WO2005061065A1 - 遊技機システム、遊技機及び管理サーバ - Google Patents
遊技機システム、遊技機及び管理サーバ Download PDFInfo
- Publication number
- WO2005061065A1 WO2005061065A1 PCT/JP2004/019111 JP2004019111W WO2005061065A1 WO 2005061065 A1 WO2005061065 A1 WO 2005061065A1 JP 2004019111 W JP2004019111 W JP 2004019111W WO 2005061065 A1 WO2005061065 A1 WO 2005061065A1
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- WIPO (PCT)
- Prior art keywords
- game
- gaming machine
- information
- special game
- player
- Prior art date
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Classifications
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3225—Data transfer within a gaming system, e.g. data sent between gaming machines and users
- G07F17/3227—Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3267—Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
Definitions
- Gaming machine system gaming machine and management server
- the present invention relates to a plurality of variable display devices for variably displaying a plurality of types of symbols necessary for a game.
- the present invention relates to a slot machine, a pachislot, a video poker, and other gaming machines provided with control means such as a microcomputer for stopping and controlling the plurality of variable display devices, a gaming system including the gaming machines, and a management server.
- control means such as a microcomputer for stopping and controlling the plurality of variable display devices, a gaming system including the gaming machines, and a management server.
- this type of gaming machine for example, there is a slot machine.
- a slot machine game is started by a player betting a coin within a range of coins inserted into the slot machine, the number of coins credited, and operating a start lever, a spin switch, and the like. You.
- a plurality of reels having a plurality of symbols drawn on the surface thereof start rotating, and thereafter, in a predetermined order, the respective reels stop, and one game ends.
- a second game (a game more advantageous to the player than the first game).
- bonus game are those that can be performed (e.g., Japanese Patent Application 2003- 62 177 JP reference.) 0
- a different type of second game may be played a plurality of times.
- the second game is played in the following way. In other words, when the player selects one of a plurality of options and the selected option is correct, a predetermined profit such as a coin or a medal is provided to the player.
- the present invention has been made in view of the above-described problems, and is provided with a gaming machine, a management server, a gaming machine provided with the gaming machine, and a gaming system including the management server capable of providing new gaming properties.
- the purpose is to provide a stem.
- the gaming machine of the present invention provides the following.
- Special game generating means for example, a main control to be described later
- a special game for example, a bonus game to be described later
- a normal game for example, a slot game to be described later
- the circuit 71, means for performing the processing of step S19 in FIG. 29), and game value providing means for providing the player with a game value (for example, coins described later) for example, the main control circuit 71 as described later).
- a plurality of gaming machines for example, as will be described later, gaming machines la-lh, etc.
- a plurality of gaming machines for example, as will be described later, gaming machines la-lh, etc.
- communication means for example, A management server (for example, in the first embodiment), which is connected to the plurality of gaming machines via a LAN cable or the like as described later and manages the amount of game value paid out from each of the gaming machines. Pipe described later And a gaming server (e.g., a gaming machine la described later in the second embodiment) and a gaming system (e.g., a gaming system 100 described later in the first embodiment, a gaming system 200 described later in the second embodiment), and the like.
- a gaming server e.g., a gaming machine la described later in the second embodiment
- a gaming system e.g., a gaming system 100 described later in the first embodiment, a gaming system 200 described later in the second embodiment
- the plurality of gaming machines transmit special game information (for example, bonus game start information to be described later) indicating that a special game has been generated by the special game generating means to the management server via the communication means.
- Information transmission means for example, as will be described later, main control circuit 71, means for performing the processing of step S11 in FIG. 29, communication port 128, etc.
- special game participation information for example, Special game participation information transmitting means (for example, as will be described later, the main control circuit 71, the step shown in FIG. 29) for transmitting bonus game participation information to be described later to the management server via the communication means.
- Means for performing the processing of S15, a communication port 128, etc.) and the management server receives special game information transmitted by the special game information transmitting means via the communication means.
- the CPU 81 and the communication ports 84a to 84h means for performing the processing of step S103 in FIG. 30, and as described later in the second embodiment, the main control circuit 71a and the communication ports 129b to 129h. 36, means for performing the process of step S412), special game occurrence information indicating that the special game has occurred in a gaming machine other than the gaming machine that has transmitted the special game information (for example, a bonus game start notice command described later).
- Means for transmitting the special game occurrence information transmitting means via the communication means for example, as described later in the first embodiment, the CPU 81, the communication ports 84a to 84h, the means for performing the processing of step S103 in FIG.
- the main control circuit 71a, the communication ports 129b to 129h, means for performing the processing of step S420 in FIG. 37), and the special game participation information is transmitted to the plurality of games via the communication means.
- Means for receiving the special game participation information received from the game machine for example, as described later in the first embodiment, the CPU 81, the communication ports 84a to 84h, the means for performing the processing of step SI05 in FIG. 30, and the later-described
- a game value giving command transmitting means for example, in the first embodiment for sending a command (for example, a bonus game end command described later) for giving a game value to a player to the gaming machine via the communication means.
- a command for example, a bonus game end command described later
- the plurality of gaming machines are provided with a special game information transmitting means for transmitting special game information indicating that a special game has been generated to the management server, and a special game information transmitting means for participating in the special game.
- Special game participation information transmitting means for transmitting the separate game participation information to the management server, the management server transmitting the special game information received by the special game information transmitting means, and transmitting the special game information Special game occurrence information transmitting means for transmitting special game occurrence information to the effect that a special game has occurred to gaming machines other than the designated gaming machine, and special game participation receiving special game participation information from multiple gaming machines via communication means Information receiving means, and a game value providing command transmitting means for transmitting to the gaming machine a command to give the game value to the player according to the result of the special game. Play Skill can be given.
- a special game occurs in one of a plurality of gaming machines, even a player of a gaming machine other than the gaming machine in which the special game has occurred can participate in the special game. You. Therefore, like a conventional gaming machine, only a gaming machine in which a special game has occurred has a special game. Unlike a single and closed gaming machine that is executed, a gaming system having a joint and open gaming ability can be provided.
- the game value assigning command transmitting means in the management server sends, to the plurality of gaming machines, an instruction to assign a game value to the game value assigning means.
- the gaming value transmitted to the gaming value providing means differs between the gaming machine transmitting the special gaming information by the special gaming information transmitting means and the gaming machine not transmitting the special gaming information (for example, A game system that transmits a command so that the number of coins paid out differs as described later.
- the gaming machine that has transmitted the special gaming information and the gaming machine that has not transmitted the special gaming information have different game values given to the player. This can ensure fairness between players and avoid situations that would detract from the interest of the player.
- the game value assigning command transmitting means in the management server includes a plurality of instructions for giving the game value assigning means a game value.
- Game value to be given to the game value providing means in accordance with the result of the special game for example, as described later, "victory”, “run away”, “destruction”, etc.
- the game value given to the player differs according to the result of the special game, so that the fun of the game differs from the fun of the special game of the conventional gaming machine. But Granted. Therefore, it is possible to improve the interest in the game.
- the special game is a game in which a dragon is defeated by one of the ally characters operated by the player
- the behavior of the ally character for example, each command of attack, magic, escape, etc.
- the game value to be granted for this reason, it becomes more interesting to make a strategy as to which command to use, and it is possible to improve interest in the game.
- Special game generating means for example, main control to be described later for generating a special game (for example, a bonus game to be described later) more advantageous to the player than a normal game (for example, a slot game to be described later)
- a gaming machine 32 means for performing the process of step S210, or a plurality of gaming machines (for example, as will be described later, gaming machines la-lh, etc.) having a hopper 30, a hopper driving circuit 32, and communication means (for example, A management server (for example, in the first embodiment), which is connected to the plurality of gaming machines via a LAN cable or the like as described later and manages the amount of game value paid out from each of the gaming machines.
- Pipe described later Used in a gaming system (e.g., a gaming system 100 described later in the first embodiment, a gaming system 200 described later in the second embodiment, etc.) including a management server 80 and a gaming machine la described later in the second embodiment.
- a management server receiving special game information indicating that the special game has been generated (for example, bonus game start information described later) from at least one of the plurality of gaming machines via the communication unit;
- Special game information receiving means for example, a CPU 81, communication ports 84a to 84h, means for performing the processing of step S103 in FIG. 30 as described later in the first embodiment, and a main control circuit 71a as described later in the second embodiment.
- Communication ports 129b-129h means for performing the process of step S412 in FIG.
- Special game occurrence information transmitting means for example, as described later in the first embodiment, the CPU 81, the communication ports 84a-84h, and the processing in step S103 in FIG. 30
- Special game participation information receiving means for receiving special game participation information indicating participation in the special game from the plurality of gaming machines via the communication means (for example, as described later in the first embodiment, the CPU 81).
- the game value providing means is provided with a game value to the player.
- a command (for example, a bonus game end command or the like to be described later) transmitted to the gaming machine via the communication means, for example, a game value providing command transmitting means (for example, as described later in the first embodiment, the CPU 81, the communication ports 84a to 84h, Step S119 in Fig. 31
- the management server receives the special game information indicating that the special game has occurred from at least one of the plurality of game machines via the communication unit.
- Special game information receiving means special game occurrence information transmitting means for transmitting, via communication means, special game occurrence information to the effect that a special game has occurred to a gaming machine other than the gaming machine that has transmitted the special game information, to the special game.
- a special game participation information receiving means for receiving special game participation information to participate from the plurality of gaming machines via the communication means, and a command for giving a game value to a player according to a result of the special game.
- a game value providing command transmitting means for transmitting the game value to the gaming machine through the communication means! / ⁇ , so that a new game property can be provided.
- a management server used in a gaming system can be provided.
- At least one of the plurality of gaming machines (the gaming machine that has transmitted the special gaming information) and the gaming machines other than the gaming machine are provided to the player. Since the game values are different, fairness among players can be ensured, and situations that detract from the interests of the players can be avoided.
- the game value provision command transmission means transmits a command to provide the game value provision means with a game value to the plurality of gaming machines.
- a command is issued so that the game value to be given to the game value giving means is different.
- a management server for transmitting for example, as described later, “victory”, “run away”, “destruction”, etc.
- the special game is a game in which a dragon is defeated by one of the ally characters operated by the player
- the action form of the ally character for example, attack, magic, escape, etc.
- Each of these commands affects the result of the special game, that is, the value of the game to be provided. Therefore, it becomes more interesting to make a strategy as to which command to use, and it is possible to improve the interest in the game.
- a special game that is connected to a plurality of gaming machines via communication means (for example, a LAN cable as described below) and is more advantageous to a player than a normal game (for example, a slot game described later)
- a special game generating means for example, a main control circuit 71 to be described later, a means for performing the processing of step S19 in FIG. 29, etc.
- a game value to the player for example, A game machine having a game value providing means (for example, a main control circuit 71, a means for performing the process of step S210 in FIG. 32, or a hopper 30, a hopper drive circuit 32, etc., as will be described later).
- a gaming machine la-lh, etc. and the plurality of gaming machines are connected via the communication means, and the amount of gaming value to be paid out for each gaming machine is managed collectively.
- Management services For example, a management server 80 described later in the first embodiment, a gaming machine la described later in the second embodiment, etc.
- a gaming system e.g., a gaming system 100 described later in the first embodiment, and a later-described Game system used in the game system 200
- special game information indicating that a special game has been generated by the special game generation means for example, bonus game start information described later
- a special game information transmitting means for transmitting to the management server for example, a main control circuit 71, a means for performing the process of step S11 in FIG. 29, a communication port 128, etc., as described later), and a notification that the special game has occurred.
- Special game occurrence information receiving means for example, as will be described later, a main system, which receives special game occurrence information (for example, a bonus game start command described later) from the management server via the communication means.
