WO2007026399A1 - Machine de jeu, procédé de contrôle de jeu et système de jeu - Google Patents

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

Info

Publication number
WO2007026399A1
WO2007026399A1 PCT/JP2005/015797 JP2005015797W WO2007026399A1 WO 2007026399 A1 WO2007026399 A1 WO 2007026399A1 JP 2005015797 W JP2005015797 W JP 2005015797W WO 2007026399 A1 WO2007026399 A1 WO 2007026399A1
Authority
WO
WIPO (PCT)
Prior art keywords
game
player
special
gaming machine
condition
Prior art date
Application number
PCT/JP2005/015797
Other languages
English (en)
Japanese (ja)
Inventor
Kazuo Okada
Jun Fujimoto
Original Assignee
Aruze Corporation
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Aruze Corporation filed Critical Aruze Corporation
Priority to PCT/JP2005/015797 priority Critical patent/WO2007026399A1/fr
Priority to JP2007533072A priority patent/JPWO2007026399A1/ja
Priority to US11/262,804 priority patent/US20070060282A1/en
Priority to AU2006201320A priority patent/AU2006201320A1/en
Priority to EP06290502A priority patent/EP1760675A1/fr
Priority to EA200601037A priority patent/EA200601037A1/ru
Publication of WO2007026399A1 publication Critical patent/WO2007026399A1/fr

Links

Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes

Definitions

  • Game machine Game machine, game control method, and game system
  • the present invention includes a gaming machine such as a slot machine for playing a game using a gaming medium (game value) such as a coin, a gaming control method for the gaming machine, and the gaming machine and a control device.
  • a gaming machine such as a slot machine for playing a game using a gaming medium (game value) such as a coin
  • game value such as a coin
  • a gaming control method for the gaming machine and the gaming machine and a control device.
  • a host computer and a plurality of gaming machines are network-connected, and the host computer controls the generation of bonuses in the gaming machines (see, for example, Patent Document 2).
  • the host computer accumulates the number of coins inserted in each gaming machine, and accumulates a part of the number of coins inserted in a plurality of gaming machines as a bonus pool.
  • the host computer gives a bonus qualification to gaming machines whose coins have reached a predetermined number.
  • host computer When the value of the bonus pool reaches a predetermined threshold, a command is sent to one gaming machine selected from the gaming machines to which the bonus qualification is granted. A gaming machine that has received the command has a high gear!
  • Patent Document 1 Japanese Patent Application Laid-Open No. 2003-117053
  • Patent Document 2 US Patent No. 5820459
  • the present invention has been made in view of the above-described problems, and the purpose of the present invention is to cause a player who has consumed a large number of coins and other game media to feel uncomfortable or distrustful of the game. It is an object of the present invention to provide a gaming machine, a control device, and a gaming system that can prevent the loss of interest and interest in gaming.
  • the present invention provides the following.
  • Means for generating a first special gaming state which is a gaming state advantageous to the player when the determined combination is a special combination
  • the gaming state when the condition that the number of games reaches the set value to be compared with the number of games is satisfied, the gaming state is advantageous for the player and the condition is satisfied.
  • a second special gaming state that occurs only occasionally occurs. Therefore, even if a large number of game media are consumed without the first special game state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs. The player can get the profit.
  • the second special gaming state is a gaming state that occurs only when the above conditions are met, the player is impressed that a return is made for playing the game until the number of games reaches the set value. In addition, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest in the game.
  • a gaming machine connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine
  • a role determining means for determining a role by lottery Means for generating a first special gaming state, which is a gaming state advantageous to the player when the determined combination is a special combination;
  • the gaming state is advantageous to the player.
  • a second special game state that occurs only when the above condition is satisfied is generated. Therefore, even if the first special gaming state does not occur for a long period of time and many game media are consumed, the second special gaming state will occur if the game is played until the number of games reaches the set value. However, the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, the player is impressed that a return is made for playing the game until the number of games reaches the set value. It is possible to improve the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
  • Means for generating a first special state which is a game state advantageous to the player when the determined combination is a special combination
  • the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the number of games reaches the set value, the second special game state is Once generated, the player can benefit from it.
  • the second special gaming state is a gaming state that occurs only when the above condition is established, the player is informed that the game will be rewarded until the number of games reaches the set value. In addition to making an impression, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the present invention provides the following.
