US20080009343A1 - Gaming machine and game controlling method - Google Patents

Gaming machine and game controlling method Download PDF

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Publication number
US20080009343A1
US20080009343A1 US11/812,997 US81299707A US2008009343A1 US 20080009343 A1 US20080009343 A1 US 20080009343A1 US 81299707 A US81299707 A US 81299707A US 2008009343 A1 US2008009343 A1 US 2008009343A1
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Prior art keywords
image
game
ally
gaming machine
image display
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
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US11/812,997
Inventor
Hiro Sakuma
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Universal Entertainment Corp
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Aruze Corp
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Assigned to ARUZE CORP. reassignment ARUZE CORP. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: SAKUMA, HIRO
Publication of US20080009343A1 publication Critical patent/US20080009343A1/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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3232Data transfer within a gaming system, e.g. data sent between gaming machines and users wherein the operator is informed

Definitions

  • the present invention relates to a gaming machine for playing a game by means of a game medium (game value) such as a coin, and a game controlling method according to the gaming machine.
  • a game medium such as a coin
  • a mechanical reel or a video reel is variably displayed on start of a game and then controlled to stop.
  • game media e.g. medals or coins
  • a display screen is often provided which makes an effect display on the periphery of the reel until the reel stops, and it has been devised that the symbol variation display and the effect display are both used to synergistically enhance sense of expectation.
  • JP-A 2003-265692 There recently exists a gaming machine which not only performs an effect to be completed per each single game but also performs an effect of successive stories over a plurality of games (e.g. JP-A 2003-265692).
  • a gaming machine described in JP-A 2003-265692 is aimed at gradually enhancing a sense of expectation over a plurality of games and sustaining a sense of elation over a plurality of games.
  • the present invention has an object to provide a gaming machine, as well as a game controlling method, capable of efficiently showing a player that an expectation level is rising in a game without restriction on a place for installation and without an increase in the number of components, so as to improve entertainment properties.
  • JP-A 2003-265692 The contents of JP-A 2003-265692 are incorporated herein by reference in their entirety.
  • the present invention provides the following.
  • a gaming machine of the present invention includes an image display unit and an arithmetic processing unit.
  • the arithmetic processing unit executes processing for betting a game medium.
  • the arithmetic processing unit also executes processing for displaying an image, on which the number of characters associated with an ally varies according to the number of bets, to the image display unit.
  • the gaming machine of the present invention includes a bet switch which outputs a bet signal for betting a game medium according to operation by a player, an image display unit, a storage unit, and an arithmetic processing unit.
  • the arithmetic processing unit executes processing for betting a game medium based on detection of the bet signal from the bet switch.
  • the arithmetic processing unit also executes processing for extracting image data showing an image, on which the number of characters associated with an ally varies according to the number of bets, from the storage unit.
  • the arithmetic processing unit also executes processing for displaying an image based on the extracted image data to the image display unit.
  • the gaming machine of the present invention includes a bet switch which outputs a bet signal for betting a game medium according to operation by a player, an image display unit, a storage unit, and an arithmetic processing unit.
  • the arithmetic processing unit executes processing for betting a game medium based on detection of the bet signal from the bet switch.
  • the arithmetic processing unit also executes processing for determining a prize by predetermined lottery on condition that the game medium has been betted.
  • the arithmetic processing unit also executes processing for extracting image data corresponding to the determined prize from the storage unit.
  • the arithmetic processing unit also executes processing for varying the number of characters associated with an ally included in the extracted image data, according to the number of bets.
  • the arithmetic processing unit also executes processing for displaying an image based on image data, in which the number of characters associated with an ally is varied, to the image display unit.
  • the gaming machine of the present invention further provides the following.
  • the gaming machine is characterized in that the above-mentioned image includes an image associated with an opponent and an image associated with an ally.
  • the gaming machine of the present invention further provides the following.
  • the gaming machine is characterized in that the above-mentioned image includes an image showing the number of ally characters.
  • a game controlling method of the present invention is a game controlling method executed on a gaming machine including an image display unit and an arithmetic processing unit.
  • This game controlling method includes a step of betting a game medium.
  • the game controlling method also includes a step of displaying an image, on which the number of characters associated with an ally varies according to the number of bets, to the image display unit.
  • the game controlling method of the present invention is a game controlling method executed on a gaming machine including a bet switch which outputs a bet signal for betting a game medium according to operation by a player, an image display unit, a storage unit, and an arithmetic processing unit.
  • This game controlling method includes a step of betting a game medium based on detection of the bet signal from the bet switch.
  • the game controlling method also includes a step of extracting image data showing an image, on which the number of characters associated with an ally varies according to the number of bets, from the storage unit.
  • the game controlling method also includes a step of displaying an image based on the extracted image data to the image display unit.
  • the game controlling method of the present invention is a game controlling method executed on a gaming machine including a bet switch which outputs a bet signal for betting a game medium according to operation by a player, an image display unit, a storage unit, and an arithmetic processing unit.
  • This game controlling method includes a step of betting a game medium based on detection of the bet signal from the bet switch.
  • the game controlling method also includes a step of determining a prize by predetermined lottery on condition that the game medium has been betted.
  • the game controlling method also includes a step of extracting image data corresponding to the determined prize from the storage unit.
  • the game controlling method also includes a step of varying the number of characters associated with an ally included in the extracted image data according to the number of bets.
  • the game controlling method also includes a step of displaying an image based on image data, in which the number of characters associated with an ally is varied, to the image display unit.
  • Bet means betting a game medium, such as a coin, on a single game.
  • a term “number of bets” means the number of game media betted on a single game.
  • a game can be started by betting. When no prize is generated in this game, the betted game medium is consumed. On the other hand, when a prize is generated in the game, a payout can be received according to the number of bets.
  • a period of a single game is from its start by issuing of a game start direction, establishment of a start condition, or the like, until display of a single result after the lapse of a predetermined period of time.
  • a “character associated with an ally” means a character associated especially with the player or an army, team, and the like on the player side out of characters displayed in the game.
  • a “character associated with an opponent” means a character associated especially with an other-than-player (gaming machine) or an army, team, and the like on the gaming machine side out of characters displayed in the game.
  • the number of characters associated with an ally does not necessarily vary when the number of bets varies, so long as there is a certain degree of link therebetween, e.g. the number of characters associated with an ally is one when the number of bets is from one to three, and the number of characters associated with an ally is two when the number of bets is from four to six.
  • a phrase “image showing the number of ally characters” means an image showing the specific number of ally characters and a proportion of ally characters out of characters displayed to the screen.
  • FIG. 1 is a perspective view schematically showing a gaming machine according to one embodiment of the present invention
  • FIG. 2 is a view for explaining the relation among a plurality of types of prizes, the possibility for establishment of each prize and the number of payouts;
  • FIG. 3 is a block diagram showing an internal configuration of the gaming machine shown in FIG. 1 ;
  • FIG. 4 is a flowchart showing a subroutine of game execution processing
  • FIG. 5 is a flowchart showing a subroutine of lottery processing
  • FIG. 6 is a flowchart showing a subroutine of image display processing
  • FIG. 7 is a view showing an exemplary image displayed to a lower image display panel
  • FIG. 8 is a view showing an exemplary image displayed to the lower image display panel
  • FIG. 9 is a view showing an exemplary image displayed to the lower image display panel.
  • FIG. 10 is a view showing an exemplary image displayed to the lower image display panel.
  • FIG. 11 is a flowchart showing a subroutine of bonus game processing.
  • FIG. 1 is a perspective view schematically showing a gaming machine according to one embodiment of the present invention.
  • a gaming machine 10 is a so-called mass gaming machine (multi-terminal gaming machine) for playing a game that requires a predetermined period of time until a result is displayed.
  • mass gaming machine multi-terminal gaming machine
  • a game executed on the gaming machine may be a horse racing game, a racing game, or the like in the present invention.
  • the gaming machine 10 a coin, a bill, or electronic valuable information corresponding to those is used as a game medium.
  • the game medium is not particularly limited.
  • the game medium may include a medal, a token, electronic money and a ticket.
  • the above-mentioned ticket is not particularly limited, and examples thereof may include a ticket with a barcode as described later.
  • a bet signal is outputted corresponding to each of the buttons.
  • the number corresponding to the number of bets is subtracted from the number of credits.
  • the output of a bet signal is not limited to this example.
  • a bet signal may be outputted, for example, when a CASHOUT button 25 is not operated for a predetermined period of time after a final game has been played.
  • processing for determining a prize by lottery is executed in the gaming machine 10 .
  • processing for extracting image data corresponding to the determined prize from a RAM 43 is executed.
  • the processing for extracting image data corresponding to the determined prize is not particularly limited. Examples of such processing may include processing for extracting image data corresponding to a prize A when the prize A is determined as the prize, and processing for extracting image data corresponding to a prize B when the prize B is determined as the prize.
  • the examples may also include processing for storing image data for a story which proceeds to one of a plurality of story lines, and extracting one piece of image data corresponding to the determined prize out of the above-mentioned image data every time the prize is determined.
  • processing for varying the number of characters associated with an ally according to the number of bets is executed, the number of characters included in the extracted image data.
  • the processing for varying the number of characters associated with an ally according to the number of bets, the number of characters included in the extracted image data is not particularly limited. Examples of such processing may include processing for increasing or decreasing the number of characters in image data, which are included in the extracted image data, according to the number of bets (see FIGS. 7, 8 , 9 ).
  • image data in which the number of characters is varied according to the number of bets may be stored, and one piece of image data according to the number of bets may be extracted out of the stored data.
  • This image includes an image associated with an opponent and an image associated with an ally.
  • the image associated with an opponent and the image associated with an ally are not particularly limited, and examples thereof may include an image showing a soldier and an image showing a racing car.
  • this image includes an image showing the number of ally characters.