- Special game participation information transmitting means for example, a main control circuit 71, a means for performing the processing of step S15 in FIG. 29, a communication port 128, etc., as will be described later
- the special game In accordance with the result (for example, "victory”, “escape”, “destruction”, etc., as will be described later), the game value providing means gives the player a game value (for example, the bonus game end described later).
- Instructions) Value giving command receiving means for receiving from the management server via the communication means
- a main control circuit 71 for example, as will be described later, a main control circuit 71, a means for performing the processing of step S209 in FIG. 32, a communication port 128, and the like).
- the gaming machine transmits the special game information to the management server via the communication means to the special game information to the effect that the special game has been generated by the special game generation means,
- a special game occurrence information receiving means for receiving special game occurrence information indicating that a special game has occurred from the management server via the communication means, and a special game participation information indicating participation in the special game via the communication means for the management server.
- a special game participation information transmitting means for transmitting the game value to the game value providing means in accordance with the result of the special game; Because it is equipped, new playability can be provided.
- the gaming machine that has transmitted the special gaming information and the gaming machine that has not transmitted the special gaming information have different game values given to the player.
- the fairness between players can be ensured, and situations that detract from the interest of the player can be avoided.
- the same game value is given to a player of a gaming machine in which a special game has occurred and a player who participates in the special game, only the player who has struggled to generate the special game is required. Lack of impartiality with players who can take part in special games while riding may result in a loss of the player's interest in the game.
- the game value giving command receiving means receives a command to give the game value giving means a game value from the management server.
- the game value giving means receives a command to give the game value giving means a game value from the management server.
- the game value providing means in response to receiving a command having a different game value to be given to the game value providing means, depending on the result of the special game (for example, as will be described later, “victory”, “run away”, “destruction”, etc.).
- a gaming machine characterized by:
- the game value given to the player is different depending on the result of the special game, and therefore, a different fun from the special game of the conventional game machine is provided. Is done.
- each action form of the ally character for example, an attack, magic, escape command, or the like, is a special game.
- the game value to be granted it becomes more interesting to make a strategy as to which command to use, and it is possible to improve interest in the game.
- a first game machine capable of playing a normal game and a special game more advantageous to the player than the normal game, and a management server capable of transmitting and receiving information to and from the first game machine.
- a gaming system including a second gaming machine capable of transmitting and receiving information to and from the management server,
- the first game machine When shifting from the normal game to the special game in the first game machine, the first game machine transmits special game information to the effect that the special game will occur to the management server,
- the management server receives the special game information, generates special game participation selection information based on the special game information, and transmits the special game participation selection information to the second gaming machine. Send,
- the second gaming machine provides the player of the second gaming machine with the special game participation selection information, and provides a special selection based on the player's participation selection input of the second gaming machine. Generating game participation information, transmitting the information to the management server,
- the management server transmits a start instruction of the special game to the first game machine and the second game machine based on the special game participation information, and proceeds with the progress of the special game.
- To the first and second gaming machines and receives inputs from the players of the first gaming machine and Z or the players of the second gaming machine from the respective gaming machines and receives the special Command information for causing the player to further advance the game and to give a predetermined game value to the player of the first gaming machine and Z or the player of the second gaming machine according to the result of the special game is generated.
- a gaming system for transmitting to the first and second gaming machines.
- a third gaming machine capable of transmitting and receiving information to and from the management server
- the management server transmits the special game participation selection information to the third gaming machine. If the management server does not receive the special game participation information from the third gaming machine within a predetermined time, the special server A gaming system, wherein information relating to gaming is not transmitted to the third gaming machine.
- the management server when transmitting the command information to the first gaming machine and Z or the second gaming machine, a game value given to a player of the first gaming machine, A game system for transmitting the command information so that the game value given to a player of the second game machine is different from the game value.
- a management server capable of transmitting and receiving information to and from a first gaming machine and a second gaming machine capable of playing a normal game and a special game more advantageous to the player than the normal game.
- the management server receives the special game information transmitted from the first gaming machine indicating that the special game will occur, and generates special game participation selection information based on the special game information;
- the special game participation selection information is transmitted to the second gaming machine, and the special game participation information is generated in the second gaming machine based on a player's participation selection input
- the special game is further advanced, and command information for giving a predetermined game value to the player of the first game machine and Z or the player of the second game machine according to the result of the special game is generated.
- a management server for transmitting to the first and second gaming machines.
- the management server is capable of transmitting and receiving to and from a third gaming machine, transmits the special gaming participation selection information to the third gaming machine, and transmits the special gaming participation information from the third gaming machine within a predetermined time.
- a management server that does not transmit the information relating to the special game to the third game machine when the third game machine is not received.
- the management server when transmitting the command information to the first gaming machine and Z or the second gaming machine, a game value given to a player of the first gaming machine, A management server that transmits the command information so that the game value given to a player of the second gaming machine is different from the game value.
- a normal game and a player rather than a normal game including a display for displaying the game content, a receiving unit for receiving an input from the player for starting the game, and a control device for proceeding with the game.
- the first gaming machine in which a special game advantageous to
- the first gaming machine is capable of transmitting and receiving information to and from a second gaming machine
- the first game machine When shifting from the normal game to the special game in the first game machine, the first game machine transmits special game participation selection information based on the special game information indicating that the special game will occur. Generating and transmitting the special game participation selection information to the second gaming machine;
- the second gaming machine provides the player of the second gaming machine with the special game participation selection information, and provides a special selection based on the player's participation selection input of the second gaming machine. Generating game participation information and transmitting the generated information to the first gaming machine; The first gaming machine generates an instruction to start the special game based on the special game participation information, and starts the special game in the first gaming machine, and transmits the instruction to the second gaming machine. In accordance with the progress of the special game, the progress information is transmitted to the second gaming machine, and the input from the player of the first gaming machine and Z or the player of the second gaming machine is transmitted.
- the special game is further progressed directly or received from the second game machine, and a predetermined game value is set according to a result of the special game with a player of the first game machine and Z or the second game machine.
- a first gaming machine that generates instruction information to be given to a player of the gaming machine and transmits the command information to the second gaming machine;
- a special game that is more advantageous to the player than the normal game can be played, including a display for displaying the contents of the game, a receiving unit for receiving an input from the player, and a control device for progressing the game.
- a second gaming machine including a display for displaying the contents of the game, a receiving unit for receiving an input from the player, and a control device for progressing the game.
- the second gaming machine is capable of transmitting and receiving information to and from a first gaming machine that transmits special game participation selection information based on special game information indicating that the special game will occur,
- the second gaming machine provides the player of the second gaming machine with the special game participation selection information, and provides a special selection based on the player's participation selection input of the second gaming machine. Generating game participation information and transmitting the generated information to the first gaming machine;
- the second gaming machine receives the special game start command from the first gaming machine, receives progress information from the first gaming machine along with the progress of the special game, and Receiving an input from a player of the second gaming machine, transmitting the input to the first gaming machine to further advance the special game, and, according to a result of the special game, changing a predetermined game value to the second gaming machine.
- a second gaming machine that receives instruction information to be given to a player of the gaming machine by the first gaming machine;
- a normal game and a player rather than a normal game including a display for displaying the game content, a receiving unit for receiving an input from the player for starting the game, and a control device for advancing the game.
- the first gaming machine that can play special games that are advantageous to
- a network to which the first gaming machine is connected
- a network gaming machine system comprising: a second gaming machine connected to the network and connectable to the first gaming machine via the network;
- the second gaming machine includes a display for displaying a game content, a receiving unit for receiving an input from a player for starting the game, and a control device for advancing the game. Special games that are advantageous to the player can be played,
- the first game machine When shifting from the normal game to the special game in the first game machine, the first game machine transmits special game participation selection information based on the special game information indicating that the special game will occur. Generating and transmitting the special game participation selection information to the second gaming machine;
- the second gaming machine provides the player of the second gaming machine with the special game participation selection information, and provides a special selection based on the player's participation selection input of the second gaming machine. Generating game participation information and transmitting the generated information to the first gaming machine;
- the first gaming machine generates an instruction to start the special game based on the special game participation information, and starts the special game in the first gaming machine, and transmits the instruction to the second gaming machine.
- the progress information is transmitted to the second gaming machine, and the input from the player of the first gaming machine and Z or the player of the second gaming machine is transmitted.
- the special game is further progressed directly or received from the second game machine, and a predetermined game value is set according to a result of the special game with a player of the first game machine and Z or the second game machine.
- a network gaming machine system that generates command information to be given to a player of the gaming machine and transmits the command information to the second gaming machine.
- the special game participation selection information may be information for notifying that a player power of a gaming machine different from the gaming machine in which the special game has occurred can select whether or not to participate in the special game.
- the participation selection input may be an input indicating that the player presented with the special game participation selection information participates in the special game. It can include inputs made by any means, such as buttons, keyboards, mice, voices, and the like.
- the progress information may be information for indicating that the special game progresses with time and the emergency state changes.
- the command information for giving a predetermined game value to the player of the first gaming machine and Z or the player of the second gaming machine is a command for giving a predetermined game value to the player. It may be information. As a method of giving the coin, a coin can be put out to a hopper or the like. The credit can be given in the form of information, and any method can be used.
- FIG. 1 is a perspective view showing an external appearance of a gaming machine constituting a gaming system of Embodiment 1.
- FIG. 2 is a view showing a main display of the gaming machine constituting the gaming system of Embodiment 1.
- FIG. 3 is a view showing a second display of the gaming machine forming the gaming system of Embodiment 1.
- FIG. 4 is a view showing a symbol row drawn on each reel of the gaming machine constituting the gaming system of Embodiment 1.
- FIG. 5 is a view showing a payout table of a gaming machine included in the gaming system of Embodiment 1.
- FIG. 6 is a diagram showing an example of a probability lottery table for reels of a gaming machine that constitutes the gaming system of Embodiment 1.
- FIG. 7 is an explanatory diagram showing the configuration of the entire game system of Embodiment 1.
- FIG. 8 is a block diagram showing a configuration of an electric circuit of the gaming machine constituting the gaming system of Embodiment 1.
- FIG. 9 is a block diagram showing a configuration of an electric circuit of a sub-control circuit of the gaming machine constituting the gaming system of Embodiment 1.
- FIG. 10 is a block diagram showing a configuration of an electric circuit of a management server configuring the gaming system of Embodiment 1.
- FIG. 11A is a view showing a reference coin number table stored in the ROM of the management server configuring the gaming system of Embodiment 1.
- FIG. 11B is a view showing a classification rate table stored in the ROM of the management server configuring the gaming system of Embodiment 1.
- FIG. 11C is a view showing a treasure chest coin number table stored in the ROM of the management server configuring the gaming system of Embodiment 1.
- FIG. 12A is a diagram specifically explaining the number of coins to be paid out of a gaming machine constituting the gaming system of Embodiment 1 with respect to a leader.
- FIG. 12B is a diagram specifically explaining the number of coins to be paid out of a gaming machine constituting the gaming system of Embodiment 1 for a partner.
- FIG. 13 Buttons displayed on the second display of the gaming machine constituting the gaming system of Embodiment 1. It is a figure showing an example of an eggplant game.
- FIG. 14 is a view illustrating an example of a bonus game displayed on a second display of the gaming machine configuring the gaming system according to the first embodiment.
- FIG. 15 is a view illustrating an example of a bonus game displayed on a second display of the gaming machine configuring the gaming system of Embodiment 1.
- FIG. 16 is a view showing an example of a bonus game displayed on a second display of the gaming machine constituting the gaming system of Embodiment 1.