  • the means for generating the second special game state is a payout of a number of game media in the second special game state according to the balance of game media counted cumulatively until the second special game state is generated. It is characterized by performing.
  • the present invention provides the following.
  • the gaming machine has a receiving means that can accept the input of game media up to a predetermined upper limit for one game,
  • the means for generating the second special game state is the second special game state when the condition that the number of games reaches the set value is satisfied, and the number of game media inserted for that game is the upper limit value. A game state is generated.
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • Means for generating a first special game state which is a game state advantageous to the player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
  • the second special game state in which the number of winning lines is relatively increased when the condition that the number of games reaches the set value to be compared with the number of games is satisfied. generate.
  • the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special game state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs.
  • the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the above condition is satisfied. It is desirable that the gaming state occurs only when This is because it is possible to impress the player that the game will be rewarded until the number of games reaches the set value, and to enhance the fun of the game.
  • a gaming machine connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • Means for generating a first special game state which is a game state advantageous to the player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
  • the number of winning lines is relatively increased.
  • a second special game state is generated.
  • the winning line increases, there is a high possibility that a combination of a plurality of symbols stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs.
  • the player can proceed with the game in an advantageous state. As a result, a player who has consumed a large number of game media can play games. If it is uncomfortable, it can prevent distrust and lose interest in the game.
  • the present invention provides the following.
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • Means for generating a first special state which is a game state advantageous to the player when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
  • Determining means for determining whether or not a condition is reached in which the number of games reaches a set value to be compared with the number of games;
  • the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied.
  • a second special game state in which the number of winning lines is relatively increased is generated.
  • the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special gaming state is generated.
  • the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the present invention provides the following.
  • a gaming machine equipped with an arithmetic processing unit and a storage device,
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • the gaming state when the condition that the number of games reaches the set value to be compared with the number of games is satisfied, the gaming state is advantageous for the player and the condition is satisfied.
  • a second special gaming state that occurs only occasionally occurs. Therefore, even if a large number of game media are consumed without the first special game state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special game state occurs. The player can get the profit.
  • the second special gaming state is a gaming state that occurs only when the above conditions are met, the player is impressed that a return is made for playing the game until the number of games reaches the set value. In addition, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest in the game.
  • a gaming machine comprising an arithmetic processing unit and a storage device and connected via a communication line to a control device that cumulatively counts the number of games in each of a plurality of gaming machines for each gaming machine,
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • the game state is advantageous to the player.
  • a second special game state that occurs only when the above condition is satisfied is generated. Therefore, even if the first special gaming state does not occur for a long period of time and many game media are consumed, the second special gaming state will occur if the game is played until the number of games reaches the set value. However, the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, the player is impressed that a return is made for playing the game until the number of games reaches the set value. It is possible to improve the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • a program for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied is stored in the storage device.
  • the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the number of games reaches the set value, the second special game state is Once generated, the player can benefit from it.
  • the second special gaming state is a gaming state that occurs only when the above condition is established, the player is informed that the game will be rewarded until the number of games reaches the set value. In addition to making an impression, it can enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the arithmetic processing unit is
  • a productor for generating a second special game state in which a number of game media are paid out according to the balance of game media that are cumulatively counted until the second special game state is generated. It is characterized by executing the program.
  • the arithmetic processing unit is
  • a gaming machine comprising an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
  • the second special gaming state in which the number of winning lines is relatively increased when the condition that the number of games reaches the set value to be compared with the number of games is satisfied. Is generated.
  • the winning line increases, there is a high possibility that a combination of a plurality of symbols that are stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, the second special gaming state will occur if the game is played until the number of games reaches the set value.
  • the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
  • the number of winning lines is relatively increased.
  • a second special game state is generated.
  • the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to be a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special gaming state occurs.
  • the player can proceed with the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest in the game.
  • a gaming machine comprising an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and A process of cumulatively counting the number of games each time a game is played,
  • a program for generating a second special gaming state in which the number of winning lines is relatively increased is read from the storage device and executed.
  • the number of games is cumulatively counted, and it is determined whether a condition for reaching the set value to be compared with the number of games is satisfied.
  • a second special game state in which the number of winning lines is relatively increased is generated.