  • the image showing the number of ally characters is not particularly limited, and examples thereof may include an image showing the specific number, e.g. three ally characters, and an image showing a proportion of ally characters out of characters displayed to a screen, e.g. the proportion of ally characters 70%.
  • the present invention is characterized by displaying an image associated with a victory of ally characters in a combat, a race or the like according to the number of bets. Therefore, in the present invention, not only the number of characters associated with an ally but also a display mode of characters such as a size or a shape of ally characters may be varied and displayed according to the number of bets.
  • a gaming machine as well as a game controlling method, capable of efficiently showing a player that an expectation level is rising in a game without restriction on a place for installation and without an increase in the number of components, so as to improve entertainment properties.
  • an object of the abstract is to enable a patent office, a general public institution, an engineer belonging to the technical field who is unfamiliar with patent, technical jargon or legal jargon, and the like, to smoothly determine technical contents and an essence of the present application with simple investigation. Accordingly, the abstract is not intended to limit the scope of the invention which should be evaluated by recitations of the claims.
  • each step for use in deriving a single result should be understood as self-consistent processing. Further, in each step, transmission/reception, recording or the like of an electrical or magnetic signal is executed. While such a signal is expressed by means of a bit, a value, a symbol, a letter, a term, a number or the like in processing for each step, it should be noted that those are used simply for the sake of convenience in description.
  • a gaming machine according to one embodiment of the present invention is described.
  • the gaming machine 10 includes a cabinet 11 , a top box 12 installed on the upper side of the cabinet 11 , and a main door 13 provided at the front face of the cabinet 11 .
  • the lower image display panel 16 is provided as an image display unit at the front of the main door 13 .
  • the lower image display panel 16 is provided with a liquid crystal panel to which a variety of information about a game, an effect image and the like are displayed during the game.
  • a number-of-credits display section 31 and a number-of-payouts display section 32 are set on the lower image display panel 16 .
  • the number-of-credits display section 31 there is displayed the number of credited coins by means of an image.
  • the number-of-payouts display section 32 there is displayed the number of coins which is to be paid out when a prize is generated in the game and a predetermined image is displayed, by means of an image.
  • a touch panel 69 is provided at the front face of the lower image display panel 16 .
  • the player can operate the touch panel 69 to input a variety of commands.
  • a control panel 20 comprised of a plurality of buttons 23 to 27 with each of which a command according to game progress is inputted by the player, a coin receiving slot 21 through which a coin is accepted into the cabinet 11 , and a bill validator 22 .
  • the control panel 20 is provided with a start button 23 , a change button 24 , a CASHOUT button 25 , a 1-BET button 26 and a maximum BET button 27 .
  • the start button 23 is used for inputting a command to start a game.
  • the change button 24 is used for making a request of an attendant at a game facility for exchange.
  • 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 on a game out of 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) on a game out of credited coins.
  • inserting a game medium means betting a game medium on a game.
  • a coin inserted into the coin receiving slot 21 is directly bet on a game
  • insertion of the coin into the coin receiving slot 21 corresponds to insertion of the game medium.
  • betting of a credited coin on a game corresponds to insertion of a game medium in a case as in the present embodiment where, a coin is once credited after inserted into the coin receiving slot 21 , and the credited coin is bet on a game upon operation of the 1-BET button 26 or the maximum BET button 27 .
  • the bill validator 22 not only discriminates a regular bill from a false bill, but also accepts the regular bill into the cabinet 11 . It is to be noted that the bill validator 22 may be configured so as to be capable of reading a later-described ticket 39 with a barcode.
  • belly glass 34 At the lower front of the main door 13 , namely below the control panel 20 , belly glass 34 on which a character of the gaming machine 10 or the like is drawn is provided.
  • the upper image display panel 33 is provided at the front face of the top box 12 .
  • the upper image display panel 33 is provided with a liquid crystal panel to display, for example, an image representing introduction of contents of a game and explanation of a rule of the game.
  • the top box 12 is provided with a speaker 29 .
  • a ticket printer 35 Under the upper image display panel 33 , there are provided a ticket printer 35 , a card reader 36 , a data display 37 and a key pad 38 .
  • the ticket printer 35 prints on a ticket a barcode as coded data of the number of credits, a date, an identification number of the gaming machine 10 , and the like, and outputs the ticket as the ticket 39 with a barcode.
  • the player can make another gaming machine read the ticket 39 with a barcode to play a game thereon, or exchange the ticket 39 with a barcode with a bill or the like at a predetermined place in a game facility (e.g. a cashier in a casino).
  • the card reader 36 reads data from a smart card and writes data into the smart card.
  • the smart card is a card owned by the player, and for example, data for identifying the player and the data concerning a history of games played by the player are stored therein. Data corresponding to a coin, a bill or a credit may be stored in the smart card. Further, a magnetic stripe card may be adopted in place of the smart card.
  • the data display 37 is comprised of a fluorescent display and the like, and displays, for example, data read by the card reader 36 or data inputted by the player through the key pad 38 .
  • the key pad 38 is used to input a command, data concerning issuing of a ticket, and the like.
  • FIG. 2 is a view for explaining the relation among a plurality of types of prizes, the possibility for establishment of each prize and the number of payouts in the present embodiment.
  • the possibility for establishment of a bonus game trigger is 0.5%.
  • an image corresponding to the bonus game trigger in the present embodiment, an image with a mountain on the background [see FIGS. 7 to 9 ]) is displayed, and a bonus game is generated.
  • the possibility for establishment of a prize A is 0.5%.
  • an image corresponding to the prize A in the present embodiment, an image with a coast on the background [see FIG. 10 ]
  • 30 coins are paid out per inserted coin.
  • any of the prizes shown in FIG. 2 is not generated, the game is lost, and no coin is paid out.
  • FIG. 3 is a block diagram showing an internal configuration of the gaming machine shown in FIG. 1 .
  • a gaming board 50 is provided with a CPU (Central Processing Unit) 51 , a ROM 55 , and a boot ROM 52 which are interconnected to one another by an internal bus, a card slot 53 S corresponding to a memory card 53 , and an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
  • a CPU Central Processing Unit
  • ROM 55 a ROM 55
  • boot ROM 52 which are interconnected to one another by an internal bus
  • a card slot 53 S corresponding to a memory card 53
  • an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
  • GAL Generic Array Logic
  • the memory card 53 is comprised of a nonvolatile memory such as CompactFlash (registered trade mark), and stores a game program.
  • the game program includes a lottery program.
  • the lottery program is a program for determining a prize.
  • the card slot 53 S is configured so as to allow the memory card 53 to be inserted thereinto or ejected therefrom, and connected to the mother board 40 by an IDE bus. Therefore, the memory card 53 can be ejected from the card slot 53 S, and then another game program can be written into the memory card 53 , and the memory card 53 can be inserted into the card slot 53 S, to change the types and contents of a game played in the gaming machine 10 .
  • the game program includes a program relating to progression of a game. Further, the game program includes image data and sound data to be outputted during the game. Examples of the image data may include image data corresponding to a bonus game trigger, image data corresponding to each prize, image data corresponding to a loss, and image data showing a character.
  • the CPU 51 , the ROM 55 and the boot ROM 52 mutually connected by an internal bus are connected to a mother board 40 by a PCI bus.
  • the PCI bus transmits a signal between the mother board 40 and the gaming board 50 , and provides power from the mother board 40 to the gaming board 50 .
  • the mother board 40 is configured using a general-purpose mother board commercially available (a print wiring board on which fundamental components of a personal computer are mounted), and includes a main CPU 41 , a ROM (Read Only Memory) 42 , a RAM (Random Access Memory) 43 , and a communication interface 44 .
  • the CPU 41 is an arithmetic processing unit in the present invention.
  • the ROM 42 is comprised of a memory device such as a flash memory, and stores 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
  • processing for initializing a predetermined peripheral is conducted concurrently with start of processing for downloading the game program stored in the memory card 53 through the gaming board 50 .
  • the contents of a ROM 42 may be rewritable or not rewritable.
  • the RAM 43 stores data and a program to be used at the time of operation of the main CPU 41 . Further, the RAM 43 is capable of storing a game program. As thus described, the game program includes a variety of image data.
  • the RAM 43 is the storage unit of the present invention.
  • the RAM 43 stores data such as the number of credits, the number of coin-ins and coin-outs in a single game.
  • the mother board 40 is connected with a later-described body PCB (Printed Circuit Board) 60 and a door PCB 80 through respective USBs. Further, the mother board 40 is connected with a power supply unit 45 .
  • PCB Print Circuit Board
  • An equipment and a device that generate an input signal to be inputted to the main CPU 41 and an equipment and a device 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 the game program stored in the RAM 43 based on the input signal inputted to the main CPU 41 , and thereby performs predetermined arithmetic processing, stores a result thereof into the RAM 43 , and transmits a control signal to each equipment and device as processing for controlling each equipment and device.
  • a lamp 30 , a hopper 66 , a coin detecting section 67 , a graphic board 68 , a speaker 29 , a touch panel 69 , a bill validator 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 lighted in a predetermined pattern based on a control signal outputted from the main CPU 41 .
  • the hopper 66 is installed inside the cabinet 11 , and pays out a predetermined number of coins based on the control signal outputted from the main CPU 41 , from the coin payout exit 19 to the coin tray 18 .
  • the coin detecting section 67 is provided inside the coin payout exit 19 , and outputs an input signal to the main CPU 41 in the case of detecting payout of the predetermined number of coins from the coin payout exit 19 .
  • the graphic board 68 controls image displays to the upper image display panel 33 and the lower image display panel 16 based on the control signal outputted from the main CPU 41 .
  • the number of credits stored in the RAM 43 is displayed in the number-of-credits display section 31 of the lower image display panel 16 . Further, the number of payouts of coins is displayed in the number-of-payouts display section 32 of the lower image display panel 16 .