- FIG. 17 is a view illustrating an example of a bonus game displayed on the second display of the gaming machine configuring the gaming system of Embodiment 1.
- FIG. 18A is a view illustrating an example of a bonus game displayed on a second display of a gaming machine of a leader constituting the gaming system of Embodiment 1.
- FIG. 18B is a view illustrating an example of a bonus game displayed on the second display of the gaming machine of the partner constituting the gaming system of Embodiment 1.
- FIG. 19 is a view illustrating an example of a bonus game displayed on a second display of the gaming machine configuring the gaming system of Embodiment 1.
- FIG. 20 is a view illustrating an example of a bonus game displayed on the second display of the gaming machine configuring the gaming system of Embodiment 1.
- FIG. 21A is a view illustrating an example of a bonus game displayed on a second display of a gaming machine included in the gaming system of Embodiment 1.
- FIG. 21B is a view illustrating an example of a bonus game displayed on the second display of the gaming machine included in the gaming system of Embodiment 1.
- FIG. 22 is a view illustrating an example of a bonus game displayed on a second display of the gaming machine configuring the gaming system of Embodiment 1.
- FIG. 23 is a view illustrating an example of a bonus game displayed on the second display of the gaming machine configuring the gaming system of Embodiment 1.
- FIG. 24A is a view illustrating an example of a bonus game displayed on a second display of a gaming machine configuring the gaming system of Embodiment 1.
- FIG. 24B Displayed on the second display of the gaming machine configuring the gaming system of Embodiment 1. It is a figure showing an example of a bonus game.
- FIG. 25 is a view illustrating an example of a bonus game displayed on a second display of the gaming machine configuring the gaming system of Embodiment 1.
- FIG. 26 is a view illustrating an example of a bonus game displayed on a second display of the gaming machine configuring the gaming system of Embodiment 1.
- FIG. 27A is a view illustrating an example of a bonus game displayed on a second display of a gaming machine included in the gaming system of Embodiment 1.
- FIG. 27B is a view illustrating an example of a bonus game displayed on the second display of the gaming machine configuring the gaming system of Embodiment 1.
- FIG. 28 is a main flowchart of a main control circuit of the gaming machine forming the gaming system of Embodiment 1.
- FIG. 29 A flowchart following FIG. 28 of the gaming machine constituting the gaming system of Embodiment 1.
- FIG. 30 is a flowchart showing a bonus game control process of the management server configuring the gaming system of Embodiment 1.
- FIG. 31 is a flowchart following FIG. 30 of the management server configuring the gaming system of Embodiment 1.
- FIG. 32 is a flowchart showing a bonus game control process of a gaming machine constituting the gaming system of Embodiment 1.
- FIG. 34 is an explanatory view showing the configuration of the entire game system of Embodiment 2.
- FIG. 35 is a main flow chart of a main control circuit of a gaming machine la configuring the gaming system of Embodiment 2.
- FIG. 36 is a flowchart following FIG. 35 of the gaming machine la configuring the gaming system of Embodiment 2.
- FIG. 37 is a flowchart of the gaming machine la constituting the gaming system of Embodiment 2, following FIG. 36.
- FIG. 38 is a flowchart of the gaming machine la configuring the gaming system of Embodiment 2, which is continued from FIG. 37.
- FIG. 39 is a flowchart showing a gaming machine la constituting a gaming system according to Embodiment 2, following FIG. 38.
- FIG. 40 is a block diagram showing a configuration of an electric circuit of a gaming machine forming the gaming system of Embodiment 2.
- FIG. 41 is a flowchart showing a bonus game control process of the management server configuring the gaming system of Embodiment 3.
- FIG. 42 is a flowchart showing bonus game start processing of a management server included in the gaming system of Embodiment 3.
- FIG. 43 is a schematic diagram of a network game system according to Embodiment 4.
- FIG. 1 is a perspective view showing an external appearance of a gaming machine 1 constituting a gaming system 100 according to one embodiment of the present invention.
- the gaming machine 1 is a so-called “slot machine”.
- the gaming machine 1 is a gaming machine that uses a gaming medium such as a coin, a medal, a gaming ball, a token, or the like, or a card or the like that stores information of a gaming value given or given to a player.
- a gaming medium such as a coin, a medal, a gaming ball, a token, or the like, or a card or the like that stores information of a gaming value given or given to a player.
- the following description is based on the assumption that coins are used.
- a main display 5 is formed on a lower front surface of the housing 2 forming the whole of the gaming machine 1, and vertically long rectangular display windows 4L, 4C, 4R are provided in the center thereof. I have.
- One winning line 8 is marked in the center of each display window 4L, 4C, 4R.
- three reels 3L, 3C, and 3R are rotatable. They are arranged in a horizontal line to form a variable display device. The design of each reel can be observed through the display windows 4L, 4C, 4R.
- main displays 5 for digitally displaying effects of slot games and bonus games are provided on reels 3L and 3C.
- a second display 6 for digitally displaying the bonus game is provided on the upper side of the housing 2.
- the types of the main display 5 and the second display 6 are LCDs. The main display 5 and the second display 6 will be described later.
- main display 5 and the second display 6 of the gaming machine 1 in the present embodiment are LCDs, and that only one of them is used.
- the present invention is not limited to this.
- a payout at the time of winning is displayed on the display area 5A of the main display 5 and above the display window 4L.
- a BET meter 9 that displays the number of coins bet for one game is displayed.
- a CREDIT meter 10 indicating the number of coins currently stored is displayed on the display area 5A of the main display 5 and above the display window 4R.
- the control panel 11 located below the main display 5 is provided with a coin insertion slot 12 for a player to insert coins.
- control panel 11 is provided with a spin switch 15 for starting rotation of the reels 3L, 3C, 3R. Furthermore, the control panel 11 is provided with an error switch 13, a help switch 14, a cashout switch 16, a BET switch 17, a maximum BET spin switch 18, a repeat BET spin switch 19, a cross switch 24, and a confirmation switch 25. .
- the error switch 13 is a switch that is pressed when a malfunction occurs in the gaming machine 1. When the error switch 13 is pressed, the error lamp 23 on the ceiling of the housing 2 is turned on, and the clerk at the game hall is called.
- the help switch 14 is a switch for displaying an explanation on the second display 6 when there is any unclear point in the game method of the gaming machine 1 or the content of the bonus game described later.
- the cashout switch 16 is a switch used to pay out the stored coins from the coin payout exit 20 to the coin tray 21.
- the BET switch 17 is a switch used to bet coins stored in a game. By pressing the BET switch 17 once, one coin is bet. The number of coins bet in one game is called "BET number”.
- the maximum BET spin switch 18 is a switch capable of betting a maximum number of coins (for example, four) that can be bet on one game by one pressing operation. When the maximum BET spin switch 18 is pressed, the reels 3L, 3C, 3R start rotating.
- the repeat BET spin switch 19 is a switch capable of betting the coin of the previous BET number in the game by being pressed. Also, when the repeat BET spin switch 19 is pressed, the reels 3L, 3C, 3R start rotating.
- the cross switch 24 and the determination switch 25 as input devices are switches used for determining a command desired by the player by being pressed in a bonus game.
- a speaker 43 housed inside the housing 2 is provided above the coin tray 21 serving as a tray for coins to be paid out, in order to output the generated sound to the outside of the housing 2.
- a sound transmission opening 22 is provided.
- the force provided with the spin switch 15 or the repeat BET spin switch 19 for starting the rotation of the reels 3L, 3C, 3R by the pressing operation is not limited to this. That is, a handle for starting rotation of the reels 3L, 3C, 3R by tilting operation may be provided.
- the main display 5 is provided below the housing 2 of the gaming machine 1, and the second display 6 is provided above the housing 2 of the gaming machine 1.
- FIG. 2 is a diagram showing a cross section of the main display 5 together with the reels 3L, 3C, 3R.
- the main display 5 is a transparent liquid crystal in which a picture sheet 53 made of a transparent film material on which various pictures are printed, a pixel electrode and the like are arranged on the inner surface side of a transparent acrylic plate 52 which is a protective cover.
- the liquid crystal display device 54 of the display device and the light guide plate 33 are laminated.
- a touch panel 51 for detecting a coordinate position touched by the player is arranged on the front surface.
- liquid crystal backlights 292 and 293 as illumination of the liquid crystal display device 54 are provided.
- the liquid crystal backlights 292 and 293 are turned on, the image displayed on the liquid crystal display device 54 becomes clearly visible to the player.
- symbol lighting lamps 57, 58 for illuminating the symbols on the reels 3L, 3C, 3R are provided. Since the symbol lighting lamps 57 and 58 are controlled to be turned on when power is supplied, the symbols on the reels 3L, 3C and 3R can be clearly recognized.
- These pattern illumination lamps 57 and 58 mainly use a cold cathode tube. The present invention is not limited to this.
- the symbols drawn on the pattern sheet 53 are always visually recognized by the player, regardless of the effect control state of the gaming machine 1.
- the liquid crystal display device 54 also displays an image of a bonus game that can be performed only in a slot game described later.
- a lamp housing 62 equipped with a lit reel back lamp (not shown) for making the symbols easily visible.
- FIG. 3 shows a cross-sectional view of the second display 6 as a display device.
- the structure of the second display 6 is the same as that of the main display 5 in that a picture sheet 63, a liquid crystal display device 64, and a light guide plate 67 are laminated on the inner surface side of a transparent acrylic plate 65.
- Liquid crystal backlights 296 and 297 are provided above and below the liquid crystal display device 64. Since no reel is provided behind the second display 6, no symbol lighting lamp is provided.
- FIG. 4 shows a symbol row in which a plurality of types of symbols represented on each of the reels 3L, 3C, 3R are arranged.
- the symbol row is composed of a plurality of types of symbols arranged at odd positions and a plurality of "blanks" (blanks) arranged at even positions.
- Each symbol and each "blank” are assigned a code number of "01"-"22", and each symbol, each "blank", and the code number corresponding thereto are stored in a ROM122 (described later) as a data table. (See Fig. 8).
- FIG. 5 shows a payout table displayed on the second display 6 during a normal game (slot game).
- the payout table shows how many coins will be paid out for winning.
- the slot game executed in the slot game playing state is a game including the following procedures.
- the spin switch 15 is pressed to start the rotation of the reels 3L, 3C, 3R, and after a certain time, each of the reels 3L, 3C, 3R becomes In principle, stop in this order.
- the maximum BET spin switch 18 or the repetition BET spin switch 19 is pressed, the reels 3L, 3C, 3R start rotating, and the combination of symbols arranged along the winning line 8 is changed. If the combination is a predetermined combination, that is, if a prize is won, coins will be awarded to the player.
- the bonus game playing state is a gaming state that is shifted from the slot game playing state by a combination of specific symbols during the slot game, that is, three "dragons" are arranged along the winning line. It is.
- a battle game described later (a game in which an ally character defeats an enemy character "Dragon") is executed as a bonus game, and there is a possibility that more coins will be given to the player than in the slot game. is there. That is, as described later, when the battle game is executed on at least one gaming machine, the communication means (such as a LAN (local network) cable or the like) ), All the gaming machines la-lh (see FIG. 7) are ready to execute the battle game.
- the communication means such as a LAN (local network) cable or the like
- WILD has a substitute function for each of the symbols “1BAR”, “2BAR”, “3BAR” and "RED 7".
- the symbol combination of “1BAR—1BAR—WILD” can be obtained by replacing “1BAR” on the reel 3R on the right reel with “WILD” in the symbol combination of “18 1 1 ⁇ 18—18 ⁇ , that is,“ 1BAR ”. ".
- the probability lottery table is a table that is referred to when determining the symbols arranged along the pay line 8 when the reels 3L, 3C, and 3R are completely stopped in the slot game.