  • the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the first special gaming state occurring for a long period of time, if the game is played until the number of games reaches the set value, the second special gaming state is generated.
  • the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • Means for generating a first special gaming state which is a gaming state advantageous to the player when the determined combination is a special combination
  • the game state is advantageous to the player and Means for generating a second special gaming state that occurs only when the above condition is satisfied;
  • the balance of game media is to be compared with the balance of game media.
  • a condition that is less than or equal to the set value is satisfied, a second special gaming state that is advantageous to the player and that occurs only when the above condition is satisfied is generated. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above condition is satisfied, the player will be rewarded for playing the game until the balance of the gaming medium falls below the set value. It is possible to make an impression on the game and to enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • a gaming machine connected via a communication line to a control device that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine,
  • Means for generating a first special gaming state which is a gaming state advantageous to the player when the determined combination is a special combination
  • the balance of the game medium that is cumulatively counted by the control device is less than or equal to the set value to be compared with the balance of the game medium.
  • Means for receiving a command signal transmitted by the control device force when the following condition is satisfied;
  • the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, it is assumed that a return is made for playing the game until the balance of the gaming medium falls below the set value. It can impress people and enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • Means for generating a first special state which is a game state advantageous to the player when the determined combination is a special combination
  • Determining means for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium
  • the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above condition is satisfied, a return is made for playing the game until the balance of the gaming medium falls below a set value. Can be impressed by the player, and the fun of the game can be enhanced. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • the means for generating the second special game state pays out a number of game media in the second special game state according to the number of games cumulatively counted until the second special game state is generated. It is characterized by that.
  • It has a receiving means that can accept the input of game media up to a predetermined upper limit for one game
  • the means for generating the second special gaming state is when the condition that the balance of the gaming media is less than or equal to the set value is satisfied, and the number of gaming media inserted for that game is the upper limit.
  • the second special game state is generated.
  • (22) a role determining means for determining a role by lottery
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • a plurality of symbols stopped and displayed on the winning line defined by the symbol display means Means for generating a first special game state, which is a game state advantageous to the player when the combination of
  • the number of winning lines is relatively increased. 2 Generate a special gaming state. As the winning line increases, there is a high possibility that a combination of symbols that are stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs, and the player can proceed with the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest or interest in the game.
  • a gaming machine connected via a communication line to a control device that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine,
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • Means for generating a first special game state which is a game state advantageous to the player, when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
  • a symbol display means for performing a change display and a stop display of a plurality of symbols
  • Means for generating a first special state which is a game state advantageous to the player when a combination of a plurality of symbols stopped and displayed on the winning line defined by the symbol display means is a special role;
  • Determining means for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium
  • the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special game state in which the number of winning lines is relatively increased is generated. As the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to have a special role, so the first special gaming state is likely to occur.
  • a gaming machine comprising an arithmetic processing unit and a storage device
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • the game state is advantageous to the player and A second special game state that occurs only when the above conditions are met is generated. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above condition is satisfied, the player will be rewarded for playing the game until the balance of the gaming medium falls below the set value. It is possible to make an impression on the game and to enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • the present invention provides the following.
  • a gaming machine comprising an arithmetic processing unit and a storage device and connected via a communication line to a control unit that cumulatively counts the balance of gaming media in each of a plurality of gaming machines for each gaming machine.
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • the balance of the game medium that is cumulatively counted by the control device is less than or equal to the set value to be compared with the balance of the game medium.
  • a program for generating a second special game state that is a game state advantageous to the player and is generated only when the above condition is satisfied is Processing to be read from the storage device and executed
  • the player when the condition that the balance of the game media counted in the control device is equal to or less than a set value to be compared with the balance of the game media is satisfied.
  • a second special game state that occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs and the player can benefit from it.
  • the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, it is assumed that a return is made for playing the game until the balance of the gaming medium falls below the set value. It can impress people and enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • a gaming machine comprising an arithmetic processing unit and a storage device
  • the arithmetic processing unit is
  • a program for generating a first special gaming state which is a gaming state advantageous for the player, is read from the storage device and executed;
  • a process for determining whether or not a condition that the balance of the game medium is equal to or less than a set value to be compared with the balance of the game medium is satisfied;
  • a program for generating a second special gaming state that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied is stored in the storage device.