  • the graphic board 68 includes a VDP (Video Display Processor) for generating image data based on the control signal outputted from the main CPU 41 , a video RAM for temporarily storing image data generated by the VDP, and the like. It should be noted that image data used in generation of the image data by the VDP is included in the game program read from the memory card 53 and stored into the RAM 43 .
  • VDP Video Display Processor
  • the bill validator 22 not only discriminates a regular bill from a false bill, but also accepts the regular bill into the cabinet 11 . Upon receipt of the regular bill, the bill validator 22 outputs an input signal to the main CPU 41 based on a face amount of the bill. The main CPU 41 stores in the RAM 43 the number of credits corresponding to the bill amount transmitted with the input signal.
  • the ticket printer 35 based on the control signal outputted from the main CPU 41 , prints on a ticket a barcode formed by encoding data such as the number of credits stored, a date, and an identification number of the gaming machine 10 , and of the like data stored in the RAM 43 , and outputs the ticket as the ticket 39 with a barcode.
  • the card reader 36 reads data from the smart card and transmits the read data to the main CPU 41 , and writes data onto the smart card based on the control signal from the main CPU 41 .
  • the key switch 38 S is provided on the keypad 38 , and outputs a predetermined input signal to the main CPU 41 when the key pad 38 is operated by the player.
  • the data display 37 displays data read by the card reader 36 and data inputted by the player through the key pad 38 based on the control signal outputted from the main CPU 41 .
  • a 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 start switch 23 S corresponding to the start 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 the maximum BET switch 27 S corresponding to the maximum BET button 27 .
  • the respective switches 23 S to 27 S output input signals to the main CPU 41 when the each of the buttons 23 to 27 corresponding thereto are operated by the player.
  • the 1-BET switch 26 S and the maximum BET switch 27 S are bet switches in the present invention, and output a bet signal when operated by the player.
  • the coin counter 21 C is provided inside the coin receiving slot 21 , and discriminates a regular coin from a false coin inserted into the coin receiving slot 21 by the player. A coin other than the regular coin is discharged from the coin payout exit 19 . Further, the coin counter 21 C outputs an input signal to the main CPU 41 in detection of the regular coin.
  • the reverter 21 S operates based on the control signal outputted from the main CPU 41 , and distributes coins recognized by the coin counter 21 C as the regular coin into a cash box (not shown) or the hopper 66 , which are disposed in the gaming machine 10 . Namely, when the hopper 66 is filled with coins, the regular coin is distributed into the cash box by the reverter 21 S. On the other hand, when the hopper 66 is not filled with coins, the regular coin is distributed into the hopper 66 .
  • the cold cathode tube 81 functions as a back light installed on the rear face side of the lower image display panel 16 and the upper image display panel 33 , and is lit up based on the control signal outputted from the main CPU 41 .
  • the main CPU 41 reads and executes a game program to progress a game.
  • FIG. 4 is a flowchart showing a subroutine of the game execution processing.
  • the main CPU 41 determines whether or not a coin has been BET (step S 10 ). In this processing, the main CPU 41 determines whether or not an input signal outputted from the 1-BET switch 26 S or an input signal outputted from the maximum BET switch 27 S has been received when the 1-BET button 26 or the maximum BET button 27 is operated, respectively. When determining that the coin has not been BET, the main CPU 41 returns the processing to step S 10 .
  • the main CPU 41 conducts processing for subtracting from the number of credits stored in the RAM 43 according to the number of BET coins (step S 11 ). It is to be noted that, when the number of BET coins is larger than the number of credits stored in the RAM 43 , the main CPU 41 returns the processing to step S 10 without conducting the processing for subtracting from the number of credits stored in the RAM 43 . Further, when the number of BET coins exceeds an upper limit of the number of coins that cab be BET on one game (50 coins in the present embodiment), the RAM 43 advances the processing to step S 12 without conducting the processing for subtracting from the number of credits stored in the RAM 43 .
  • the main CPU 41 determines whether or not the start button 23 has been turned ON (step S 12 ). In this processing, the main CPU 41 determines whether or not an input signal outputted from the start switch 23 S has been received when the start button 23 is pressed.
  • the main CPU 41 When determining that the start button 23 has been turned ON, the main CPU 41 returns the processing to step S 10 .
  • the main CPU 41 cancels the result of the subtraction processing in step S 11 .
  • step S 12 when determining that the start button 23 has been turned ON, the main CPU 41 conducts lottery processing (step S 13 ). In this lottery processing, the main CPU 41 executes a lottery program stored in the RAM 43 to determine a prize. This processing will be described in details later using FIG. 5 .
  • step S 14 the main CPU 41 performs image display processing. This image display processing will be described in details later using FIG. 6 .
  • the main CPU 41 determines whether or not a bonus game trigger has been generated (step S 15 ).
  • the main CPU 41 reads a program for playing a bonus game from the RAM 43 to execute bonus game processing (step S 16 ).
  • FIG. 10 will be described in details later.
  • the main CPU 41 determines whether or not a prize has been generated (step S 17 ).
  • the main CPU 41 pays out coins according to the number of inserted coins and a prize (step S 18 ).
  • the main CPU 41 performs processing for adding a predetermined number of credits to the number of credits stored in the RAM 43 .
  • the main CPU 41 transmits a control signal to the hopper 66 to payout a predetermined number of coins.
  • FIG. 5 is a flowchart showing a subroutine of the lottery processing called and executed in step S 13 of the subroutine shown in FIG. 4 . This processing is conducted by the main CPU 41 executing the lottery program stored in the RAM 43 .
  • the main CPU 41 executes a program for generating a random number included in the lottery program, to select a single random number out of the random numbers falling in a numerical range of 0 to 255 (step S 31 ).
  • a case of generating a random number on a program (a case of using a so-called software random number) is described.
  • a random number generator may be provided and a random number may be extracted from the random number generator (a so-called hardware random number may be used).
  • the main CPU 41 determines a prize based on the selected random number (step S 32 ).
  • Each prize is corresponded to a random number according to its possibility for establishment (see FIG. 2 ).
  • the bonus game trigger and the prize A each corresponds to any one of the random numbers and the prize B corresponds to any two of the random numbers.
  • the main CPU 41 determines a prize corresponding to the selected random number as the prize in the present game.
  • FIG. 6 is a flowchart showing a subroutine of the image display processing called and executed in step S 14 of the subroutine shown in FIG. 4 .
  • the main CPU 41 determines whether or not a bonus game trigger or a prize has been generated (step S 40 ).
  • the main CPU 41 extracts image data corresponding to the bonus game trigger or the prize from the RAM 43 (step S 41 ).
  • the main CPU 41 extracts image data according to an image with a mountain on the background (see FIGS. 7 to 9 ) which corresponds to the bonus game trigger.
  • the main CPU 41 extracts image data according to an image with a coast on the background (see FIG. 10 ) which corresponds to the prize A.
  • the main CPU 41 extracts image data according to a background image corresponding to each prize.
  • the image data to be extracted is image data where the result of the combat is to be a victory. In the present embodiment, a case is described where no ally character disappears while opponent characters are annihilated when the result of the combat is to be a victory.
  • the main CPU 41 extracts a single losing image data by random number lottery (step S 42 ).
  • the losing image data has the same background image as that of the image data corresponding to the bonus game trigger or the prize, but the result of the combat is to be a defeat.
  • the main CPU 41 determines the number of ally characters according to the number of bets.
  • the number of ally characters is determined to be one when one coin has been betted
  • the number of ally characters is determined to be three when three coins have been betted
  • the number of ally characters is ten when ten coins have been betted.
  • the number of betted coins is determined to be the number of ally characters every time a game is executed.
  • step S 44 the main CPU 41 superimposes the image data showing the number of ally characters determined in step S 43 onto the image data extracted in step S 41 or step S 42 , and outputs the superimposed image to the lower image display panel 16 .
  • the images as shown in FIGS. 7 to 10 are displayed to the lower image display panel 16 .
  • FIGS. 7 to 10 each is a view showing an exemplary image displayed to the lower image display panel.
  • FIG. 7 shows an exemplary image displayed to the lower image display panel when the number of bets is one.
  • three characters associated with opponents are displayed on the left side of the lower image display panel 16 .
  • an image showing the number of opponent characters “three opponents”, is displayed.
  • one character associated with an ally is displayed on the right side of the lower image display panel 16 .
  • an image of a mountain is displayed as the background image.
  • the image with a mountain on the background is to be displayed when a bonus game trigger is generated (step S 41 ), or when it is determined to extract image data according to the image with a mountain on the background by lottery, although a bonus game trigger is not generated. Therefore, the image of FIG. 7 is displayed when the number of bets is one and a bonus game trigger is generated, or when the number of bets is one and it is determined to extract image data according to the image with a mountain on the background by lottery, although a bonus game trigger is not generated.
  • FIG. 8 shows an exemplary image displayed to the lower image display panel when the number of bets is three.
  • the image shown in FIG. 8 is the same as the image shown in FIG. 7 except that the number of ally characters is three and the image showing the number of ally characters is “three allies”.
  • the “three allies” is determined according to “the number of bets being three”. Therefore, the image of FIG. 8 is displayed when the number of bets is three and a bonus game trigger is generated, or when the number of bets is three and it is determined to extract image data according to the image with a mountain on the background by lottery, although a bonus game trigger is not generated.
  • FIG. 9 shows an exemplary image displayed to the lower image display panel when the number of bets is ten.
  • the image shown in FIG. 9 is the same as the image shown in FIG. 7 except that the number of ally characters is ten and the image showing the number of ally characters is “ten allies”.
  • the “ten allies” is determined according to “the number of bets being ten”. Therefore, the image of FIG. 9 is displayed when the number of bets is ten and a bonus game trigger is generated, or when the number of bets is ten and it is determined to extract image data according to the image with a mountain on the background by lottery, although a bonus game trigger is not generated.
  • FIG. 10 shows another exemplary image displayed to the lower image display panel when the number of bets is three.