- FIG. 6 shows a pattern that is aligned along the pay line 8 when the reels 3L, 3C, and 3R are completely stopped when the coin power is bet! Is a probability lottery table for each reel 3L, 3C, 3R for determining the number of reels. Although not shown here, the force in which there is also a probability lottery table when the BET number is "1"-"3" is omitted.
- each probability lottery table a range of random numbers for determining a symbol to stop along the pay line 8 when the reels 3L, 3C, and 3R are completely stopped is shown for each symbol.
- a specific method of determining a symbol stopped along the pay line 8 by lottery is as follows.
- the CPU 121 which will be described later, uses the random number (integer) of each reel 3L, 3C, 3R extracted from a predetermined random number range (for example, a range of "0"-"255") and a "probability lottery table" shown in FIG. With reference to, the range power of the random number of the extracted random numbers is determined, and the symbols to be stopped on the winning line 8 are determined.
- a lottery is performed for each of the reels 3L, 3C, and 3R to determine the symbols arranged along the winning line 8.
- the present invention is not limited to this. That is, The winning combination may be determined by lottery, and the symbols to be stopped on the winning line 8 may be determined based on the determined winning symbols. That is, a gaming machine may be provided with a winning combination determining means based on random numbers sampled for each game.
- FIG. 7 is an explanatory diagram showing the configuration of the entire gaming system according to the present embodiment.
- This gaming system includes a plurality of gaming machines la, lb, ⁇ lh, and a management server 80.
- a plurality of gaming machines la, lb, ⁇ ' ⁇ 11 ⁇ are connected to the management server 80 via communication means (communication lines) such as a LAN (local network) cable so that predetermined information can be communicated. Have been.
- communication means such as a LAN (local network) cable
- the gaming machines 1 are in a state where they can communicate with each other under the management of the management server 40.
- FIG. 8 shows a main control circuit 71 for controlling a game processing operation in the gaming machine 1, peripheral devices (actuators) electrically connected to the main control circuit 71, and control commands transmitted from the main control circuit 71.
- a circuit configuration including a main control 5 and a sub control circuit 171 for controlling the second display 6 is shown. Note that the CPU 121 and the actuator of the main control circuit 71 are connected by the input port and the output port. In FIG. 8, the description of the input port and the output port is omitted.
- the main control circuit 71 has a microcomputer 120 as a main component disposed on a circuit board, and is further provided with a circuit for random number sampling.
- the microcomputer 120 includes a CPU 121 that performs a control operation according to a preset program, and a ROM 122 and a RAM 123 that are storage units.
- the CPU 121 is connected with a clock pulse generation circuit 124 and a frequency divider 125 for generating a reference clock pulse, and a random number generator 126 and a random number sampling circuit 127 for generating random numbers to be sampled.
- random number sampling is performed in the microcomputer 120, that is, in the operation program of the CPU 121. It may be configured to execute. In that case, the random number generator 126 and the random number sampling circuit 127 can be omitted, or can be left as a backup for the random number sampling operation.
- the ROM 122 of the microcomputer 120 in addition to the program for controlling the game of the gaming machine 1, the position of the combination of symbols arranged along the winning line 8 when the reels 3L, 3C, 3R are completely stopped is stored.
- the "symbol table” which is referred to when deciding, the “symbol combination table” which is referred to when controlling the reels 3L, 3C and 3R, and when confirming the winning after stopping all reels,
- a “probability lottery table” and the like which are referred to when determining a symbol to stop along the pay line 8 when all the reels 3L, 3C, 3R stop, are recorded.
- the ROM 122 of the microcomputer 120 stores various control commands (commands) to be transmitted to the sub control circuit 171.
- This command includes a “demo display command”, an “all reel stop command”, a “bonus game start command” for starting the image display of the bonus game on the second display 6, and the like.
- the main actuators whose operations are controlled by control signals from the microcomputer 120 include stepping motors 49L, 49C, 49R for driving the reels 3L, 3C, 3R to rotate, respectively.
- a hopper including a drive unit for paying out
- the stepping motors 49L, 49C, 49R, the hopper 30, the main display 5 and the second display 6, and the various lamps 60 are connected to the CPU 121 via the motor driving circuit 31, the hopper driving circuit 32, the sub-control circuit 171 and the lamp driving circuit 45, respectively. Connected to the output end.
- These drive circuits receive a control signal such as a drive command output from the CPU 121 and control the operation of each actuator.
- the sub-control circuit 171 that controls the main display 5 and the second display 6 controls production of the main display 5 and the second display 6 based on a control command from the microcomputer 120.
- the sub control circuit 171 will be described later in detail.
- the power amplifier 42 as an amplifier is connected to the output terminal of the CPU 121 via a sound source IC 41 that controls the sound output from the speaker 43.
- Sound source IC41 is CPU121
- the power amplifier 42 and the speaker 43 are controlled in response to a control signal such as a control command that outputs a force.
- the communication port 128 is provided for communicating with the server 80 via communication means (communication line) such as a LAN (local network) cable (see Fig. 7).
- communication means such as a LAN (local network) cable (see Fig. 7).
- the main input signal generating means for generating an input signal necessary for the microcomputer 120 to generate a control signal includes the following.
- coin sensor 12S error switch 13, help switch 14, spin switch 15, cashout switch 16, BET switch 17, maximum BET spin switch 18, repeat BET spin switch 19, cross switch 24, fixed switch 25, reel position detection
- the coin sensor 12S detects a coin inserted into the coin insertion slot 12.
- the reel position detection circuit 34 receives a pulse signal from a reel position detector (not shown) and supplies a signal for detecting the position of each of the reels 3L, 3C, 3R to the CPU 121.
- the payout completion signal circuit 36 supplies a signal for detecting the completion of coin payout to the CPU 121 when the count value of the coin detecting section 35 for detecting coins paid out from the hopper 30 reaches the designated number data. I do.
- These input signal generating means are connected to the input terminal of the CPU 121.
- the CPU 121 supplies a payout command signal to the hopper drive circuit 32 and outputs a predetermined Pay out a number of coins.
- the coin detecting unit 35 counts the number of coins paid out from the hopper 30, and when the counted value reaches the specified number, a coin payout completion signal is input to the CPU 121. Accordingly, the CPU 121 stops driving the hopper 30 via the hopper driving circuit 32, and ends the “coin payout process”.
- main control circuit 71, the hopper 30, and the hopper drive circuit 32 provide the player with a game value when the stop mode of the variable display unit stopped by the stop control unit is a predetermined winning mode.
- Game value providing means
- the random number generator 126 generates a random number belonging to a predetermined numerical range, and the random number sampling circuit 127 outputs the spin switch 15, the maximum BET spin switch 18 or the After the Pete BET spin switch 19 is pressed, random number sampling is performed at an appropriate timing.
- the sampled random numbers are used to determine to which area of the “probability lottery table” stored in the storage unit in the ROM 122 the force belongs.
- the reels 3L, 3C, 3R described later are controlled, and the determined symbol is stopped along the pay line 8. become.
- a “symbol table” is stored in the ROM 122 in order to associate the symbols with the rotational positions of the reels 3L, 3C, 3R as described above.
- the code numbers sequentially assigned to each reel 3L, 3C, 3R at a fixed rotation pitch, based on the rotation position at which the reset pulse is generated, correspond to each code number.
- the symbol code indicating the symbol provided is associated with the symbol code.
- a "winning symbol combination table” is also stored.
- combinations of symbols to be won, the number of coins to be won, and a winning determination code representing the winning are associated with each other.
- the “winning symbol combination table” is referred to at the time of stop control of the variable display operation of the left reel 3L, the middle reel 3C, and the right reel 3R, and when performing a winning confirmation after stopping all the reels.
- the sub control circuit 171 includes a sub CPU 221, a sub ROM 222, a sub RAM 223, image display control circuits 224 and 225, and the like.
- an IN port, an OUT port, and the like are appropriately arranged between the main control circuit 71 and the sub control circuit 171 or between the sub CPU 221 and each actuator.
- the sub CPU 221 determines what type of display is to be performed on the main display 5 and the second display 6 based on the game information command transmitted from the main control circuit 71, and The display contents are transmitted to the display control circuits 224 and 225.
- the sub ROM 222 stores a communication sequence program for communicating with the main control circuit 71, programs and data necessary for producing a slot game effect and a bonus game.
- the sub RAM 223 is used as a work area for executing these control programs.
- the image display control circuit 224 includes a video RAM (not shown) and controls display contents of the main display 5.
- the image display control circuit 225 includes a video RAM (not shown) and controls display contents of the second display 6.
- the image display control circuit 225 causes the second display 6 to start displaying an image of the bonus game based on the bonus game start command transmitted from the main control circuit 71.
- the main control circuit 71 and the sub-control circuit 171 are provided separately, but it is also possible to provide these circuits integrally.
- FIG. 10 is a block diagram showing the configuration of the management server 80.
- the management server 80 includes a CPU 81, a ROM 82, a RAM 83, eight communication ports 84a to 84h, and the like.
- the ROM 82 stores communication control programs, and outputs these to the CPU 81.
- the RAM 83 temporarily stores information and the like transmitted through the communication ports 84a to 84h and is used as a work memory area when the CPU 41 performs arithmetic processing.
- Each gaming machine la-lh is connected to each communication port 84a-84h. Thereby, the CPU 81 can recognize each of the gaming machines la-lh by the number of the communication port. It is also possible to construct a client Z server type network using a single communication port, but in this case, in order to recognize each gaming machine la-lh, each gaming machine la-lh The process of assigning an ID to is required.
- Information transmitted from each of the gaming machines 1 is temporarily transmitted to the management server 80. Then, the management server 80 recognizes that the destination is included in the received information, and receives the received information from the communication port 84 to which the gaming machine 1 specified by the destination is connected. Output information. Thereby, bidirectional data communication between each of the gaming machines 1 becomes possible.
- the arithmetic expression shown in Expression 1 is an arithmetic expression for the number of coins to be paid out during the bonus game, and is stored in the ROM 82 of the management server 80.
- the number of coins to be paid out is determined by the reference number of coins, the type ratio (1), the type ratio (2), the number of coins in the treasure box, and It is determined by the number.
- the table shown in Fig. 11A is a reference coin number table, and is a table referred to when calculating the coin payout number.
- the reference coin number table is stored in the ROM 82 of the management server 80.
- the reference coin number differs depending on the role of the ally character in the battle game performed in the bonus game. Since the reference number of coins is a coefficient of the formula for calculating the number of coins to be paid out, the number of coins to be paid out varies depending on the role of the ally character in the battle game performed in the bonus game.
- the ally character refers to a character that the player of each gaming machine la-lh is in charge of in the fighting game. The battle game progresses as the ally characters cooperate and fight the dragon.
- leader There are two roles of the ally character in the battle game, "leader” and "partner".
- the ⁇ leader '' is the player of a gaming machine (for example, la) with three ⁇ dragons '' lined up on the winning line when all reels 3L, 3C, 3R are stopped during the slot game, that is, the bonus game playing state This is the role of the ally character assigned to the player of the gaming machine la that generated the.
- “Partner” is the role of an ally character in charge of a player participating in a fighting game generated by another gaming machine.
- the standard number of coins is 5,000.
- the standard coin is The number of ins is 1,000.
- the type credit ratio table is also a table referred to when calculating the number of coins to be paid out, like the reference number table.
- the type ratio table is also stored in the ROM 82 of the management server 80.
- the type ratio (1) and the type ratio (2) depend on the end result in the battle game performed in the bonus game (hereinafter referred to as “bonus game result type”). Values are different. Since the type payout ratio (1) and the type payout ratio (2) are coefficients of the formula for calculating the number of coins to be paid out, the number of coins to be paid out depends on the result type of the bonus game.