  • the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special gaming state is generated that is a gaming state advantageous to the player and that occurs only when the above condition is satisfied. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game state Is generated and the player can obtain the profit.
  • the second special gaming state is a gaming state that occurs only when the above conditions are satisfied, it is assumed that a return is made for playing the game until the balance of the gaming medium falls below a set value. It can impress people and enhance the fun of the game. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • the arithmetic processing unit is
  • a program for generating a second special game state is executed in which a number of game media are paid out according to the number of games cumulatively counted until the second special game state is generated. To do.
  • the present invention provides the following.
  • the arithmetic processing unit is
  • the number of game media input for that game is the predetermined number of game media investment for one game.
  • a program for generating the second special gaming state is executed when the upper limit of the number of entries is reached.
  • the player can be encouraged to insert the game media up to the upper limit value, and the facility such as a casino can increase profits.
  • a gaming machine including an arithmetic processing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols,
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
  • the number of winning lines is relatively increased when the condition that the balance of game media that is counted cumulatively for each game is less than or equal to the set value to be compared with the balance of game media is satisfied.
  • the number of winning lines is relatively increased. 2 Generate a special gaming state. As the winning line increases, there is a high possibility that a combination of symbols that are stopped and displayed on the winning line will play a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media falls below the set value, the second special game A situation occurs, and the player plays in an advantageous state.
  • the technique can be advanced. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling uncomfortable or distrustful of the game or losing interest or interest in the game.
  • the present invention provides the following.
  • a computing device, a storage device, and a symbol display device capable of performing variable display and stop display of a plurality of symbols are provided, and the balance of gaming media in each of the plurality of gaming machines is determined for each gaming machine.
  • a game machine connected via a communication line to a control device for cumulative counting,
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
  • the balance of the game medium that is cumulatively counted by the control device is less than or equal to the set value to be compared with the balance of the game medium.
  • the balance of game media counted in the control device is the above game media.
  • a second special game state in which the number of winning lines is relatively increased is generated.
  • the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to have a special role, so the first special gaming state is likely to occur. Therefore, even if a large number of game media are consumed without the occurrence of the first special game state over a long period of time, if the game is played until the balance of the game media is below the set value, 2 A special game state occurs, and the player can advance the game in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the present invention provides the following.
  • An arithmetic processing device, a storage device, and a gaming machine provided with a symbol display device capable of performing variable display and stop display of a plurality of symbols,
  • the arithmetic processing unit is
  • the symbol display device causes the plurality of symbols to be variably displayed and then stopped and displayed
  • a program for generating a first special game state which is a game state advantageous to a player, when a combination of a plurality of symbols stopped and displayed on a winning line defined by the symbol display device is a special role Is read from the storage device and executed, and
  • a process for determining whether or not a condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied;
  • a program for generating a second special gaming state in which the number of winning lines is relatively increased is read from the storage device and executed.
  • a game machine characterized by executing [0075] the balance of the game media is cumulatively counted, and the condition that the balance of the game media is equal to or less than a set value to be compared with the balance of the game media is satisfied. Determine whether or not. Then, when it is determined that the above condition is satisfied, a second special game state in which the number of winning lines is relatively increased is generated. As the winning line increases, the combination of a plurality of symbols stopped and displayed on the winning line is more likely to have a special role, so the first special gaming state is likely to occur.
  • the present invention provides the following.
  • (36) means for giving a profit to the player in accordance with a combination of symbols stopped and displayed on the winning line based on the result of the lottery;
  • a game control method comprising: [0085] According to the invention of (37), when the number of games played by a player satisfies a predetermined condition, a profit that is given only when the condition is satisfied is given to the player. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
  • a game control method comprising:
  • a game control method comprising:
  • a game control method comprising:
  • the player's game media balance satisfies a predetermined condition
  • the number of winning lines increases, so the player can play the game at a predetermined condition.
  • the game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • a gaming system comprising a gaming machine and a control device
  • the above gaming machine is
  • a gaming system characterized by that.
  • a gaming system comprising a gaming machine and a control device
  • the above gaming machine is
  • the number of winning lines increases, so the player can play until the number of games satisfies the predetermined condition. If a game is played, the game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
  • a gaming system comprising a gaming machine and a control device
  • the above gaming machine is
  • a gaming system characterized by that.