  • the image shown in FIG. 10 is the same as the image shown in FIG. 8 except that the background image is an image of a coast.
  • This image of a coast is to be displayed when the prize A is generated (step S 41 ) or when it is determined to extract image data according to the image with a coast on the background by lottery, although the prize A is not generated. Therefore, the image of FIG. 10 is displayed when the number of bets is three and the prize A is generated, or when the number of bets is three and it is determined to extract image data according to the image with a coast on the background by lottery, although the prize A is not generated.
  • FIG. 11 is a flowchart showing a subroutine of the bonus game processing called and executed in step S 16 of the subroutine shown in FIG. 4 .
  • the main CPU 41 conducts a jackpot lottery based on a random number obtained by executing the random number generation program included in the lottery program stored in the RAM 43 to determine whether or not a jackpot is won (step S 60 ).
  • a jackpot means accumulating the whole or part of coins (game media) consumed in a game and then paying out the accumulated coins to a single player (gaming machine) on condition that a predetermined condition is satisfied. Further, satisfying the condition for receiving a payout of the accumulated coins as thus described is referred to as winning a jackpot.
  • step S 63 the main CPU 41 performs processing for displaying an image based on whether or not a jackpot is won.
  • a combat image of fighting against dragons or demons is displayed in this bonus game.
  • image data showing an image of a victory in this combat is extracted and outputted to the lower image display panel 16 .
  • image data showing an image of loss in this combat is extracted and outputted to the lower image display panel 16 .
  • step S 64 when a jackpot has been won (step S 64 : YES), the main CPU 41 pays out the number of coins accumulated as a jackpot (step S 68 ), and the present subroutine is terminated. On the other hand, when a jackpot has not been won (step S 64 : NO), the present subroutine is terminated.
  • the gaming machine 10 includes the lower image display panel 16 (image display unit) and the main CPU 41 (arithmetic processing unit).
  • the main CPU 41 executes processing for betting a coin.
  • the main CPU 41 also executes processing for displaying an image on which the number of allies varies according to the number of bets (e.g. see FIGS. 7 to 9 ) to the lower image display panel 16 .
  • the gaming machine 10 includes: a BET switch (a 1-BET switch 26 S, a maximum BET switch 27 S) for outputting a bet signal for betting a coin according to an operation by the player; the lower image display panel 16 (image display unit); the RAM 43 (storage unit); and the main CPU 41 (arithmetic processing unit).
  • the main CPU 41 executes processing for betting a coin based on detection of a bet signal from the BET switch.
  • the main CPU 41 also executes processing for extracting image data showing an image on which the number of characters associated with an ally is varied according to the number of bets, from the RAM 43 .
  • the main CPU 41 also executes processing for displaying an image based on the extracted image data to the lower image display panel 16 .
  • the gaming machine 10 includes: a BET switch (a 1-BET switch 26 S, a maximum BET switch 27 S) to output a bet signal for betting a coin according to an operation by the player, the lower image display panel 16 (image display unit), the RAM 43 (storage unit) and the main CPU 41 (arithmetic processing unit).
  • the main CPU 41 executes processing for betting a coin based on detection of a bet signal from the BET switch.
  • the main CPU 41 also executes processing for determining a prize by predetermined lottery on condition that a coin is betted.
  • the main CPU 41 also executes processing for extracting image data corresponding to the determined prize from the RAM 43 .
  • the main CPU 41 also executes processing for varying the number of characters associated with an ally included in the extracted data, according to the number of bets.
  • the main CPU 41 also executes processing for displaying an image based on the image data, in which the number of characters associated with an ally is varied, to the lower image display panel 16 .
  • gaming machine 10 is as follows.
  • the above-mentioned image includes an image associated with an opponent and an image associated with an ally.
  • the gaming machine 10 is as follows.
  • the above-mentioned image includes an image showing the number of ally characters (e.g. “one ally”, “three allies”)
  • a game controlling method is a game controlling method executed in the gaming machine 10 including the lower image display panel 16 (image display unit) and the main CPU 41 (arithmetic processing unit).
  • This game controlling method includes a step of betting a coin.
  • the method also includes a step of displaying an image on which the number of allies varies according to the number of bets (e.g. see FIGS. 7 to 9 ) to the lower image display panel 16 .
  • a game controlling method is a game controlling method executed in the gaming machine 10 including a BET switch (the 1-BET switch 26 S, the maximum BET switch 27 S) to output a bet signal for betting a coin according to an operation by the player, the lower image display panel 16 (image display unit), the RAM 43 (storage unit) and the main CPU 41 (arithmetic processing unit).
  • This game controlling method includes a step of betting a coin based on detection of a bet signal from a BET switch.
  • the method also includes a step of extracting image data showing an image, on which the number of character associated with an ally is varied according to the number of bets, from the RAM 43 .
  • the method also includes a step of displaying the image based on the extracted image data to the lower image display panel 16 .
  • a game controlling method is a game controlling method executed in the gaming machine 10 including a BET switch (the 1-BET switch 26 S, the maximum BET switch 27 S) to output a bet signal for betting a coin according to an operation by the player, the lower image display panel 16 (image display unit), the RAM 43 (storage unit) and the main CPU 41 (arithmetic processing unit).
  • This game controlling method includes a step of betting a coin based on detection of a bet signal from a BET switch.
  • the method also includes a step of determining a prize by predetermined lottery on condition that the coin is betted.
  • the method also includes a step of extracting image data according to the determined prize, from the RAM 43 .
  • the method also includes a step of varying the number of characters associated with an ally according to the number of bets.
  • the method also includes a step of displaying an image based on image data, in which the number of characters associated with an ally is varied, to the lower image display panel 16 .
  • the gaming machine 10 as well as the game controlling method, which are capable of efficiently showing the player that an expectation level is rising in a game without restriction on a place for installation and without an increase in the number of components, so as to improve entertainment properties.
  • the present invention is not limited to this example, but part of ally characters may disappear in a combat.
  • the number of game media (coins) corresponding to the number of ally characters left after the combat may be paid out.
  • the present invention is not limited to this example, and the number obtained by adding the number of ally characters left in a previous game to the number of betted game media (coins) maybe determined to be the number of ally characters. Moreover, when such a configuration is employed, it may be set that a possibility of winning respective prizes becomes high when the number of cumulatively increased ally characters exceeds a predetermined number.
  • Examples of methods for making the possibility of winning respective prizes high may include a method in which a plurality of lottery tables each having a different possibility of winning respective prizes therewith are stored, and when the number of cumulatively increased ally characters exceeds a predetermined number, a prize is determined by referring to a lottery table having a high possibility of winning each prize.

Abstract

A gaming machine of the present invention includes an image display unit and an arithmetic processing unit. The arithmetic processing unit executes processing for betting a game medium. The arithmetic processing unit also executes processing for displaying an image, on which the number of characters associated with an ally varies according to the number of bets, to the image display unit.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application claims benefit of priority based on Japanese Patent Application No. 2006-173722 filed on Jun. 23, 2006. The contents of this application are incorporated herein by reference in their entirety.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming machine for playing a game by means of a game medium (game value) such as a coin, and a game controlling method according to the gaming machine.
  • 2. Discussion of the Background
  • In a conventional gaming machine such as a slot machine, a mechanical reel or a video reel is variably displayed on start of a game and then controlled to stop. As a result, when symbols on the reel establish a predetermined combination, game media (e.g. medals or coins) in previously determined number are paid out. In such a gaming machine, a display screen is often provided which makes an effect display on the periphery of the reel until the reel stops, and it has been devised that the symbol variation display and the effect display are both used to synergistically enhance sense of expectation.
  • There recently exists a gaming machine which not only performs an effect to be completed per each single game but also performs an effect of successive stories over a plurality of games (e.g. JP-A 2003-265692). A gaming machine described in JP-A 2003-265692 is aimed at gradually enhancing a sense of expectation over a plurality of games and sustaining a sense of elation over a plurality of games.
  • The present invention has an object to provide a gaming machine, as well as a game controlling method, capable of efficiently showing a player that an expectation level is rising in a game without restriction on a place for installation and without an increase in the number of components, so as to improve entertainment properties.
  • The contents of JP-A 2003-265692 are incorporated herein by reference in their entirety.
  • SUMMARY OF THE INVENTION
  • The present invention provides the following.
  • A gaming machine of the present invention includes an image display unit and an arithmetic processing unit. The arithmetic processing unit executes processing for betting a game medium. The arithmetic processing unit also executes processing for displaying an image, on which the number of characters associated with an ally varies according to the number of bets, to the image display unit.
  • Further, the gaming machine of the present invention includes a bet switch which outputs a bet signal for betting a game medium according to operation by a player, an image display unit, a storage unit, and an arithmetic processing unit. The arithmetic processing unit executes processing for betting a game medium based on detection of the bet signal from the bet switch. The arithmetic processing unit also executes processing for extracting image data showing an image, on which the number of characters associated with an ally varies according to the number of bets, from the storage unit. The arithmetic processing unit also executes processing for displaying an image based on the extracted image data to the image display unit.
  • Moreover, the gaming machine of the present invention includes a bet switch which outputs a bet signal for betting a game medium according to operation by a player, an image display unit, a storage unit, and an arithmetic processing unit. The arithmetic processing unit executes processing for betting a game medium based on detection of the bet signal from the bet switch. The arithmetic processing unit also executes processing for determining a prize by predetermined lottery on condition that the game medium has been betted. The arithmetic processing unit also executes processing for extracting image data corresponding to the determined prize from the storage unit. The arithmetic processing unit also executes processing for varying the number of characters associated with an ally included in the extracted image data, according to the number of bets. The arithmetic processing unit also executes processing for displaying an image based on image data, in which the number of characters associated with an ally is varied, to the image display unit.
  • The gaming machine of the present invention further provides the following.
  • The gaming machine is characterized in that the above-mentioned image includes an image associated with an opponent and an image associated with an ally.