- Win is the result type when the enemy character dragon is defeated in the battle game, that is, when the enemy character “wins” (the enemy character's HP becomes “0”).
- the type ratio (1) is 1.0
- the type ratio (2) is 1.0.
- "Escape” is a result type in the case of escaping from a battle scene without exterminating a dragon as an enemy character in a battle game.
- “escape” is a result type when the player in charge of the leader selects the “escape” command in the battle game.
- the type rate (1) is 0.2 and the type rate (2) is 1.0.
- “Wide annihilation” is a result type when all the ally characters die in the battle game without exterminating the enemy dragon. As will be described later, when the hit point (hereinafter, referred to as “HP”) of the ally character becomes “0”, the ally character dies. In the case of “Abolished”, the type rate (1) is 0.0, and the type rate (2) is 0.0.
- the treasure box coin number table shown in FIG. 11C is also a table referred to when calculating the number of coins to be paid out.
- the treasure box coin quantity table is also stored in the ROM 82 of the management server 80.
- the treasure chest coin count table differs depending on the size of the treasure chest obtained from the enemy character in the battle game. Since the number of treasure box coins is a parameter of the formula for calculating the number of coins to be paid out, the number of coins to be paid out varies depending on the size of the treasure box. [0127] There are three sizes of treasure chests: "large,”"medium,” and "small.” The “Large” treasure chest contains 1,500 coins. The “middle” treasure chest contains 1,000 coins. The "small” treasure chest contains 500 coins.
- FIGS. 12A and 12B show coin payment when the role of the ally character in the fighting game is “leader”, the size of the treasure chest is “S”, and the bonus game is executed and the number of gaming machines is “3”. This is the number of cards issued. As is clear from FIG. 12A, there is a great difference in the coin payout number depending on the result type of the bonus game.
- FIG. 12B shows a case where the role of the ally character in the battle game is "partner", the size of the treasure chest is “medium”, and the bonus game is executed, and the number of gaming machines is "3". The number of coins paid out. Comparing Figure 12B with Figure 12A, there is a large difference in the number of coins paid. Force This difference is due to the difference in the role of the ally character in the battle game.
- the image shown in FIG. 13 is displayed on the screen 6A (see FIG. 1) of the second display 6 of the gaming machine la.
- the other gaming machines lb,..., Lh are displayed on the screen 6A of the second display 6 shown in FIG.
- the image shown in FIG. 14 is an image that prompts a player of another gaming machine to participate in the bonus game.
- a player who intends to participate in the bonus game operates the cross switch 24 (see FIG. 1) to select “Yes” 101, and then presses the confirmation switch 25 (see FIG. 1) to operate the bonus game. You can participate in the program. However, there is a deadline for participation in the bonus game (the deadline is 10 seconds after in the case of Fig. 14).
- a player who participates in the bonus game needs to insert 200 coins as a bonus game participation fee.
- the image of FIG. 16 is an image displayed on the screen 6A of the second display 6 of the gaming machine lb,..., Lh in order to prompt a player who participates in the bonus game to insert a caroline.
- FIG. 17 The image of Fig. 17 is displayed on the screen 6A of the second display 6 of the gaming machines (for example, la, lb, lc) of all the players participating in the bonus game in order to explain the content of the battle game. This is the displayed image.
- the gaming machines for example, la, lb, lc
- FIG. 18A When the display of the image in FIG. 17 ends, an image as shown in FIG. 18A is displayed on the screen 6A of the second display 6 of the gaming machine la in which the bonus game has occurred.
- An image as shown in FIG. 18B (only one example) is displayed on the screen 6A of the second display 6 of the gaming machines (la, lb, 1c) of all the players participating in the bonus game.
- the images shown in FIGS. 18A and 18B are examples of images displayed to show the role of the teammate character in charge of the player participating in the battle game and the characteristics of the teammate character.
- Character A of the gaming machine la with the image shown in Figure 18A is the leader, and character A plays attack and attack magic. I am good at it.
- the role of character B in the gaming machine (eg, lb) in which the image in FIG. 18B is displayed is partner, and character B is good at defense.
- the image shown in FIG. 19 is displayed on the screen 6A of the second display 6 of the gaming machines la, lb, and lc of all the players participating in the bonus game.
- the image shown in FIG. 19 is an image that notifies the start of the battle game.
- dragons of character A201, character B202, character C203, and enemy character 204, which are friendly characters are displayed.
- the numbers “HP” and “MP” are displayed in the image of FIG. "HP” means hit point.
- the HP of each ally character is reduced by the attack or attack magic of the enemy character 204, and if the HP power becomes 0 ", the ally character dies.
- MP means magic point. Until the MP becomes "0", allied characters can use magic.
- the image in Fig. 20 shows a "command selection screen” for determining the action of the ally character.
- a command menu 205 showing several types of commands for determining the action mode of the character A201 is displayed.
- Command-me-205 includes "attack”, “magic”, “defense” and “escape”.
- the circle mark 206 next to the command to be selected can be turned on.
- the confirmation switch 25 is pressed twice, it is displayed beside the circle mark 206, and the action to be taken after the character A is decided.
- FIGS. 21A and 21B are images in which character A201 is attacking the enemy character 204 dragon when "attack” or "defense” is selected as the action mode of character A201 or B202. This is an image that effectively protects against attacks. Further, the images shown in FIGS. 21A and 21B also display "Get a treasure box (1,000 coins)". This can be done by attacking or defending the enemy character 204 , Indicating that you have obtained a treasure chest containing 1,000 coins.
- the image in Fig. 22 shows an image in which character A201, character B202 and character C203 are attacked by enemy character 204, contrary to the images in Figs. 21A and 21B! / ⁇ When such an attack is received from the enemy character 204, the aforementioned “HP” is reduced.
- the image in FIG. 23 shows an image in which character A201, character B202, and character C203 have escaped when “escape” is selected as the action mode of character A201.
- This "escape” command is a command that can be selected only by the leader character. By selecting this “escape” command, the battle game ends, and the image is displayed on the screen 6A of the second display 6 of the gaming machine la as shown in FIG. 24A.
- the image in FIG. 24A is an example of an image indicating the end of the battle game.
- This image shows that the enemy character has been defeated, that is, the enemy character “wins” (when the enemy character's HP becomes “0”) or the “escape” command is selected. It is displayed in the case. Specifically, when the player “wins” the enemy character, the game is displayed on the screen 6A of the second display 6 of the gaming machine lb that has performed the fighting game as a partner. 1,333 coins will be paid out to the gaming machine lb on which this image is displayed. In addition, 5,333 coins will be paid out to the gaming machine la of the player in charge of the leader (see FIG. 27B).
- FIG. 27A When the enemy character is defeated, that is, when the enemy character “wins” (when the enemy character's HP becomes “0”), an image as shown in FIG. 27A is displayed on the gaming machine. La, lb, and lc are displayed on the screen 6A of the second display 6.
- the image shown in Figure 27A is an image in which an enemy character is defeated and friendly characters are pleased. If you win the enemy character, the image power as shown in Fig. 27B or 24A will be displayed on the screen 6A of the second display 6 of the gaming machines la, lb, and lc. The slot game will be played again.
- the CPU 121 determines whether or not a game start has been input (step Sl). In this processing, the CPU 121 determines whether or not the input processing of the start signal from the spin switch 15, the maximum BET spin switch 18, or the repeat BET spin switch 19 has been performed.
- step S1 if the CPU 121 determines that the input process of the start signal from the spin switch 15, the maximum BET spin switch 18, or the repeat BET spin switch 19 has not been executed, the CPU 121 executes the process of step S1. repeat.
- step S2 if it is determined that the input process of the start signal from the spin switch 15 or the maximum BET spin switch 18 or the repeat BET spin switch 19 has been executed, the CPU 121 performs random number sampling and prize determination. Execute processing (step S2). In the random number sampling processing, the CPU 121 generates a signal to the effect that a random number is generated to the random number generator 126, and causes the random number sampling circuit 127 to extract a random number for each of the three reels 3L, 3C, 3R. Then, the CPU 121 stores the value indicated by the extracted random number at a predetermined position in the RAM 123.
- the CPU 121 determines, for each of the three reels 3L, 3C, and 3R, the range to which the random number stored in the RAM 123 belongs in the “probability lottery table” of FIG. Then, the symbols to be stopped along the pay line 8 are determined and stored in the RAM 123. Next, the CPU 121 determines which of the winning combinations in the “winning symbol combination table” stored in the ROM 122 in advance corresponds to the determined stopped symbol. When this process ends, the process proceeds to step S3. Transfer the logic.
- step S3 the CPU 121 executes a rotation process of the reels 3L, 3C, 3R (step S3).
- the CPU 121 sends a drive signal to the motor drive circuit 31 to rotate the reels 3L, 3C, 3R.
- step S4 the process moves to a step S4.
- Step S4 the CPU 121 determines whether or not the symbol combination that stops along the pay line 8 when the reels 3L, 3C, 3R are completely stopped is in a predetermined display mode as shown in FIG. (Step S4).
- step S4 the combination of symbols stopped along the pay line 8 when the reels 3L, 3C, 3R are completely stopped is not in a predetermined display mode (for example, "WILD not shown in FIG. 5").
- -Red 7-1BAR the CPU 121 executes a lost symbol stop process (step S5).
- the CPU 121 sends to the motor drive circuit 31 a signal for controlling the stop of the reels 3L, 3C, 3R corresponding to the stop symbol determined by the process of step S3.
- the motor drive circuit 31 controls the reels 3L, 3C, and 3C so that the combination of symbols stopped along the pay line 8 when the reels 3L, 3C, and 3R are completely stopped does not have a predetermined display mode as shown in FIG. Control 3R. If this process ends, the process moves to a step S1.
- step S6 when it is determined that the combination of the symbols stopped along the pay line 8 when the reels 3L, 3C, 3R are completely stopped is in a predetermined display mode as shown in FIG. Then, the CPU 121 executes a winning symbol stop process (step S6). In this process, the CPU 121 sends a signal for controlling the stop of the reels 3L, 3C, 3R to the motor drive circuit 31 in accordance with the winning symbol determined by the process of step S3. Then, the motor drive circuit 31 is controlled so that the combination of symbols stopped along the pay line 8 when the reels 3L, 3C, 3R are completely stopped has a predetermined display mode as shown in FIG. Control 3C, 3R. When this process ends, the process moves to a step S7.
- step S7 the CPU 121 executes a coin payout process.
- the CPU 121 supplies a coin payout command signal corresponding to the type of winning to the hopper drive circuit 32, and pays out a predetermined number of coins from the hopper 30. If this process ends, the process moves to the step S10 in FIG. [0155]
- the CPU 121 controls the symbol combination force that stops along the winning line 8 when the reels 3L, 3C, and 3R are completely stopped. It is determined whether or not the combination is a force (step S10).
- step S10 when it is determined that the combination of symbols that stops along the pay line 8 when the reels 3L, 3C, and 3R are completely stopped is a combination of symbols consisting of three “dragons”, CPU 121 transmits bonus game start information (special game information), which is information indicating that the bonus game has been started, to management server 80 (step SI1).
- bonus game start information special game information
- management server 80 step SI1
- step S10 when it is determined that the combination of symbols that stops along the pay line 8 when the reels 3L, 3C, and 3R are completely stopped is not a combination of symbols that also has three “dragon” powers, Then, the CPU 121 determines whether or not a bonus game start notice command (special game participation selection information) has been received from the management server 80 (step S12). In this process, the CPU 121 determines whether or not the bonus game start notice command transmitted by the process of the management server 80 (step S102 in FIG. 30) has been received.