  • a gaming system comprising a gaming machine and a control device
  • the game medium of the player when the balance of the game medium of the player satisfies a predetermined condition, the number of winning lines increases, so the player can determine that the number of games satisfies the predetermined condition.
  • the game can be advanced in an advantageous state. As a result, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • FIG. 1 is a schematic diagram showing the overall configuration of the gaming system according to the first embodiment.
  • the gaming system 100 includes a plurality of gaming machines 10 and a control device 200 connected to these gaming machines 10 via a predetermined communication line 101.
  • a gaming system 100 may be built in one gaming facility capable of performing various games such as a casino or a casino.
  • the communication line 101 is not particularly limited, and may be a wired line or a wireless line.
  • the gaming machine 10 is a slot machine.
  • the gaming machine is not limited to a slot machine, and may be a so-called single game machine such as a video slot machine or a video card game machine.
  • a game that requires a certain amount of time to display a result, such as It may be a so-called mass game machine (multi-terminal / gaming machine).
  • the gaming machine 10 coins, bills, or electronic valuable information corresponding to these are used as game media.
  • the game media are not particularly limited, and examples thereof include medals, tokens, electronic money, and tickets.
  • the ticket is not particularly limited, and examples thereof include a ticket with a barcode as described later.
  • the control device 200 controls a plurality of gaming machines 10.
  • the control device 200 controls the transition to the return mode in each gaming machine 10.
  • the return mode corresponds to the second special game state in the present invention, and a large number of coins are paid out in the return mode.
  • the control device 200 may control the reduction rate by controlling the transition to the reduction mode. In this case, the control device 200 may control the return rate of the gaming machines 10 individually, or may control the return rate of the plurality of gaming machines 10 as a whole.
  • the control device 200 may have a function as a so-called hall server installed in a gaming facility having a plurality of gaming machines 10, a server that collectively manages a plurality of gaming facilities, or the like. Each gaming machine 10 is given a unique identification number, and the control device 200 determines the origin of data sent from each gaming machine 10 based on the identification number. Also, when transmitting data from the control device 200 to the gaming machine 10, the transmission destination can be specified using the identification number.
  • the identification number of the gaming machine corresponds to the identification information of the gaming machine in the present invention.
  • the identification information of the gaming machine is not particularly limited, and examples thereof include letters, symbols, numbers, and combinations thereof.
  • FIG. 2 is a perspective view schematically showing the gaming machine according to the first embodiment.
  • the gaming machine 10 includes a cabinet 11, a top box 12 installed on the upper side of the cabinet 11, and a main door 13 provided on the front surface of the cabinet 11. Inside the cabinet 11, three reels 14 (14L, 14C, 14R) are rotatably provided. On the outer peripheral surface of each reel 14, a symbol row consisting of 22 symbols (hereinafter also referred to as symbols) is drawn.
  • the reel 14 (14L, 14C, 14R) is a symbol display device. It constitutes and constitutes symbol display means.
  • a lower image display panel 16 is provided in front of each reel 14 in the main door 13.
  • the lower image display panel 16 includes a transparent liquid crystal panel, and various information about the game, effect images, and the like are displayed during the game.
  • a credit number display part 31 and a payout number display part 32 are set on the lower image display panel 16, a credit number display part 31 and a payout number display part 32 are set.
  • the number of credits display section 31 displays the number of credited coins as an image.
  • the payout display section 32 the number of coins paid out when the combination of symbols stopped on the winning line L is a predetermined combination is displayed as an image.
  • the lower image display panel 16 is formed with three display windows 15 (15L, 15C, 15R) whose rear surface is visible, and the outer peripheral surface of each reel 14 through each display window 15. Three symbols are displayed on the screen.
  • the lower image display panel 16 displays one pay line L that horizontally crosses the three display windows 15.
  • the winning line L defines the combination of symbols. When the combination of symbols stopped on the winning line L is a predetermined combination, the number of coins corresponding to the combination and the number of coins inserted (BET number) is paid out.
  • the display window 15 and the lower image display panel 16 (16L, 16C, 16R) constitute a symbol display device and constitute a symbol display means.