  • The gaming machine of the present invention further provides the following.
  • The gaming machine is characterized in that the above-mentioned image includes an image showing the number of ally characters.
  • A game controlling method of the present invention is a game controlling method executed on a gaming machine including an image display unit and an arithmetic processing unit. This game controlling method includes a step of betting a game medium. The game controlling method also includes a step of displaying an image, on which the number of characters associated with an ally varies according to the number of bets, to the image display unit.
  • Further, the game controlling method of the present invention is a game controlling method executed on a gaming machine including a bet switch which outputs a bet signal for betting a game medium according to operation by a player, an image display unit, a storage unit, and an arithmetic processing unit. This game controlling method includes a step of betting a game medium based on detection of the bet signal from the bet switch. The game controlling method also includes a step of extracting image data showing an image, on which the number of characters associated with an ally varies according to the number of bets, from the storage unit. The game controlling method also includes a step of displaying an image based on the extracted image data to the image display unit.
  • Moreover, the game controlling method of the present invention is a game controlling method executed on a gaming machine including a bet switch which outputs a bet signal for betting a game medium according to operation by a player, an image display unit, a storage unit, and an arithmetic processing unit. This game controlling method includes a step of betting a game medium based on detection of the bet signal from the bet switch. The game controlling method also includes a step of determining a prize by predetermined lottery on condition that the game medium has been betted. The game controlling method also includes a step of extracting image data corresponding to the determined prize from the storage unit. The game controlling method also includes a step of varying the number of characters associated with an ally included in the extracted image data according to the number of bets. The game controlling method also includes a step of displaying an image based on image data, in which the number of characters associated with an ally is varied, to the image display unit.
  • Definition of Terms and Others
  • “Bet” means betting a game medium, such as a coin, on a single game. Further, a term “number of bets” means the number of game media betted on a single game. In the present invention, a game can be started by betting. When no prize is generated in this game, the betted game medium is consumed. On the other hand, when a prize is generated in the game, a payout can be received according to the number of bets. Further, in the present invention, a period of a single game is from its start by issuing of a game start direction, establishment of a start condition, or the like, until display of a single result after the lapse of a predetermined period of time. Although it is normally necessary to bet a game medium for playing a game, there may exist a game that can be played without betting in the case of satisfying a specific condition.
  • A “character associated with an ally” means a character associated especially with the player or an army, team, and the like on the player side out of characters displayed in the game.
  • A “character associated with an opponent” means a character associated especially with an other-than-player (gaming machine) or an army, team, and the like on the gaming machine side out of characters displayed in the game.
  • “The number of characters associated with an ally varies according to the number of bets” means that the number of characters associated with an ally is linked with the number of bets, e.g. the number of characters associated with an ally is one when the number of bets is one, and the number of characters associated with an ally is three when the number of bets is three. However, the number of characters associated with an ally does not necessarily vary when the number of bets varies, so long as there is a certain degree of link therebetween, e.g. the number of characters associated with an ally is one when the number of bets is from one to three, and the number of characters associated with an ally is two when the number of bets is from four to six.
  • A phrase “image showing the number of ally characters” means an image showing the specific number of ally characters and a proportion of ally characters out of characters displayed to the screen.
  • BRIEF DESCRIPTIONS OF THE DRAWINGS
  • FIG. 1 is a perspective view schematically showing a gaming machine according to one embodiment of the present invention;
  • FIG. 2 is a view for explaining the relation among a plurality of types of prizes, the possibility for establishment of each prize and the number of payouts;
  • FIG. 3 is a block diagram showing an internal configuration of the gaming machine shown in FIG. 1;
  • FIG. 4 is a flowchart showing a subroutine of game execution processing;
  • FIG. 5 is a flowchart showing a subroutine of lottery processing;
  • FIG. 6 is a flowchart showing a subroutine of image display processing;
  • FIG. 7 is a view showing an exemplary image displayed to a lower image display panel;
  • FIG. 8 is a view showing an exemplary image displayed to the lower image display panel;
  • FIG. 9 is a view showing an exemplary image displayed to the lower image display panel;
  • FIG. 10 is a view showing an exemplary image displayed to the lower image display panel; and
  • FIG. 11 is a flowchart showing a subroutine of bonus game processing.
  • DESCRIPTION OF THE EMBODIMENTS
  • First, a gaming machine according to the present invention is described based on figures.
  • FIG. 1 is a perspective view schematically showing a gaming machine according to one embodiment of the present invention.
  • In the present embodiment, a gaming machine 10 is a so-called mass gaming machine (multi-terminal gaming machine) for playing a game that requires a predetermined period of time until a result is displayed. Although the case of executing a combat game is described in the present embodiment, a game executed on the gaming machine may be a horse racing game, a racing game, or the like in the present invention.
  • In the gaming machine 10, a coin, a bill, or electronic valuable information corresponding to those is used as a game medium. However, in the present invention, the game medium is not particularly limited. Examples of the game medium may include a medal, a token, electronic money and a ticket. It is to be noted that the above-mentioned ticket is not particularly limited, and examples thereof may include a ticket with a barcode as described later.
  • In the gaming machine 10, in a normal game, when a 1-BET button 26 or a maximum BET button 27 for inputting a direction of betting a coin on the game is operated, a bet signal is outputted corresponding to each of the buttons. Thereby, the number corresponding to the number of bets is subtracted from the number of credits. In the present invention, the output of a bet signal is not limited to this example. A bet signal may be outputted, for example, when a CASHOUT button 25 is not operated for a predetermined period of time after a final game has been played.
  • When a coin is betted, processing for determining a prize by lottery is executed in the gaming machine 10. Subsequently, processing for extracting image data corresponding to the determined prize from a RAM 43 is executed. The processing for extracting image data corresponding to the determined prize is not particularly limited. Examples of such processing may include processing for extracting image data corresponding to a prize A when the prize A is determined as the prize, and processing for extracting image data corresponding to a prize B when the prize B is determined as the prize. The examples may also include processing for storing image data for a story which proceeds to one of a plurality of story lines, and extracting one piece of image data corresponding to the determined prize out of the above-mentioned image data every time the prize is determined.
  • In the gaming machine 10, when the image data corresponding to the determined prize is extracted, processing for varying the number of characters associated with an ally according to the number of bets is executed, the number of characters included in the extracted image data. The processing for varying the number of characters associated with an ally according to the number of bets, the number of characters included in the extracted image data, is not particularly limited. Examples of such processing may include processing for increasing or decreasing the number of characters in image data, which are included in the extracted image data, according to the number of bets (see FIGS. 7, 8, 9).
  • Further, in the present invention, image data in which the number of characters is varied according to the number of bets may be stored, and one piece of image data according to the number of bets may be extracted out of the stored data.
  • Subsequently, an image based on the extracted image data is displayed in the gaming machine 10. This image includes an image associated with an opponent and an image associated with an ally. The image associated with an opponent and the image associated with an ally are not particularly limited, and examples thereof may include an image showing a soldier and an image showing a racing car.
  • Further, this image includes an image showing the number of ally characters. The image showing the number of ally characters is not particularly limited, and examples thereof may include an image showing the specific number, e.g. three ally characters, and an image showing a proportion of ally characters out of characters displayed to a screen, e.g. the proportion of ally characters 70%.
  • The present invention is characterized by displaying an image associated with a victory of ally characters in a combat, a race or the like according to the number of bets. Therefore, in the present invention, not only the number of characters associated with an ally but also a display mode of characters such as a size or a shape of ally characters may be varied and displayed according to the number of bets.
  • According to the present invention, it is possible to provide a gaming machine, as well as a game controlling method, capable of efficiently showing a player that an expectation level is rising in a game without restriction on a place for installation and without an increase in the number of components, so as to improve entertainment properties.
  • The following detailed descriptions center characteristic portions of the present invention for better understanding of the present invention.
  • The present invention is not limited to embodiments in the following specific descriptions but applicable to other embodiments over a broad range of application. Further, terms and phrases in the present specification are used not for restricting interpretation of the present invention but for precisely describing the present invention.
  • It is considered to be easy for a person skilled in the art to conceive other configurations, systems, methods and the like included in the concept of the present invention from the concept of the invention described in the specification. Therefore, it should be considered that recitations of the claims include uniform configurations in a range not departing from the range of technical principles of the present invention.
  • Moreover, an object of the abstract is to enable a patent office, a general public institution, an engineer belonging to the technical field who is unfamiliar with patent, technical jargon or legal jargon, and the like, to smoothly determine technical contents and an essence of the present application with simple investigation. Accordingly, the abstract is not intended to limit the scope of the invention which should be evaluated by recitations of the claims.
  • Furthermore, for thorough understanding of an object of the present invention and an effect specific to the present invention, it is desired to make interpretation in full consideration of documents already disclosed and the like.
  • The following detailed descriptions include processing executed on a computer or a computer network. Explanations and expressions below are described with the aim of being most efficiently understood by the skilled person in the art.
  • In the specification, each step for use in deriving a single result should be understood as self-consistent processing. Further, in each step, transmission/reception, recording or the like of an electrical or magnetic signal is executed. While such a signal is expressed by means of a bit, a value, a symbol, a letter, a term, a number or the like in processing for each step, it should be noted that those are used simply for the sake of convenience in description.
  • While there are cases where processing in each step may be described using an expression in common with that of action of a human, processing described in the specification are essentially executed by a variety of devices. Further, another configuration requested for performing each step becomes apparent from the following descriptions.
  • A gaming machine according to one embodiment of the present invention is described.
  • In FIG. 1, the gaming machine 10 includes a cabinet 11, a top box 12 installed on the upper side of the cabinet 11, and a main door 13 provided at the front face of the cabinet 11.
  • The lower image display panel 16 is provided as an image display unit at the front of the main door 13. The lower image display panel 16 is provided with a liquid crystal panel to which a variety of information about a game, an effect image and the like are displayed during the game.
