  • the main CPU 41 determines the sound to be outputted from the speaker 29 .
  • the main CPU 41 extracts a sound data from RAM 43 , based on the result determined, and converts the sound data to a sound signal to supply the signal to the speaker 29 .
  • the main CPU 41 conducts payout of the number of coins, the number corresponding to the reservoir value stored in the RAM 43 (step S 82 ).
  • the number of coin-out in step S 82 is the number of coin-out in the return mode and equals to the number (reservoir value) obtained by accumulatively adding a part of the number of coin-out according to the regular winning combination.
  • the reservoir value is included as data in the return command signal transmitted to the gaming machine 10 from the control device 200 in step S 23 of FIG. 10 .
  • the reservoir value is stored as data in the RAM 43 of the gaming machine 10 which received the return command signal.
  • the main CPU 41 conducts a processing for adding the number of credits stored in RAM 43 .
  • the main CPU 41 transmits a control signal to the hopper 66 to conduct a predetermined number of coin-out.
  • the coin detecting section 67 counts the number of coins paid out from the hopper 66 and when the number of counts reaches a designated number, and transmits a payout completion signal to the main CPU 41 .
  • the main CPU 41 thereby ceases the driving of the hopper 66 to end the coin-out processing, sets the return mode flag to the state “OFF” (step S 83 ) thereafter, and thus the present subroutine is completed.
  • FIG. 19 is a flowchart showing a counting processing called and executed in step S 23 of the subroutine shown in FIG. 10 .
  • the processing is a processing conducted between the main CPU 41 of a gaming machine 10 and CPU 201 of the control device 200 .
  • the main CPU 41 transmits by the communication interface 44 the number of coin-in and the number of coin-out stored in RAM 43 together with the gaming machine identification number to the control device 200 through the communication line 101 (step S 90 ).
  • the number of coin-in and the number of coin-out transmitted to the control device 200 from the gaming machine 10 are those of the game concerned.
  • the processing in step S 90 is a processing in which the main CPU 41 (processing device) transmits the identification information of the gaming machine 10 stored in the main RAM 43 (storage device) to the control device 200 through the communication line 101 , each time a game is played.
  • the main CPU 41 functions as means for transmitting the identification information of the gaming machine 10 to the control device 200 through the communication line 101 .
  • the CPU 201 of the control device 200 when receiving from the gaming machine 10 the number of coin-in, the number of coin-out and the gaming machine identification number through the communication line 101 by the communication interface 204 , updates the number of games, the accumulative number of coin-in and the accumulative number of coin-out corresponding to the received gaming machine identification number (step S 100 ), by choosing the data, which are made to correspond to each of the gaming machine identification numbers, of the number of games, the accumulative number of coin-in, the accumulative number of coin-out stored in the hard disc drive 205 (see FIG. 6 ).
  • the CPU 201 reads the reservoir value stored in the RAM 43 , and adds a part (e.g., 10%) of the number of coin-out to the reservoir value, which is then stored in the RAM 43 again, so that the reservoir value is updated (step S 101 ).
  • CPU 201 determines whether the number of games after the updating has reached the set value or not (step S 102 ). If it is determined that the number of games after the updating has not reached the set value, the subroutine is terminated.
  • step S 102 determines whether the number of games after the updating has reached the set value.
  • CPU 201 transmits a return command signal showing the reservoir value stored in the hard disc drive 205 in accordance with the gaming machine identification number of the gaming machine 10 through the communication line 101 by the communication interface 204 to the gaming machine 10 (step S 103 ).
  • CPU 201 resets to 0 the number of games stored in the hard disc drive 205 in accordance with the gaming machine identification number of the gaming machine 10 (step S 104 ). In succession thereto, CPU 201 resets the reservoir value to 0 (step S 105 ).
  • the main CPU 41 of the gaming machine 10 when receiving the return command signal transmitted from the control device 200 in step S 103 , sets the return mode flag to the state “ON” (step S 91 ).
  • the processing in step S 91 is a processing for receiving a command signal transmitted from the control device 200 when the number of games accumulatively counted by the control device 200 based on the identification information of the gaming machine 10 reaches a set value.
  • the main CPU 41 functions as means for receiving a command signal transmitted from the control device 200 .
  • the main CPU 41 thereafter stores into the RAM 43 data showing the reservoir value included in the return command signal (step S 92 ). Thereafter, the present processing is terminated.
  • the present invention is, however, not limited to this example.
  • the second special game state may be generated (the game state shifts to the return mode). This is because in such a case, a player can be urged to insert game media up to the upper limit and a facility such as a casino and the like can increase a profit.