- the bonus game start announcement instruction is information indicating that the bonus game has been generated by another gaming machine.
- step S12 if it is determined that the bonus game start notice command has not been received from the management server 80, the process proceeds to step S1 in FIG. 28, and the bonus game start notice command is received from the management server 80.
- the CPU 121 executes a bonus game start notice instruction receiving process (step S13). In this process, the CPU 121 receives the bonus game start notice command and transmits a signal for displaying the image shown in FIG. 14 on the screen 6A of the second display 6 to the sub control circuit 171.
- step S14 the process moves to a step S14.
- the CPU 121 determines whether or not to transmit bonus game participation information (special game participation information) to the management server 80 (step S14).
- the bonus game participation information is information for participating in a bonus game, and is information issued by a gaming machine different from the gaming machine in which the bonus game has occurred.
- step S14 bonus game participation information is transmitted to the management server 80. If it is determined that there is no bonus game participation information, the process proceeds to step S1 in FIG. 28, and if it is determined that bonus game participation information is to be transmitted to the management server 80, bonus game participation information transmission processing is executed (step S15). In this process, the CPU 121 transmits bonus game participation caro information to the management server 80. When this process ends, the process moves to a step S16.
- the CPU 121 determines whether or not it has received a command to refuse participation (hereinafter, referred to as a participation refusing command) from the management server 80 (step S16). In this process, the CPU 121 determines whether or not the participation rejection instruction transmitted by the process of the management server 80 (step S108 in FIG. 30) has been received.
- the participation refusal order means that the participation in the bonus game has been closed and the information that the player cannot participate in the bonus game and the image shown in Fig. 15 are displayed on the screen 6A of the second display 6 of the gaming machine lb-lh (see Fig. 1). , Etc., to be displayed.
- step S16 when it is determined that the participation rejection command has been received from the management server 80, the CPU 121 executes a participation rejection command reception process (step S17).
- the CPU 121 receives the participation refusal command and transmits a signal for displaying the image shown in FIG. 15 on the screen 6A of the second display 6 to the sub control circuit 171.
- step S17 the process moves to a step S1 in FIG.
- step S16 when it is determined that the participation rejection command has not been received from the management server 80, the CPU 121 determines whether or not a predetermined number of coins necessary for participating in the bonus game have been inserted. to decide. (Step S18).
- step S18 when it is determined that the predetermined number of coins required for participating in the bonus game has not been inserted, the process returns to step S16, and the predetermined number of coins required for participating in the bonus game is determined. If it is determined that no coin has been inserted, the process proceeds to step S19.
- step S19 the CPU 121 executes a bonus game control process (the gaming machine side) described with reference to FIG. 32 (step S19).
- step S19 the process moves to a step S1 in FIG.
- Step S2 a winning determination process
- Step S5 and S6 a symbol stop process
- Step S2 a coin payout process
- Step S 7 The power of implementing the method is not limited to this.
- a stop symbol is determined by random number sampling
- a symbol stop process and a winning determination process may be performed.
- a coin payout process is performed in the case of a prize (corresponding to step S7), and otherwise, the coin payout process is not performed.
- the management server-side bonus game control processing refers to the processing of the management server 80 during the bonus game.
- the management server 80 determines whether or not bonus game start information has been received from the gaming machine 1 (step S101). In this process, the management server 80 determines whether or not the bonus game start information transmitted by the process of the gaming machine 1 (step S11 in FIG. 29) has been received.
- step S101 if it is determined that bonus game start information has not been received from gaming machine la, the process of step S101 is repeated, and it is determined that bonus game start information has been received from gaming machine 1. In this case, the management server 80 determines a bonus game start time (step S102). When this process ends, the process moves to a step S103.
- the management server 80 receives the bonus game start information from the gaming machine la, and further, the management server 80 transmits a bonus game start notice command to the gaming machine (step S103).
- the transmission destination at this time is, for example, all gaming machines lb-lh excluding the gaming machines that have occurred.
- the management server 80 determines whether or not bonus game participation information has been received from the gaming machine lb-lh (step S104). In this process, the management server 80 determines whether or not the bonus game participation information transmitted by the process of the gaming machine la (step S15 in FIG. 29) has been received.
- step S104 if it is determined that bonus game participation information has not been received from gaming machine lb-lh, the process proceeds to step S107, and bonus game participation information from gaming machine lb-lh. If the management server 80 determines that the bonus game participation information has been received, the management server 80 executes a bonus game participation information reception process (step S105). When this process is completed, The process moves to step S106.
- the management server 80 determines whether or not the power exceeds a predetermined capacity (step S106). In this process, the management sano 80 determines whether or not the bonus game participation information has been received a predetermined number of times or more in the process of step S105.
- step S106 if it is determined that the predetermined number of participants has been exceeded, the process proceeds to step S108, and if it is determined that the predetermined number of participants has not been exceeded, the management server 80 Determines whether it is the start time of the bonus game (step S107).
- step S106 if it is determined that the time is not the start time of the bonus game, the process proceeds to step S104, and if it is determined that the time is the start time of the bonus game, the process proceeds to step S104.
- the management server 80 sends a participation rejection command to the gaming machine lb-lh (step S108).
- the gaming machine to which the participation rejection command is transmitted is a gaming machine that has transmitted the bonus game participation information or the gaming machine that has transmitted the bonus game participation information after exceeding a predetermined participation factor.
- Step S109 the management server 80 executes a character information determination process
- the management server 80 determines the characteristics of the characters appearing in the bonus game, the order in which the friendly characters act in the battle game, and the like. When this process ends, the process moves to a step S110.
- the management server 80 transmits a character information notification command to the gaming machines la-lc (step S110).
- the transmission destination at this time is the gaming machine la on which the bonus game is executed.
- the character information notification instruction is the information determined by the processing in step S109 (information such as the order in which the characters act) and the images shown in FIGS. 18A and 18B are displayed on the second display 6 of the gaming machine la-lc. Including instructions to be displayed on screen 6A!
- the process moves to a step S111.
- the order in which the ally characters act in the battle game basically follows the order determined in the character information determination process (step S110), but when it is necessary to change the order of the ally characters due to death of the ally character or the like.
- the management server may perform the character information determination process again. In this case, the transmission of the character information notification command to the gaming machine 1 is performed by the process of FIG. This is executed before the processing in step S112.
- the management server 80 transmits a bonus game start command to the gaming machines la-lc (Step S111).
- the transmission destination at this time is the gaming machine la-lc on which the bonus game is executed.
- the bonus game start command includes information for starting the bonus game, a command to display the image shown in FIG. 19 on the screen 6A of the second display 6 of the gaming machine 1, and the like.
- the management server 80 receives command input information from the gaming machines la-lc (step S112).
- the command input information is information indicating the next action mode of the character in the battle game of the bonus game.
- the management server 80 receives the command input information transmitted from the gaming machine 1 by the process of step S204 in FIG. When this process ends, the process moves to a step S113.
- Step S113 Determining the state information in the bonus game refers to determining information such as the HP of the ally and the enemy character and the appearance of a treasure chest containing coins in accordance with the command input information received in the process of step S112. .
- Step S114 the process moves to a step S114.
- the management server 80 updates the state information on the bonus game (step S114).
- the management server 80 updates the state information on the bonus game determined in the processing in step S113. Record (update) in RAM83 (see Fig. 10).
- the process moves to a step S115.
- management server 80 transmits a state information update command to gaming machines la-lc. (Step S115).
- the transmission destination at this time is the gaming machine la-lc on which the bonus game is executed.
- the status information update command is a command for storing (updating) the status information on the bonus game determined in the process of step S113 in the RAM 123 of the gaming machine 1.
- the process moves to a step S116. If the HP of any of the ally characters becomes “0”, a notification that the battle game has ended is transmitted to the gaming machine la-lc of the player in charge of the ally character.
- the management server 80 determines whether or not the bonus game has ended (step S116). In this process, the management server 80 reads the record in the RAM 83 and determines whether or not the HP of all the characters of the ally is “0”, whether the HP of the enemy character is “0”, and the like. Make a disconnect.
- step S116 if it is determined that the bonus game has not ended, the process proceeds to step S112. If it is determined that the bonus game has ended, the coin payout amount calculation process described with reference to FIG. Is executed (step S117). When this process ends, the process moves to a step S118.
- the management server 80 determines whether or not the calculation result of the number of coins to be paid out of all the gaming machines la-lc on which the bonus game has been executed has been recorded in the RAM 83 (step S118).
- the result of calculating the number of coins to be paid out refers to the result of the calculation of the number of coins to be paid out performed in step S117.
- step S118 if it is determined that the calculation result of the number of coins to be paid out of all the gaming machines la-lc on which the bonus game has been executed is not recorded in the RAM 83, the process proceeds to step S117. If it is determined that the calculation result of the number of coins to be paid out of all the gaming machines 1 on which the bonus game has been executed has been recorded in the RAM 83, a bonus game end command is transmitted to the gaming machines la-lc (step S119). The bonus game end command is a calculation result of the number of coins to be paid out and information indicating that the bonus game is to be ended. When this process ends, the process moves to the step S101 in FIG.
- This process is a process executed in step S19 of FIG.
- CPU 121 receives a character information notification command (step S201).
- the CPU 121 receives the character information notification command transmitted by the management server 80 by the process of step S110 in FIG. 30, and displays an image as shown in FIGS. 18A and 18B on the second display 6 of the gaming machine la-lc.
- a signal to be displayed on the screen 6A is transmitted to the sub control circuit 171 (see FIG. 8). If this process ends, the process moves to step S202.
- Step S202 the CPU 121 executes a bonus game start process from the management server 80.
- the CPU 121 executes the process of step S111 in FIG.
- the bonus game start command transmitted from the management server 80 is received. If this process ends, the process moves to a step S203.
- step S203 the CPU 121 executes a bonus game start process.
- the CPU 121 transmits a signal for displaying an image as shown in FIG. 19 on the screen 6A of the second display 6 of the gaming machine lalc to the sub control circuit 171. If this process ends, the process moves to a step S204.
- Step S204 the CPU 121 transmits the command input information to the management server 80 (Step S204).
- Step S205 If the order of action of the ally characters in the battle game is changed due to death of the ally character or the like in the battle game, a character information notification command is received from the management server 80 after the processing in step S208. Like that.
- Step S 205 the CPU 121 receives a status information update command from the management server 80.
- the CPU 121 receives the status information update command transmitted from the management server 80 in the process of step S115 in FIG.
- the process moves to a step S206.
- step S206 the CPU 121 executes a state information update start process.
- the CPU 121 records (updates) the information included in the status information update instruction received in the process of step S205 in the RAM 123. If this process ends, the process moves to step S207.
- step S207 the CPU 121 executes a bonus game midway process.
- CPU 121 transmits to sub-control circuit 171 a signal for displaying an image as shown in FIG. 21 on screen 6A of second display 6 of gaming machine 1.
- step S208 the process moves to a step S208.
- the CPU 121 determines whether or not a bonus game end command has been received from the management server 80 (step S208). In this process, the CPU 121 determines whether or not the bonus game end command transmitted from the management server 80 in the process of step S119 in FIG. 31 has been received.
- the bonus game end instruction is issued to all gaming machines la-lc when “win”, “flee”, and “destruction” are determined in the battle game (provided that the battle game is executed). To the gaming machine Id—excluding lh), or to the gaming machine 1 of the player who is in charge of the ally character whose HP is “0” during the battle game, and is transmitted from the management server 80. ing.