  • A number-of-credits display section 31 and a number-of-payouts display section 32 are set on the lower image display panel 16. In the number-of-credits display section 31, there is displayed the number of credited coins by means of an image. In the number-of-payouts display section 32, there is displayed the number of coins which is to be paid out when a prize is generated in the game and a predetermined image is displayed, by means of an image.
  • Further, although not shown, a touch panel 69 is provided at the front face of the lower image display panel 16. The player can operate the touch panel 69 to input a variety of commands.
  • Below the lower image display panel 16, there are provided a control panel 20 comprised of a plurality of buttons 23 to 27 with each of which a command according to game progress is inputted by the player, a coin receiving slot 21 through which a coin is accepted into the cabinet 11, and a bill validator 22.
  • The control panel 20 is provided with a start button 23, a change button 24, a CASHOUT button 25, a 1-BET button 26 and a maximum BET button 27. The start button 23 is used for inputting a command to start a game. The change button 24 is used for making a request of an attendant at a game facility for exchange. 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 on a game out of 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) on a game out of credited coins.
  • It is to be noted that in the present invention, inserting a game medium means betting a game medium on a game. For example, when a coin inserted into the coin receiving slot 21 is directly bet on a game, insertion of the coin into the coin receiving slot 21 corresponds to insertion of the game medium. However, betting of a credited coin on a game corresponds to insertion of a game medium in a case as in the present embodiment where, a coin is once credited after inserted into the coin receiving slot 21, and the credited coin is bet on a game upon operation of the 1-BET button 26 or the maximum BET button 27.
  • The bill validator 22 not only discriminates a regular bill from a false bill, but also accepts the regular bill into the cabinet 11. It is to be noted that the bill validator 22 may be configured so as to be capable of reading a later-described ticket 39 with a barcode. At the lower front of the main door 13, namely below the control panel 20, belly glass 34 on which a character of the gaming machine 10 or the like is drawn is provided.
  • The upper image display panel 33 is provided at the front face of the top box 12. The upper image display panel 33 is provided with a liquid crystal panel to display, for example, an image representing introduction of contents of a game and explanation of a rule of the game.
  • Further, the top box 12 is provided with a speaker 29. Under the upper image display panel 33, there are provided a ticket printer 35, a card reader 36, a data display 37 and a key pad 38. The ticket printer 35 prints on a ticket a barcode as coded data of the number of credits, a date, an identification number of the gaming machine 10, and the like, and outputs the ticket as the ticket 39 with a barcode. The player can make another gaming machine read the ticket 39 with a barcode to play a game thereon, or exchange the ticket 39 with a barcode with a bill or the like at a predetermined place in a game facility (e.g. a cashier in a casino).
  • The card reader 36 reads data from a smart card and writes data into the smart card. The smart card is a card owned by the player, and for example, data for identifying the player and the data concerning a history of games played by the player are stored therein. Data corresponding to a coin, a bill or a credit may be stored in the smart card. Further, a magnetic stripe card may be adopted in place of the smart card. The data display 37 is comprised of a fluorescent display and the like, and displays, for example, data read by the card reader 36 or data inputted by the player through the key pad 38. The key pad 38 is used to input a command, data concerning issuing of a ticket, and the like.
  • Here, a prize in the present embodiment is described.
  • FIG. 2 is a view for explaining the relation among a plurality of types of prizes, the possibility for establishment of each prize and the number of payouts in the present embodiment.
  • The possibility for establishment of a bonus game trigger is 0.5%. When the bonus game trigger is generated, an image corresponding to the bonus game trigger (in the present embodiment, an image with a mountain on the background [see FIGS. 7 to 9]) is displayed, and a bonus game is generated.
  • The possibility for establishment of a prize A is 0.5%. When this prize is generated, an image corresponding to the prize A (in the present embodiment, an image with a coast on the background [see FIG. 10]) is displayed, and 30 coins are paid out per inserted coin. The lower the possibility for establishment, the larger the number of payouts is set. However, in a case where any of the prizes shown in FIG. 2 is not generated, the game is lost, and no coin is paid out.
  • FIG. 3 is a block diagram showing an internal configuration of the gaming machine shown in FIG. 1.
  • A gaming board 50 is provided with a CPU (Central Processing Unit) 51, a ROM 55, and a boot ROM 52 which are interconnected to one another by an internal bus, a card slot 53S corresponding to a memory card 53, and an IC socket 54S corresponding to a GAL (Generic Array Logic) 54.
  • The memory card 53 is comprised of a nonvolatile memory such as CompactFlash (registered trade mark), and stores a game program. The game program includes a lottery program. The lottery program is a program for determining a prize.
  • Further, the card slot 53S is configured so as to allow the memory card 53 to be inserted thereinto or ejected therefrom, and connected to the mother board 40 by an IDE bus. Therefore, the memory card 53 can be ejected from the card slot 53S, and then another game program can be written into the memory card 53, and the memory card 53 can be inserted into the card slot 53S, to change the types and contents of a game played in the gaming machine 10. The game program includes a program relating to progression of a game. Further, the game program includes image data and sound data to be outputted during the game. Examples of the image data may include image data corresponding to a bonus game trigger, image data corresponding to each prize, image data corresponding to a loss, and image data showing a character.
  • The CPU 51, the ROM 55 and the boot ROM 52 mutually connected by an internal bus are connected to a mother board 40 by a PCI bus. The PCI bus transmits a signal between the mother board 40 and the gaming board 50, and provides power from the mother board 40 to the gaming board 50.
  • The mother board 40 is configured using a general-purpose mother board commercially available (a print wiring board on which fundamental components of a personal computer are mounted), and includes a main CPU 41, a ROM (Read Only Memory) 42, a RAM (Random Access Memory) 43, and a communication interface 44. The CPU 41 is an arithmetic processing unit in the present invention.
  • The ROM 42 is comprised of a memory device such as a flash memory, and stores a program such as BIOS (Basic Input/Output System) executed by the main CPU 41 and permanent data. When BIOS is executed by the main CPU 41, processing for initializing a predetermined peripheral is conducted concurrently with start of processing for downloading the game program stored in the memory card 53 through the gaming board 50. It should be noted that in the present invention, the contents of a ROM 42 may be rewritable or not rewritable.
  • The RAM 43 stores data and a program to be used at the time of operation of the main CPU 41. Further, the RAM 43 is capable of storing a game program. As thus described, the game program includes a variety of image data. The RAM 43 is the storage unit of the present invention.
  • Further, the RAM 43 stores data such as the number of credits, the number of coin-ins and coin-outs in a single game.
  • Moreover, the mother board 40 is connected with a later-described body PCB (Printed Circuit Board) 60 and a door PCB 80 through respective USBs. Further, the mother board 40 is connected with a power supply unit 45.
  • An equipment and a device that generate an input signal to be inputted to the main CPU 41 and an equipment and a device 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 the game program stored in the RAM 43 based on the input signal inputted to the main CPU 41, and thereby performs predetermined arithmetic processing, stores a result thereof into the RAM 43, and transmits a control signal to each equipment and device as processing for controlling each equipment and device.
  • A lamp 30, a hopper 66, a coin detecting section 67, a graphic board 68, a speaker 29, a touch panel 69, a bill validator 22, a ticket printer 35, a card reader 36, a key switch 38S and a data display 37 are connected to the body PCB 60. The lamp 30 is lighted in a predetermined pattern based on a control signal outputted from the main CPU 41.
  • The hopper 66 is installed inside the cabinet 11, and pays out a predetermined number of coins based on the control signal outputted from the main CPU 41, from the coin payout exit 19 to the coin tray 18. The coin detecting section 67 is provided inside the coin payout exit 19, and outputs an input signal to the main CPU 41 in the case of detecting payout of the predetermined number of coins from the coin payout exit 19.
  • The graphic board 68 controls image displays to the upper image display panel 33 and the lower image display panel 16 based on the control signal outputted from the main CPU 41. The number of credits stored in the RAM 43 is displayed in the number-of-credits display section 31 of the lower image display panel 16. Further, the number of payouts of coins is displayed in the number-of-payouts display section 32 of the lower image display panel 16.
  • The graphic board 68 includes a VDP (Video Display Processor) for generating image data based on the control signal outputted from the main CPU 41, a video RAM for temporarily storing image data generated by the VDP, and the like. It should be noted that image data used in generation of the image data by the VDP is included in the game program read from the memory card 53 and stored into the RAM 43.
  • The bill validator 22 not only discriminates a regular bill from a false bill, but also accepts the regular bill into the cabinet 11. Upon receipt of the regular bill, the bill validator 22 outputs an input signal to the main CPU 41 based on a face amount of the bill. The main CPU 41 stores in the RAM 43 the number of credits corresponding to the bill amount transmitted with the input signal.
  • The ticket printer 35, based on the control signal outputted from the main CPU 41, prints on a ticket a barcode formed by encoding data such as the number of credits stored, a date, and an identification number of the gaming machine 10, and of the like data stored in the RAM 43, and outputs the ticket as the ticket 39 with a barcode.
  • The card reader 36 reads data from the smart card and transmits the read data to the main CPU 41, and writes data onto the smart card based on the control signal from the main CPU 41. The key switch 38S is provided on the keypad 38, and outputs a predetermined input signal to the main CPU 41 when the key pad 38 is operated by the player. The data display 37 displays data read by the card reader 36 and data inputted by the player through the key pad 38 based on the control signal outputted from the main CPU 41.
  • A control panel 20, a reverter 21S, a coin counter 21C, and a cold cathode tube 81 are connected to the door PCB 80. The control panel 20 is provided with a start switch 23S corresponding to the start button 23, a change switch 24S corresponding to the change button 24, a CASHOUT switch 25S corresponding to the CASHOUT button 25, a 1-BET switch 26S corresponding to the 1-BET button 26, and the maximum BET switch 27S corresponding to the maximum BET button 27. The respective switches 23S to 27S output input signals to the main CPU 41 when the each of the buttons 23 to 27 corresponding thereto are operated by the player. The 1-BET switch 26S and the maximum BET switch 27S are bet switches in the present invention, and output a bet signal when operated by the player.