  • the second special game state may be generated not when the number of games reaches the set value, but when the number of inserted game media is at the upper limit value for a game played by a player when the number of games in which insertion of game media is conducted to the upper limit value reaches a set value. This is because, in such a case, it can be prevented from a small number of game media to be inserted in a game, thereby leading to a fact that the second special game state is generated by the spending of only a small number of game media in total.
  • the gaming machine 10 includes the main CPU 41 (processing device) and RAM 43 (storage device), and
  • control device 200 which accumulatively counts the number of games in each gaming machine 10 of plural gaming machines 10 ,
  • the main CPU 41 executes:
  • a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, “bonus game trigger”, and executing the program (see FIG. 16 );
  • a processing determining the number of coin-out according to a regular winning combination when the determined winning combination is the regular winning combination other than the special winning combination, “bonus game trigger” (step S 18 in FIG. 10 );
  • a processing transmitting through the communication line to the control device 200 the identification information of the gaming machine 10 stored in RAM 43 each time a game is played (step S 90 in FIG. 19 );
  • the gaming machine 10 is connected through the communication line 101 to the control device 200 which accumulatively counts the number of games in each gaming machine 10 of plural gaming machines 10
  • the gaming machine 10 comprises:
  • winning combination determination means for example, the main CPU 41 for determining a winning combination by lottery
  • bonus game means (for example, the main CPU 41 ) for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, “bonus game trigger”;
  • means for example, the main CPU 41 for transmitting the identification information of the gaming machine 10 through the communication line 101 to the control device 200 each time a game runs;
  • means for example, the main CPU 41 for generating the second special game state based on the command signal wherein the number of game media to be paid out is determined according to the reservoir value.
  • a game state shifts to the return mode without fail by receiving a command signal transmitted from the control device 200 when the number of games counted in the control device 200 reaches a set value.
  • the game state shifts to the return mode without fail if the game is played until the number of games reaches a set value, and a player can earn a profit from the game.
  • a gaming machine 10 is connected to the control device 200 through the communication line 101 and the control device 200 conducts counting of the number of games in the gaming machine 10 and determines whether the game state is to be shifted to the return mode or not (whether the second special game state is to be generated or not).
  • the gaming machine 10 is not required to use a network and may be standalone.
  • a standalone gaming machine 10 includes: the main CPU 41 (processing device) and RAM 43 (storage device),
  • the main CPU 41 executes:
  • a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, “bonus game trigger”, and executing the program;
  • a processing accumulatively counting the number of games each time a game is played
  • a processing reading from RAM 43 a program for executing transition to the return mode (the generating of the second special game state) wherein the number of coin-out is determined according to the reservoir value when it is determined that the number of games has reached the set value, and executing the program.
  • the gaming machine 10 includes:
  • winning combination determination means for example, the main CPU 41 for determining a winning combination by a lottery
  • bonus game trigger means (for example, the main CPU 41 ) for generating a bonus game when the determined winning combination is a special winning combination, “bonus game trigger”;
  • means for example, the main CPU 41 for accumulatively counting a part of the number of game media to be paid out according to the regular winning combination;
  • means for example, the main CPU 41 for accumulatively counting the number of games each time a game is played;
  • means for example, the main CPU 41 for conducting transition to the return mode (the generating of the second special game state) wherein the number of game media to be paid out is determined according to the reservoir value when the number of games is determined to have reached a set value.
  • the present invention shifts to the return mode (the generating of the second special game state) when the number of games reaches a set value
  • the present invention is not limited to this example.
  • the gaming machine 10 of the present invention may shift to the return mode (the generating of the second special game state) when a payment balance in terms of coins is equal to or less than a set value.
  • Such a gaming machine 10 includes: the main CPU 41 (processing device) and RAM 43 (storage device), and
  • control device 200 which accumulatively counts the payment balance in terms of coins in each gaming machine 10 of plural gaming machines 10 , and
  • the main CPU 41 executes:
  • a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, “bonus game trigger”, and executing the program;
  • a processing transmitting through the communication line 101 to the control device 200 the number of coin-in and the number of coin-out in one game which is stored in RAM 43 , together with the identification information of the gaming machine 10 , each time a game is played;
  • a processing receiving a command signal transmitted from the control device 200 when, a payment balance in terms of coins accumulatively counted by the control device 200 based on the identification information of the gaming machine 10 , the number of coin-in and the number of coin-out in the game reaches a value equal to or less than a set value;
  • a processing reading from RAM 43 a program for conducting transition to the return mode (the generating of the second special game state) wherein the number of coin-out is determined according to the reservoir value based on the command signal, and executing the program.