- step S208 if it is determined that the bonus game end command has not been received from the management server 80, the process returns to step S204, and the bonus game end command has been received from the management server 80. If determined, the CPU 121 receives a bonus game end command from the management server 80 (step S209). When this process ends, the process moves to a step S210.
- step S210 the CPU 121 executes a coin payout process.
- step S210 the process moves to a step S211.
- step S211 the CPU 121 executes bonus game end processing.
- the CPU 121 transmits to the sub-control circuit 171 a signal for displaying an image as shown in FIGS. 23 to 27 on the screen 6A of the second display 6 of the gaming machine 1.
- the process moves to a step S1 in FIG.
- This process is a process executed in step S117 in FIG.
- the management server 80 transmits bonus game start information to the management server 80 by the gaming machine 1 trying to output the calculation result of the number of coins paid out according to the flowchart of FIG. It is determined whether or not the gaming machine la (the gaming machine la that has generated the bonus game) has performed step S11) in FIG. By this judgment, it is possible to determine whether the role of the ally character in charge of the player of the gaming machine 1 which is about to calculate the number of coins to be paid out according to the flowchart of FIG. 33 is “leader” or “partner”.
- step S301 the gaming machine 1 trying to output the calculation result of the number of coins to be paid out according to the flowchart of Fig. 33 transmits the bonus game start information to the management server 80 (step SI1 in Fig. 29). If it is determined that the machine is the machine la (the gaming machine 1 that has generated the bonus game), the management server 80 records the reference coin number in the RAM 83 as 5,000 (step S302). When this process is completed, the process proceeds to Step S304. Move.
- step S301 the gaming machine la-lc, which is about to calculate the number of coins to be paid out according to the flowchart of Fig. 33, transmits bonus game start information to the management server 80 (step S11 of Fig. 29). If it is determined that the gaming machine la is not the gaming machine la (the gaming machine la that generated the bonus game), the management server 80 records the reference coin number as 1,000 in the RAM 83 (step S302). When this process ends, the process moves to a step S304.
- the management server 80 determines whether or not the result type of the bonus game is "win” (step S304). In this process, the management server 80 reads the record in the RAM 83, and determines whether or not the enemy character has a power of "0".
- step S304 when it is determined that the result type of the bonus game is "winning", the type ratio (1) is set to 1.0 and the type ratio (2) is set to 1.0 and recorded in the RAM 83. (Step S305). When this process ends, the process moves to a step S309.
- step S304 when it is determined that the result type of the bonus game is not "winning”, the management server 80 determines whether the result type of the bonus game is "escape” or not. (Step S306). In this process, the management server 80 determines whether or not “escape” has been selected from the command menu in the image as shown in FIG. 20 and the signal generated by the confirmation switch 25 has been received.
- step S306 when it is determined that the result type of the bonus game is “run away”, the type-related rate (1) is set to 0.2 and the type-related rate (2) is set to 1.0 and recorded in the RAM 83 ( Step S307).
- Step S307 When this process ends, the process moves to a step S309.
- step S306 when it is determined that the result type of the bonus game is not “run away”, the type ratio (1) is set to 0.0 and the type ratio (2) is set to 0.0 and recorded in the RAM 83 (step S308).
- step S309 the processing of step S308 is executed!
- Step S309 the management server 80 determines the number of coins to be paid out using the arithmetic expression of the number of coins to be paid out shown in FIG. Is performed.
- the processing of step S302, step S303, step S305, step S307, step S308 [the RAM83 [the coefficients and parameters recorded here, the number of coins in the treasure chest acquired in the bonus game, the bonus game execution]
- the calculation processing of the number of coins to be paid out is executed in consideration of the number of gaming machines set in the game.
- Step S310 the management server 80 records the calculation result in the RAM 83.
- the management server 80 records the calculation result of the calculation process executed in step S309 in the RAM 83.
- the process moves to a step S118 in FIG.
- the power of using only one enemy character as the dragon is not limited thereto, and a plurality of enemy characters may be used.
- an enemy character may consist of a main character and one or more sub characters.
- the bonus game result type "escape” is divided into “escape (HP is” 0 ")” and “escape (HP is” 0 ")", and “escape (HP is” 0 ").
- the coins of the treasure chest obtained by the enemy character are equally divided by the number of friendly characters, and each character is assigned a charge.
- Ability to pay out coins at the gaming machine of the player who does All coins in the treasure chest may be awarded to the player in charge of the leader in the role of the ally character in the battle game.
- the opportunity to execute the bonus game is that the "dragon" when the reels 3L, 3C, and 3R are completely stopped in the slot game of at least one of the plurality of gaming machines 1.
- the power that is lined up along the winning line 8 is not limited to this.
- a chance of a bonus game if a lottery by random number extraction (in this case, the lottery function can be provided in either the management server 80 or the gaming machine 1), a unit game (slot game ), When the number of coins in the slot game exceeds a predetermined number, or when the number of coins paid out exceeds a predetermined number, etc. You may. Further, one or more symbols may stop in the display area instead of on the activated line.
- a gaming system using a so-called client Z server type network in which the management server 80 is a server and each gaming machine 1 is a client is realized, but the present invention is not limited to this.
- the gaming system of the present embodiment may be realized by a network that does not have the management server, such as a peer-to-peer network.
- a plurality of gaming machines la-lh and the management server 80 are connected in a state where predetermined information can be communicated. It was a gaming system consisting of a so-called client Z server type network.
- the gaming system 200 according to the second embodiment is also configured by a client / server type network similarly to the gaming machine system 100 according to the first embodiment.
- the same function as the management server 80 of the first embodiment is provided in any one of the gaming machines la-lh of the gaming machine la-lh instead of providing the management server 80 separate from the gaming machine la-lh.
- a gaming system configured to incorporate communication control means will be described.
- “a” is added to the end of the reference numerals of the peripheral devices and the like constituting the gaming machine la.
- “b”-“h” is added to the end of the reference numerals of the peripheral devices and the like constituting the gaming machine lb-lh.
- the ROM 122 configuring the gaming machine la is “ROM 122a”.
- FIG. 34 is an explanatory diagram illustrating a schematic configuration of the entire gaming system 200 according to the second embodiment.
- This gaming system includes a plurality of gaming machines 1.
- the gaming machine la and each of the gaming machines lb-lh are connected via communication means such as a LAN cable so that predetermined information can be transmitted and received.
- the gaming machine la among the gaming machines la-lh has communication control means having the same function as the server.
- the gaming machine lb-1 lh other than the gaming machine la does not have the communication control means unlike the gaming machine la.
- the communication control means of the gaming machine la will be described later.
- Each gaming machine la-lh that constitutes the gaming system of the present embodiment is asked whether its own gaming machine is a master that functions as a server of the gaming system or a slave that functions as a client.
- a master / slave determining means for determining may be provided.
- each gaming machine 1 is provided with communication control means having the same function as the management server 80 in advance. Then, the gaming machine 1 determined to be the master by the master-slave determining means controls the communication processing of the gaming system by the communication control means in the same manner as the management server 80.
- FIG. 40 shows a main control circuit 71a for controlling a game processing operation in the gaming machine la, a peripheral device (actuator) electrically connected to the main control circuit 7la, and a control command transmitted from the main control circuit 71.
- a circuit configuration including a main display 5a and a sub-control circuit 171a for controlling the second display 6a is shown.
- the CPU 121a of the main control circuit 71a and the actuator are connected by an input port and an output port, the description of the input port and the output port is omitted as in the first embodiment.
- the main control circuit 71a and the like for controlling the game processing operation in the gaming machine la have the same functions as the main control circuit 71 and the like in FIG. 8 of the first embodiment. Therefore, description of the main control circuit 71a and the like is omitted.
- the ROM 122a of the gaming machine 1 stores a communication control program and the like. And sends this to the CPU 12 la.
- the ROM 122a also stores a formula for calculating the number of coins to be obtained in the bonus game described in the first embodiment, a reference number table, a type ratio table, and a treasure box coin number table (FIGS. 11A to 11C). reference).
- the CPU 121a is connected to the communication ports 129b-129h.
- the communication ports 129b-129h are connected to the gaming machines lb and lc '"lh, respectively, so that the CPU 121a can identify each gaming machine 1 by the number of the communication port. Is used to temporarily store information and the like transmitted through the communication ports 129b to 129h, and is used as a work memory area in the arithmetic processing of the CPU 121a.
- the description of the bonus game performed in the gaming system 200 is the same as the description of the bonus game described in the first embodiment (see FIGS. 13 to 27).
- the gaming machine la has the same server function as the management server 80 of the first embodiment.
- step S401 one step S404 in FIG. 35 is the same as step S1 one step S4 in FIG. 28 of the first embodiment, and a description thereof will be omitted.
- the control operation of the CPU 121b-121h of the 71h is performed by the main control circuit 7 of the gaming machine 1 of the first embodiment. Since the control operation is the same as that of the first CPU 121, the description of the control operation of the CPUs 121b to 121h is omitted in the present embodiment.
- the management server-side bonus control processing in the present embodiment is the same as the description of the management server-side bonus control processing in the first embodiment, and will not be repeated.
- step S404 [koo!]
- the combination of symbols that stop along the winning line 8a when Rinole 3La, 3Ca, and 3Ra are completely stopped is determined by a predetermined combination. If the CPU 121a determines that the display pattern is not a display mode (for example, a combination of symbols such as “WILD—red 7-1 BAR” not shown in FIG. 5!), The CPU 121a executes the lost symbol stop processing. Execute (Step S405).
- the CPU 121a sends a signal for controlling the stop of the reels 3La, 3Ca, 3Ra to the motor drive circuit 31a in accordance with the stop symbol determined by the process of step S403. Then, when the reels 3La, 3Ca, and 3Ra are completely stopped, the reels stop along the pay line 8. The combination of symbols is controlled so as not to have a predetermined display mode as shown in FIG. When this process ends, the process returns to step S401.
- step S404 when it is determined that the combination of symbols stopped along the pay line 8a when the reels 3La, 3Ca, and 3Ra are completely stopped is in a predetermined display mode as shown in FIG.
- the CPU 121a executes a winning symbol stop process (step S406).
- the CPU 121a sends a signal for controlling to stop the reels 3La, 3Ca, 3Ra to the motor drive circuit 31a in accordance with the winning symbol determined by the process of step S403.
- the combination of the symbols stopped along the pay line 8a is controlled so as to have a predetermined display mode as shown in FIG.
- the process moves to a step S407.
- Step S407 the CPU 121a executes a coin payout process. If this process ends in this process, the process moves to step S408.
- the CPU 121a determines whether or not the symbol combination that stops along the pay line 8a when the reels 3La, 3Ca, and 3Ra are completely stopped is a symbol combination composed of three "dragons”. (Step S408).
- step S408 when it is determined that the combination of symbols that stops along the pay line 8a when the reels 3La, 3Ca, and 3Ra are completely stopped is a combination of three "dragons" Then, the process proceeds to step S420 in FIG.
- step S408 the symbol combination power that stops along the pay line 8a when all the reels 3La, 3Ca, and 3Ra stop, is a combination of symbols consisting of three "dragons". If not, the CPU 121a determines whether or not it has received the bonus game start information from another gaming machine lb-lh (step S411). In this processing, the CPU 121a determines whether or not the bonus game start information transmitted by the processing of another gaming machine lb-lh (step S11 in FIG. 29 described later) has been received.
- step S411 if it is determined that bonus game start information has not been received from another gaming machine lb-lh, the process proceeds to step S401 in Fig. 35, and the process proceeds to another gaming machine lb-lh.
- the CPU 121a executes a bonus game start information receiving process (step S412). This process ends Otherwise, the process moves to step S403.
- step S413 the CPU 121a determines a bonus game start time.
- step S414 the process moves to a step S414.