  • The coin counter 21C is provided inside the coin receiving slot 21, and discriminates a regular coin from a false coin inserted into the coin receiving slot 21 by the player. A coin other than the regular coin is discharged from the coin payout exit 19. Further, the coin counter 21C outputs an input signal to the main CPU 41 in detection of the regular coin.
  • The reverter 21S operates based on the control signal outputted from the main CPU 41, and distributes coins recognized by the coin counter 21C as the regular coin into a cash box (not shown) or the hopper 66, which are disposed in the gaming machine 10. Namely, when the hopper 66 is filled with coins, the regular coin is distributed into the cash box by the reverter 21S. On the other hand, when the hopper 66 is not filled with coins, the regular coin is distributed into the hopper 66. The cold cathode tube 81 functions as a back light installed on the rear face side of the lower image display panel 16 and the upper image display panel 33, and is lit up based on the control signal outputted from the main CPU 41.
  • Next, processing performed in the gaming machine 10 is described.
  • The main CPU 41 reads and executes a game program to progress a game.
  • FIG. 4 is a flowchart showing a subroutine of the game execution processing.
  • In the game execution processing, first, the main CPU 41 determines whether or not a coin has been BET (step S10). In this processing, the main CPU 41 determines whether or not an input signal outputted from the 1-BET switch 26S or an input signal outputted from the maximum BET switch 27S has been received when the 1-BET button 26 or the maximum BET button 27 is operated, respectively. When determining that the coin has not been BET, the main CPU 41 returns the processing to step
  • On the other hand, when determining that the coin has been BET in step S10, the main CPU 41 conducts processing for subtracting from the number of credits stored in the RAM 43 according to the number of BET coins (step S11). It is to be noted that, when the number of BET coins is larger than the number of credits stored in the RAM 43, the main CPU 41 returns the processing to step S10 without conducting the processing for subtracting from the number of credits stored in the RAM 43. Further, when the number of BET coins exceeds an upper limit of the number of coins that cab be BET on one game (50 coins in the present embodiment), the RAM 43 advances the processing to step S12 without conducting the processing for subtracting from the number of credits stored in the RAM 43.
  • Next, the main CPU 41 determines whether or not the start button 23 has been turned ON (step S12). In this processing, the main CPU 41 determines whether or not an input signal outputted from the start switch 23S has been received when the start button 23 is pressed.
  • When determining that the start button 23 has been turned ON, the main CPU 41 returns the processing to step S10.
  • It should be noted that, when the start button 23 has not been turned ON, (e.g. when a command to finish a game is inputted without turning ON the start button 23), the main CPU 41 cancels the result of the subtraction processing in step S11.
  • On the other hand, in step S12, when determining that the start button 23 has been turned ON, the main CPU 41 conducts lottery processing (step S13). In this lottery processing, the main CPU 41 executes a lottery program stored in the RAM 43 to determine a prize. This processing will be described in details later using FIG. 5.
  • Next, the main CPU 41 performs image display processing (step S14). This image display processing will be described in details later using FIG. 6.
  • Next, the main CPU 41 determines whether or not a bonus game trigger has been generated (step S15). When determining that the bonus game trigger has been generated, the main CPU 41 reads a program for playing a bonus game from the RAM 43 to execute bonus game processing (step S16). As for the bonus game processing, FIG. 10 will be described in details later.
  • On the other hand, when determining that the bonus game trigger has not been generated, the main CPU 41 determines whether or not a prize has been generated (step S17). When determining that a prize has been generated, the main CPU 41 pays out coins according to the number of inserted coins and a prize (step S18). In the case of accumulating coins, the main CPU 41 performs processing for adding a predetermined number of credits to the number of credits stored in the RAM 43. On the other hand, when paying out coins, the main CPU 41 transmits a control signal to the hopper 66 to payout a predetermined number of coins. When the main CPU 41 determines that the prize has not been generated after the processing in step S16 or the processing in step S18, or in the processing in step S17, the present subroutine is terminated.
  • FIG. 5 is a flowchart showing a subroutine of the lottery processing called and executed in step S13 of the subroutine shown in FIG. 4. This processing is conducted by the main CPU 41 executing the lottery program stored in the RAM 43.
  • First, the main CPU 41 executes a program for generating a random number included in the lottery program, to select a single random number out of the random numbers falling in a numerical range of 0 to 255 (step S31). In the present embodiment, a case of generating a random number on a program (a case of using a so-called software random number) is described. However, in the present invention, a random number generator may be provided and a random number may be extracted from the random number generator (a so-called hardware random number may be used).
  • Next, the main CPU 41 determines a prize based on the selected random number (step S32). Each prize is corresponded to a random number according to its possibility for establishment (see FIG. 2). For example, the bonus game trigger and the prize A each corresponds to any one of the random numbers and the prize B corresponds to any two of the random numbers. The main CPU 41 determines a prize corresponding to the selected random number as the prize in the present game. After the processing in step S32, the present subroutine is terminated.
  • FIG. 6 is a flowchart showing a subroutine of the image display processing called and executed in step S14 of the subroutine shown in FIG. 4.
  • First, the main CPU 41 determines whether or not a bonus game trigger or a prize has been generated (step S40). When determining that the bonus game trigger or the prize has been generated, the main CPU 41 extracts image data corresponding to the bonus game trigger or the prize from the RAM 43 (step S41). In this processing, when determining that the bonus game trigger has been generated, the main CPU 41 extracts image data according to an image with a mountain on the background (see FIGS. 7 to 9) which corresponds to the bonus game trigger. Further, when determining that the prize A has been generated, the main CPU 41 extracts image data according to an image with a coast on the background (see FIG. 10) which corresponds to the prize A. Similarly, when determining that one of the prizes B to H has been generated, the main CPU 41 extracts image data according to a background image corresponding to each prize. In step S41, the image data to be extracted is image data where the result of the combat is to be a victory. In the present embodiment, a case is described where no ally character disappears while opponent characters are annihilated when the result of the combat is to be a victory.
  • On the other hand, when determining that neither the bonus game trigger nor the prize has been generated, the main CPU 41 extracts a single losing image data by random number lottery (step S42). The losing image data has the same background image as that of the image data corresponding to the bonus game trigger or the prize, but the result of the combat is to be a defeat.
  • After the processing in step S41 or after the processing in step S42, the main CPU 41 determines the number of ally characters according to the number of bets. In this processing, for example, the number of ally characters is determined to be one when one coin has been betted, the number of ally characters is determined to be three when three coins have been betted, and the number of ally characters is ten when ten coins have been betted. In the present embodiment, a case is described where the number of betted coins is determined to be the number of ally characters every time a game is executed.
  • Next, in step S44, the main CPU 41 superimposes the image data showing the number of ally characters determined in step S43 onto the image data extracted in step S41 or step S42, and outputs the superimposed image to the lower image display panel 16. Thereby, for example, the images as shown in FIGS. 7 to 10 are displayed to the lower image display panel 16.
  • FIGS. 7 to 10 each is a view showing an exemplary image displayed to the lower image display panel.
  • FIG. 7 shows an exemplary image displayed to the lower image display panel when the number of bets is one. On the left side of the lower image display panel 16, three characters associated with opponents (opponent characters) are displayed. On the upper side with respect to the three opponent characters, an image showing the number of opponent characters, “three opponents”, is displayed. Further, on the right side of the lower image display panel 16, one character associated with an ally (ally character) is displayed. On the upper side with respect to the one ally character, an image showing the number of ally characters, “one ally”, is displayed. This “one ally character” is determined according to “the number bets being one”.
  • Further, on the upper side of the lower image display panel 16, an image of a mountain is displayed as the background image. The image with a mountain on the background is to be displayed when a bonus game trigger is generated (step S41), or when it is determined to extract image data according to the image with a mountain on the background by lottery, although a bonus game trigger is not generated. Therefore, the image of FIG. 7 is displayed when the number of bets is one and a bonus game trigger is generated, or when the number of bets is one and it is determined to extract image data according to the image with a mountain on the background by lottery, although a bonus game trigger is not generated.
  • FIG. 8 shows an exemplary image displayed to the lower image display panel when the number of bets is three. The image shown in FIG. 8 is the same as the image shown in FIG. 7 except that the number of ally characters is three and the image showing the number of ally characters is “three allies”. The “three allies” is determined according to “the number of bets being three”. Therefore, the image of FIG. 8 is displayed when the number of bets is three and a bonus game trigger is generated, or when the number of bets is three and it is determined to extract image data according to the image with a mountain on the background by lottery, although a bonus game trigger is not generated.
  • FIG. 9 shows an exemplary image displayed to the lower image display panel when the number of bets is ten. The image shown in FIG. 9 is the same as the image shown in FIG. 7 except that the number of ally characters is ten and the image showing the number of ally characters is “ten allies”. The “ten allies” is determined according to “the number of bets being ten”. Therefore, the image of FIG. 9 is displayed when the number of bets is ten and a bonus game trigger is generated, or when the number of bets is ten and it is determined to extract image data according to the image with a mountain on the background by lottery, although a bonus game trigger is not generated.
  • FIG. 10 shows another exemplary image displayed to the lower image display panel when the number of bets is three. The image shown in FIG. 10 is the same as the image shown in FIG. 8 except that the background image is an image of a coast. This image of a coast is to be displayed when the prize A is generated (step S41) or when it is determined to extract image data according to the image with a coast on the background by lottery, although the prize A is not generated. Therefore, the image of FIG. 10 is displayed when the number of bets is three and the prize A is generated, or when the number of bets is three and it is determined to extract image data according to the image with a coast on the background by lottery, although the prize A is not generated.