  • the gaming machine 10 includes:
  • winning combination determination means for example, the main CPU 41 for determining a winning combination by a lottery
  • bonus game means (for example, the main CPU 41 ) for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, “bonus game trigger”;
  • means for example, the main CPU 41 for transmitting through the communication line 101 to the control device 200 a payment balance in terms of coins in a game played, together with the identification information of the gaming machine 10 , each time a game is played;
  • means for example, the main CPU 41 for receiving a command signal transmitted from the control device 200 when the payment balance in terms of coins accumulatively counted by the control device 200 based on the identification information of the gaming machine 10 and the payment balance in terms of coins in the game played falls to or below a set value;
  • the means for example, the main CPU 41 for, based on the command signal, conducting transition to the return mode (the generating of the second special game state) wherein the number of coin-out is determined according to the reservoir value.
  • Such gaming machine 10 shifts to the return mode wherein the number of coin-out is determined according to the reservoir value without fail, in a case where it receives a command signal transmitted from the control device 200 when a payment balance in terms of coins counted in the control device 200 falls to or below a set value.
  • the return mode the larger the number of winning combinations having been won until generation of the return mode is, the more coins the player can obtain. Therefore, even when the bonus game is not generated for a long period of time and a large number of coins have been consumed, so long as the game is played such that the payment balance in terms of coins falls to or below the set value, the game state shifts to the return mode and the player can receive a return according to his or her game results. Therefore, it can be prevented for a player who has spent many coins from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
  • the gaming machine 10 is connected through the communication line 101 to the control device 200 and the control device 200 counts payment balance in terms of coins in the gaming machine 10 , and determines whether a game state is to be shifted to the return mode or not (whether the second special game state is to be generated or not).
  • the gaming machine 10 is, however, not necessarily required to be those using a network and may be standalone.
  • Such a gaming machine 10 includes: the main CPU 41 (processing device) and RAM 43 (storage device),
  • the main CPU 41 executes:
  • a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, “bonus game trigger”, and executing the program;
  • a processing accumulatively counting a payment balance in terms of game media each time a game is played;
  • a processing determining whether or not a payment balance in terms of game media is equal to or less than a set value
  • a processing reading from RAM 43 a program for conducting transition to the return mode (the generating of the second special game state) wherein the number of coin-out is determined according to the reservoir value when it is determined that a payment balance in terms of game media is equal to or less than a set value, and executing the program.
  • This gaming machine 10 includes:
  • winning combination determination means for example, the main CPU 41 for determining a winning combination by a lottery
  • bonus game means (for example, the main CPU 41 ) for generating a bonus game (the first special game state) when the determined winning combination is a special winning combination, “bonus game trigger”;
  • means for example, the main CPU 41 for accumulatively counting a part of the number of coin-out according to the regular winning combination;
  • means for example, the main CPU 41 for accumulatively counting a payment balance in terms of game media, each time a game is played;
  • means for example, the main CPU 41 for determining whether or not a payment balance in terms of game media is equal to or less than a set value
  • means for example, the main CPU 41 for conducting transition to the return mode (the generating of the second special game state) wherein the number of coin-out is determined according to the reservoir value when it is determined that the payment balance in terms of game media is equal to or less than a set value.
  • a game state shifts to the return mode when the return mode flag has been set to the state “ON”, without other conditions being established there after.
  • the present invention is, however, not limited to this example and, for example, a game state may shift to the return mode when a predetermined condition has been met after the return mode flag is set to the state “ON”.
  • the predetermined condition for transition to the return mode is not particularly limited, and may include, for example, establishment of a bonus game trigger, stop display of a predetermined combination of symbols, and of the like conditions.
  • step S 14 in FIG. 10 description has been given of a case where symbols are stop displayed (step S 14 in FIG. 10 ), a processing is conducted based on the stop displayed combination of symbols (steps S 15 to S 21 in FIG. 10 ), and the number of games is counted (step S 23 in FIG. 10 ) thereafter.
  • the timing may be a timing at which BET of a coin is conducted (after step S 10 or S 11 in FIG. 10 ) or a timing at which the spin button is turned ON (after step S 12 in FIG. 10 ).
  • the number of games may be counted at a predetermined timing that is in the period from the time when display of a change in symbol is started, to the time when symbol sequences are stop displayed, and a processing based on the stop displayed combination of symbols has been conducted (for example, a timing at which symbol sequences are stop displayed). Note that a timing at which a payment balance in terms of game media can be the same as described above.