- Step S414 the CPU 121a executes a bonus game start notice transmission process.
- the CPU 121a transmits a bonus game start notice command to another gaming machine lb-lh.
- the CPU 121a transmits a signal for displaying the image shown in FIG. 14 on the screen 6Aa of the second display 6a to the sub control circuit 171a. If this process ends, the process moves to step S415
- Step S415 the CPU 121a determines whether or not the bonus game participation processing has been executed. In this process, the CPU 121a determines whether or not the decision switch 25a has been operated by the player's operation while the image shown in FIG. 14 is being displayed, and the generated signal has been received.
- step S415 if it is determined that the bonus game participation process has not been executed, the process proceeds to step S420 in FIG. 37, and if it is determined that the bonus game participation process has been executed, the CPU 121a Executes a bonus game participation process (step S416). When this process ends, the process moves to a step S417.
- Step S417) the CPU 121a determines whether or not a predetermined number of coins required for participation in the bonus game have been inserted by the start time determined in Step S414 (Step S417).
- step S417 when it is determined that a predetermined number of coins required for participation in the bonus game have been inserted by the start time determined in step S414, the process proceeds to step S423. If it is determined that a predetermined number of coins required for participating in the bonus game have been inserted by the start time determined in step S414, the CPU 121a issues a bonus game start notice command. To the machine lb-lh (step S420). If this process ends, the process moves to the step S421.
- the CPU 121a determines whether or not the other gaming machines lb-lh have received the bonus game participation information (step S421).
- step S421 bonus game participation information is obtained from another gaming machine lb-lh. If it is determined that no bonus game participation information has been received, the process proceeds to step S424. If it is determined that bonus game participation information has been received from another gaming machine lb-lh, the CPU 121a executes a bonus game participation information reception process. Yes (step S422). When this process ends, the process moves to a step S423.
- the CPU 121a determines whether or not the power exceeds a predetermined number of participants (step S423).
- step S423 if it is determined that the predetermined number of participants has been exceeded, the process proceeds to step S431 of Fig. 38. If it is determined that the predetermined number of participants has been exceeded, the CPU 121a It is determined whether it is the start time of the bonus game (step S424).
- step S424 if it is determined that the time is not the start time of the bonus game, the process returns to step S421, and the start time of the bonus game is returned as shown in FIG. If it is determined that there is, the CPU 121a transmits a participation rejection command to another gaming machine lb-lh. Further, the CPU 121a transmits a signal for displaying the image shown in FIG. 15 on the screen 6Aa of the second display 6a to the sub-control circuit 171a. If this process ends, the process moves to Step S432.
- Step S432 the CPU 121a executes a character information determination process.
- the CPU 121a determines the characteristics of the character appearing in the bonus game, the order of the character's actions, and the like. If this process ends, the process moves to step S433.
- the CPU 121a executes a character information notification process (Step S433).
- the CPU 121a transmits a character information notification instruction to another gaming machine lb-lh that is executing the bonus game.
- the character information notification instruction includes information determined by the processing in step S433 and an instruction to display the image shown in FIG. 18 on the screen 6A of the second display 6 of another gaming machine lb-lh.
- the CPU 121a transmits a signal for displaying an image as shown in FIG. 18 on the screen 6Aa of the second display 6a to the sub control circuit 171a (see FIG. 40). I do.
- this process ends, the process moves to a step S434.
- the CPU 121a executes a bonus game start process (step S434).
- the CPU 121a transmits a bonus game start command to another gaming machine lb-lh.
- the bonus game start command includes information for starting the bonus game, a command to display the image shown in FIG. 19 on the screen 6A of the second display 6 of another gaming machine lb-lh, and the like.
- the CPU 121a transmits a signal for displaying an image as shown in FIG. 19 on the screen 6Aa of the second display 6a to the sub control circuit 171a. If this process ends, the process moves to step S435.
- Step S435 the CPU 121a executes a command input information receiving process.
- the CPU 121a receives command input information from another gaming machine lb-lh.
- the command input information is information indicating the next action mode that the character will take in the battle game of the bonus game.
- the CPU 121a operates the confirmation switch 25a by the operation of the player when the image shown in FIG. 20 is displayed, and receives the generated signal.
- the process moves to a step S436.
- Step S436 Determining the state information in the bonus game means determining information such as the HP of the ally and the enemy character and the appearance of a treasure chest containing coins in accordance with the command input information in the processing of step S435.
- Step S437 Determining the state information in the bonus game means determining information such as the HP of the ally and the enemy character and the appearance of a treasure chest containing coins in accordance with the command input information in the processing of step S435.
- Step S437 the CPU 121a updates state information on the bonus game.
- the CPU 121a records (updates) the status information on the bonus game determined in the process of step S436 in the RAM 123a (see FIG. 40). If this process ends, the process moves to step S438.
- the CPU 121a executes a status information update process (step S438).
- the CPU 121a transmits a state information update command to the gaming machine lb-lh.
- the status information update command is a command for storing (updating) the status information on the bonus game determined in the process of step S436 in the RAM 123 of another gaming machine lb-lh.
- the CPU 121a executes the bonus game midway processing.
- the CPU 121 displays an image as shown in FIG. A signal to be displayed on the screen 6A of the spray 6 is transmitted to the sub control circuit 171. If this process ends, the process moves to the step S439.
- the CPU 121a determines whether or not the bonus game is over (Step S439). In this process, the CPU 121a reads the record of the RAM 83a and determines whether the power of all the ally characters is "0" or not, and whether the enemy character is "0" or not. Do.
- step S439 if it is determined that the bonus game has not ended, the process proceeds to step S435. If it is determined that the bonus game has ended, as shown in FIG.
- the coin payout number calculation process described with reference to FIG. 33 is executed (step S441). When this process ends, the process moves to a step S442.
- the CPU 121a determines whether or not the result of calculating the number of coins to be paid out of all the gaming machines 1 on which the bonus game has been executed has been recorded in the RAMI 23a (Step S442).
- the coin payout number calculation result refers to the calculation result of the coin payout number calculation process executed in step S441.
- step S442 if it is determined that the calculation result of the number of coins to be paid out of all gaming machines 1 on which the bonus game has been executed is not recorded in the RAM 123a, the process proceeds to step 443 to execute the bonus game.
- a bonus game end process is executed (step S443).
- the CPU 121a transmits a bonus game end instruction to the gaming machine lb-lh.
- the CPU 121a transmits a signal for displaying an image as shown in FIGS. 23 to 27 on the screen 6Aa of the second display 6a to the sub control circuit 171a.
- a coin payout process is executed.
- the process moves to a step S401 in FIG.
- the management server-side bonus game control processing shown in FIG. 30 of the first embodiment shows the control processing of the management server 80 when a bonus game is generated in a single shot.
- a description will be given of a control process of the management server 80 when two bonus games occur during a predetermined period.
- the description of the bonus game performed in the gaming system 200 is the same as the description of the bonus game described in the first embodiment (see FIGS. 13 to 27).
- the management server-side bonus game control processing refers to the processing of the management server 80 during the bonus game.
- the control process of the management server 80 when two bonus games occur within a predetermined period are the same as steps S103 to S111 in FIG. 30 of the first embodiment, and a description thereof will not be repeated.
- the control operation of the CPU 121 of the main control circuit 71 of the gaming machine 1 of the present embodiment is the same as the control operation of the flowcharts shown in FIGS. 28, 29, and 32 of the first embodiment, and a description thereof will be omitted. are doing.
- the management server 80 determines whether or not bonus game start information has been received from the gaming machine 1. In this process, the management server 80 determines whether or not the bonus game start information transmitted by the process of the gaming machine 1 (step S11 in FIG. 29) has been received.
- step S501 if it is determined that bonus game start information (first information) has not been received from gaming machine 1, the process of step S501 is repeated, and bonus game start information (first If it is determined that (1 information) has been received, the management server 80 determines a bonus game start time (step S502). Details will be described with reference to FIG. When this process ends, the process moves to a step S503.
- step S521 the management server 80 receives bonus game start information (first information) from the gaming machine la.
- step S522 the processing is moved to step S522.
- the management server 80 determines whether or not bonus game start information (second information) has been received during the predetermined period (step S522). In this process, if the management server 80 determines that the bonus game start information (second information) has been received during the predetermined period, the management server 80 shifts the process to step S527, and executes the bonus game start information (second information) during the predetermined period. If it is determined that the information has not been received, the process moves to step S523.
- the management server 80 executes a game group selection process.
- the management server 80 stores the gaming machine group that can participate in the bonus game executed based on the bonus game start information (first information) and the bonus game start information (second information).
- a gaming machine group that can participate in the bonus game executed based on the selected gaming machine is selected from all gaming machines la-lh.
- the management server 80 determines the time for transmitting the bonus game start notice command for each of the selected gaming machine groups. When this process ends, the process moves to a step S526.
- step S526 determines whether or not the time for transmitting the bonus game start notice command has been reached. If it is determined that the time for transmitting the bonus game start notice has not been reached, the process of step S526 is repeated. If it is determined that the time for transmitting the bonus game start notice has been reached, step S526 is performed. Move the processing to S527.
- management server 80 transmits a bonus game start notice command to the gaming machine (step S103).
- the transmission destination at this time is all gaming machines la-lh.
- bonus game start information (second information) is received in addition to bonus game start information (first information) during a predetermined period
- the gaming machine group is transmitted from gaming machine la-lh. Selected.
- peripheral gaming machines centering on the gaming machine in which the bonus game has occurred are selected as gaming machine groups, so that the gaming machine in which the bonus game has occurred can be selected.
- the present invention is not limited to this.
- a plurality of subsequent bonus games may be generated.
- the execution of the bonus game may be waited until the first generated bonus game ends. Then, each time the bonus game ends, the next bonus game may be executed.
- FIG. 43 shows an overview of a gaming machine network system 300 in which gaming machines la-lh are connected via a network 302.
- all gaming machines la-lh can have the same ability regardless of the superiority. That is, each gaming machine has a configuration in which any gaming machine la-lh can generate a bonus game, and a player can participate in a bonus game generated in another gaming machine. Further, each of the gaming machines la-lh also has a function as the management server of the first embodiment. Then, as in the third embodiment, when a plurality of bonus games are generated, a specific gaming machine (for example, la-1c) can be made selectable.
- a specific gaming machine for example, la-1c
Abstract
Description
Claims
Priority Applications (2)
Application Number | Priority Date | Filing Date | Title |
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US10/584,498 US20070281775A1 (en) | 2003-12-24 | 2004-12-21 | Gaming Machine System, Game Machine, And Management Server |
AU2004305366A AU2004305366A1 (en) | 2003-12-24 | 2004-12-21 | Game machine system, game machine, and management server |
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Application Number | Priority Date | Filing Date | Title |
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JP2003-426261 | 2003-12-24 | ||
JP2003426261A JP2005177376A (ja) | 2003-12-24 | 2003-12-24 | 遊技システム、遊技機及び管理サーバ |
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US (1) | US20070281775A1 (ja) |
JP (1) | JP2005177376A (ja) |
AU (1) | AU2004305366A1 (ja) |
WO (1) | WO2005061065A1 (ja) |
ZA (1) | ZA200606058B (ja) |
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GB2446292A (en) * | 2007-02-01 | 2008-08-06 | Electrocoin Leisure | Feature or bonus game controller for gaming machines |
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- 2004-12-21 ZA ZA200606058A patent/ZA200606058B/en unknown
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Also Published As
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US20070281775A1 (en) | 2007-12-06 |
ZA200606058B (en) | 2007-11-28 |
AU2004305366A1 (en) | 2005-07-07 |
JP2005177376A (ja) | 2005-07-07 |
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