  • FIG. 11 is a flowchart showing a subroutine of the bonus game processing called and executed in step S16 of the subroutine shown in FIG. 4. In the bonus game processing, first, the main CPU 41 conducts a jackpot lottery based on a random number obtained by executing the random number generation program included in the lottery program stored in the RAM 43 to determine whether or not a jackpot is won (step S60). It is to be noted that a jackpot means accumulating the whole or part of coins (game media) consumed in a game and then paying out the accumulated coins to a single player (gaming machine) on condition that a predetermined condition is satisfied. Further, satisfying the condition for receiving a payout of the accumulated coins as thus described is referred to as winning a jackpot.
  • Next, in step S63, the main CPU 41 performs processing for displaying an image based on whether or not a jackpot is won. Although not shown, a combat image of fighting against dragons or demons is displayed in this bonus game. At this time, when a jackpot has been won, image data showing an image of a victory in this combat is extracted and outputted to the lower image display panel 16. On the other hand, when a jackpot has not been won, image data showing an image of loss in this combat is extracted and outputted to the lower image display panel 16.
  • Next, when a jackpot has been won (step S64: YES), the main CPU 41 pays out the number of coins accumulated as a jackpot (step S68), and the present subroutine is terminated. On the other hand, when a jackpot has not been won (step S64: NO), the present subroutine is terminated.
  • As thus described, the gaming machine 10 according to the present embodiment includes the lower image display panel 16 (image display unit) and the main CPU 41 (arithmetic processing unit). The main CPU 41 executes processing for betting a coin. The main CPU 41 also executes processing for displaying an image on which the number of allies varies according to the number of bets (e.g. see FIGS. 7 to 9) to the lower image display panel 16.
  • Further, the gaming machine 10 according to the present embodiment includes: a BET switch (a 1-BET switch 26S, a maximum BET switch 27S) for outputting a bet signal for betting a coin according to an operation by the player; the lower image display panel 16 (image display unit); the RAM 43 (storage unit); and the main CPU 41 (arithmetic processing unit). The main CPU 41 executes processing for betting a coin based on detection of a bet signal from the BET switch. The main CPU 41 also executes processing for extracting image data showing an image on which the number of characters associated with an ally is varied according to the number of bets, from the RAM 43. The main CPU 41 also executes processing for displaying an image based on the extracted image data to the lower image display panel 16.
  • Moreover, the gaming machine 10 according to the present embodiment includes: a BET switch (a 1-BET switch 26S, a maximum BET switch 27S) to output a bet signal for betting a coin according to an operation by the player, the lower image display panel 16 (image display unit), the RAM 43 (storage unit) and the main CPU 41 (arithmetic processing unit). The main CPU 41 executes processing for betting a coin based on detection of a bet signal from the BET switch. The main CPU 41 also executes processing for determining a prize by predetermined lottery on condition that a coin is betted. The main CPU 41 also executes processing for extracting image data corresponding to the determined prize from the RAM 43. The main CPU 41 also executes processing for varying the number of characters associated with an ally included in the extracted data, according to the number of bets. The main CPU 41 also executes processing for displaying an image based on the image data, in which the number of characters associated with an ally is varied, to the lower image display panel 16.
  • Further, the gaming machine 10 according to the present invention is as follows.
  • The above-mentioned image includes an image associated with an opponent and an image associated with an ally.
  • Moreover, the gaming machine 10 according to the present embodiment is as follows.
  • The above-mentioned image includes an image showing the number of ally characters (e.g. “one ally”, “three allies”)
  • Further, a game controlling method according to the present embodiment is a game controlling method executed in the gaming machine 10 including the lower image display panel 16 (image display unit) and the main CPU 41 (arithmetic processing unit). This game controlling method includes a step of betting a coin. The method also includes a step of displaying an image on which the number of allies varies according to the number of bets (e.g. see FIGS. 7 to 9) to the lower image display panel 16.
  • Further, a game controlling method according to the present embodiment is a game controlling method executed in the gaming machine 10 including a BET switch (the 1-BET switch 26S, the maximum BET switch 27S) to output a bet signal for betting a coin according to an operation by the player, the lower image display panel 16 (image display unit), the RAM 43 (storage unit) and the main CPU 41 (arithmetic processing unit). This game controlling method includes a step of betting a coin based on detection of a bet signal from a BET switch. The method also includes a step of extracting image data showing an image, on which the number of character associated with an ally is varied according to the number of bets, from the RAM 43. The method also includes a step of displaying the image based on the extracted image data to the lower image display panel 16.
  • Further, a game controlling method according to the present embodiment is a game controlling method executed in the gaming machine 10 including a BET switch (the 1-BET switch 26S, the maximum BET switch 27S) to output a bet signal for betting a coin according to an operation by the player, the lower image display panel 16 (image display unit), the RAM 43 (storage unit) and the main CPU 41 (arithmetic processing unit). This game controlling method includes a step of betting a coin based on detection of a bet signal from a BET switch. The method also includes a step of determining a prize by predetermined lottery on condition that the coin is betted. The method also includes a step of extracting image data according to the determined prize, from the RAM 43. The method also includes a step of varying the number of characters associated with an ally according to the number of bets. The method also includes a step of displaying an image based on image data, in which the number of characters associated with an ally is varied, to the lower image display panel 16.
  • Accordingly, it is possible to provide the gaming machine 10, as well as the game controlling method, which are capable of efficiently showing the player that an expectation level is rising in a game without restriction on a place for installation and without an increase in the number of components, so as to improve entertainment properties.
  • In the present embodiment, the case was described where, in the image displayed to the lower image display panel 16, no ally character disappears while all opponent characters are annihilated when a combat results in a victory. However, the present invention is not limited to this example, but part of ally characters may disappear in a combat. When such a configuration is employed, the number of game media (coins) corresponding to the number of ally characters left after the combat may be paid out.
  • Further, in the present embodiment, the case was described where the number of inserted coins is determined to be the number of ally characters every time a game is executed. However, the present invention is not limited to this example, and the number obtained by adding the number of ally characters left in a previous game to the number of betted game media (coins) maybe determined to be the number of ally characters. Moreover, when such a configuration is employed, it may be set that a possibility of winning respective prizes becomes high when the number of cumulatively increased ally characters exceeds a predetermined number. Examples of methods for making the possibility of winning respective prizes high may include a method in which a plurality of lottery tables each having a different possibility of winning respective prizes therewith are stored, and when the number of cumulatively increased ally characters exceeds a predetermined number, a prize is determined by referring to a lottery table having a high possibility of winning each prize.
  • Although the embodiment of the present invention is described above, it is a mere illustration of specific examples, and hence does not particularly limit the present invention. A specific configuration of each step and the like is appropriately changeable in terms of design. Further, the effects described in the embodiment of the present invention are just recitation of the most suitable effects generated from the present invention. The effects of the present invention are thus not limited to those described in the embodiment of the present invention.

Claims (12)

1. A gaming machine comprising:
an image display unit; and
an arithmetic processing unit,
said arithmetic processing unit executes the processes of:
betting a game medium; and
displaying an image, on which the number of characters associated with an ally varies according to the number of bets, to said image display unit.
2. The gaming machine according to claim 1, wherein
said image includes an image associated with an opponent and an image associated with an ally.
3. The gaming machine according to claim 1, wherein
said image includes an image showing the number of ally characters.
4. A gaming machine comprising:
a bet switch which outputs a bet signal for betting a game medium according to operation by a player;
an image display unit;
a storage unit; and
an arithmetic processing unit,
said arithmetic processing unit executes the processes of:
betting a game medium based on detection of the bet signal from said bet switch;
extracting image data showing an image, on which the number of characters associated with an ally varies according to the number of bets, from said storage unit; and
displaying an image based on the extracted image data to said image display unit.
5. The gaming machine according to claim 4, wherein
said image includes an image associated with an opponent and an image associated with an ally.
6. The gaming machine according to claim 4, wherein
said image includes an image showing the number of ally characters.
7. A gaming machine comprising:
a bet switch which outputs a bet signal for betting a game medium according to operation by a player;
an image display unit;
a storage unit; and
an arithmetic processing unit,
said arithmetic processing unit executes the processes of:
betting a game medium based on detection of the bet signal from said bet switch;
determining a prize by predetermined lottery on condition that the game medium has been betted;
extracting image data corresponding to the determined prize from said storage unit;
varying the number of characters associated with an ally included in the extracted image data, according to the number of bets; and
displaying an image based on image data, in which the number of characters associated with an ally is varied, to said image display unit.
8. The gaming machine according to claim 7, wherein
said image includes an image associated with an opponent and an image associated with an ally.
9. The gaming machine according to claim 7, wherein
said image includes an image showing the number of ally characters.
10. A game controlling method executed on a gaming machine which includes an image display unit and an arithmetic processing unit comprising the steps of:
betting a game medium; and
displaying an image, on which the number of characters associated with an ally varies according to the number of bets, to said image display unit.
11. A game controlling method executed on a gaming machine which includes a bet switch outputting a bet signal for betting a game medium according to operation by a player, an image display unit, a storage unit and an arithmetic processing unit comprising the steps of:
betting a game medium based on detection of the bet signal from said bet switch;
extracting image data showing an image, on which the number of characters associated with an ally varies according to the number of bets, from said storage unit; and
displaying an image based on the extracted image data to said image display unit.
12. A game controlling method executed on a gaming machine which includes a bet switch outputting a bet signal for betting a game medium according to operation by a player, an image display unit, a storage unit and an arithmetic processing unit comprising the steps of:
betting a game medium based on detection of the bet signal from said bet switch;
determining a prize by predetermined lottery on condition that the game medium has been betted;
extracting image data corresponding to the determined prize from said storage unit;
varying the number of characters associated with an ally included in the extracted image data, according to the number of bets; and
displaying an image based on image data, in which the number of characters associated with an ally is varied, to said image display unit.
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JP2019111086A (en) * 2017-12-22 2019-07-11 株式会社三共 Game machine

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