  • step S 15 in FIG. 10 in which in a case where a special winning combination, “bonus game trigger”, has been established (step S 15 in FIG. 10 ) in the period from the time when the return mode flag is set to the state “ON” (step S 23 in FIG. 10 ), to the time when transition to the return mode is conducted (step S 21 in FIG. 10 ), transitions to the return mode is further conducted after the bonus game is generated (step S 16 in FIG. 10 ).
  • a gaming machine generates the first special game state based on the a special winning combination, and further generates the second special game state, in a case where the special winning combination is established in the period from the time when the number of games reaches a set value, to the time when the second special game state is generated.
  • the present invention is not limited to this example.
  • a special winning combination is established in the period from the time when the number of games reaches a set value, to the time when the second special game state is generated, only the first special game state may be generated.
  • a player can earn a profit in the-first special game state or the second special game state without fail when a game is played until the number of games reaches the set value.
  • the above embodiment is one of the embodiments of the present invention.
  • the following processing has only to be conducted instead of the processing shown in FIG. 10 .
  • FIG. 20 is a flowchart showing another example of a subroutine of a game execution processing.
  • the same numerical references are assigned to steps which conduct processing similar to those in the flowchart shown in FIG. 10 .
  • step S 15 determines whether a bonus game trigger has been established or not (step S 15 ) and if it is determined that the bonus game trigger has been established, a bonus game processing is executed (step S 16 ). Then, it is determined whether a return mode flag is set to the state “ON” or not (step S 25 ) and if the return mode flag is set to “ON”, the return mode flag is set to the state “OFF” (step S 26 ).
  • step S 22 is performed there after and thus the present subroutine is completed. Since the other processing are processing similar to those described in FIG. 10 , descriptions thereof are omitted here. In the subroutine shown in FIG.
  • step S 10 after a coins is BET (step S 10 ), in a case where it is determined whether the spin button 23 has been turned ON or not (step S 12 ), and if it is determined that the spin button has been turned ON (YES in step S 12 ), a processing for subtracting the number of credits (step S 11 ) may be conducted, as in the subroutine shown in FIG. 10 .
  • step S 23 the number of games reaches 600 and a return mode flag has been established, if a bonus game trigger has been established (step S 15 ) in the 601st game, the bonus game is generated (step S 16 ) but transition to the return mode is not performed (steps S 25 and S 26 ).
  • step S 20 and S 21 transition to the return mode is conducted.
  • a bonus game is generated or transition to the return mode is performed without fail, when the number of games reaches a set value.
  • the present invention in a case where a special winning combination has been established in the period from the time when the number of games reaches a set value, to the time when the second special game state is generated, only the second special game state may be generated, or alternatively, either the first special game state or the second special game state may be generated depending on a game situation and the like.
  • An embodiment similar to the above-mentioned embodiment can also be adopted in a case where the second special game state is generated according to a payment balance in terms of game media.
  • a special winning combination has been established in the period from the time when a payment balance in terms of game media is equal to or less than a set value
  • to the time when the second special game state is generated only the first special game state may be generated, only the second special game state may be generated, or either the first special game state or the second special game state may be generated depending on a game situation and the like.
  • a return situation to a player may be simply as such that a predetermined number of game media is paid out when the number of games reaches a set value (see FIG. 17 ). It may alternatively be a situation that when the number of games reaches a set value, the return mode as the second special game state, allowing a player to have a privilege in a similar manner to the first special game state such as a free game, a second game, a mystery game and the like, can be set, and a predetermined number of game media is paid out by one of the above-mentioned game mode.
  • both embodiments are exemplified. Both embodiments correspond to the second special game state in the present invention.
  • a timing at which a predetermined number of game media is paid out is not limited to such a timing at which one game is completed and symbol sequences are stop displayed as in the mystery game described above, and for example, game media may be immediately paid out when the number of games reaches a set value.
  • a method for paying out a predetermined number of game media is also not particularly limited, and for example, coins may be actually paid out, the number of credits may be increased, or a ticket such as a ticket with a bar code may be issued.
  • a game state shifts to the return mode (the second special game state) wherein the number of game media to be paid out is determined based on the number obtained by accumulatively counting a part of the number of game media to be paid out according to the regular winning combination and the special winning combination so as to include a part of the number of coin-out in the bonus game generated by establishment of the special winning combination “bonus game trigger”.

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EA200600756A1 (ru) 2007-04-27
EA011445B1 (ru) 2009-02-27

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