  • a plurality of winning lines L are formed that cross the three display windows 15 horizontally or diagonally, and the number of winning lines L according to the number of coins inserted is determined. If the combination of symbols stopped and displayed on the activated pay line L is a predetermined combination, the number of coins corresponding to the combination may be paid out.
  • a touch panel 69 is provided on the front surface of the lower image display panel 16, so that the player can input various instructions by operating the touch panel 69.
  • a control panel 20 including a plurality of buttons 23 to 27 into which instructions relating to game progress are input by a player, and a coin receiving slot 21 for receiving coins in the cabinet 11 And a bill validator 22 is provided.
  • the control panel 20 is provided with a spin button 23, a change button 24, a cashout button 25, a 1-BET button 26, and a maximum BET button 27.
  • the spin button 23 is for inputting an instruction to start the rotation of the reel 14.
  • the change button 24 is used when requesting a change of money from a game facility staff.
  • the cashout button 25 is used to input an instruction to pay out the credited coins to the coin tray 18.
  • BET button 26 is used to input an instruction to bet one coin out of credited coins on the game.
  • the maximum BET button 27 is used to input an instruction to bet the maximum number of coins that can be bet on one game (50 coins in the first embodiment) among the credited coins. .
  • the insertion of a game medium means that the game medium is bet on a game.
  • the coin receiving slot 21 is directly bet on a game
  • inserting the coin into the coin receiving slot 21 corresponds to inserting a game medium.
  • the credited coin is When betting on a game, betting on a credited coin is equivalent to inserting a game medium.
  • the bill validator 22 recognizes whether or not a bill is appropriate and accepts a regular bill into the cabinet 11. Note that the bill validator 22 may be configured to be able to read a bar code-added ticket 39 to be described later.
  • a belly glass 34 on which a character of the gaming machine 10 is drawn is provided on the lower front surface of the main door 13, that is, below the control panel 20.
  • an upper image display panel 33 is provided on the front surface of the top box 12.
  • the upper image display panel 33 includes a liquid crystal panel, and displays, for example, an image representing introduction of game contents and explanation of game rules.
  • the top box 12 is provided with a speaker 29.
  • a ticket printer 35 On the lower side of the upper image display panel 33, a ticket printer 35, a card reader 36, a data display 37, and a keypad 38 are provided.
  • the ticket printer 35 is used to determine the number of credits, date and time, and the knowledge of the gaming machine 10.
  • a bar code in which data such as another number is encoded is printed on a ticket and output as a ticket 39 with a bar code.
  • the player reads the ticket 39 with barcode to another gaming machine and plays the game with the gaming machine, or exchanges the ticket 39 with barcode with a bill or the like at a predetermined place in the gaming facility (for example, a cashier in the casino). You can do it.
  • the card reader 36 reads data from a smart card and writes data to the smart card.
  • the smart card is a card possessed by the player, and stores, for example, data for identifying the player and data regarding the history of games played by the player.
  • the smart card may store data corresponding to coins, bills or credits.
  • a magnetic stripe card may be adopted instead of the smart card.
  • the data display 37 also serves as a fluorescent display, for example, to display data read by the card reader 36 and data input by the player via the keypad 38.
  • the keypad 38 is used to input instructions and data related to ticket issuance.
  • Fig. 3 is a schematic diagram showing a column of symbols drawn on the outer peripheral surface of each reel.
  • Each symbol column is composed of the symbols “JACKPOT 7,” “BLUE 7,” “BELL,” “CHERRY,” “STRA WBERRYJ,“ PLUM, ”“ ORANGE, ”and“ APPLE ”. Yes.
  • APPLE is a bonus game trigger (a symbol for shifting to a bonus game). If three “APPLE” are stopped on the winning line L, you can move to the bonus game.
  • the bonus game is equivalent to the first special gaming state. is there.
  • the bonus game is a free game (a game that can be played a predetermined number of times without betting coins).
  • the first special game state is not particularly limited as long as it is a game state advantageous to the player.
  • the gaming state advantageous to the player is not particularly limited as long as it is more advantageous than the normal gaming state (a gaming state other than the first special gaming state or the second special gaming state). Examples include a state where more game media can be acquired than the game state, a state where game media can be acquired with a higher probability than the normal game state, and a state where the number of game media consumed is less than the normal game state.
  • examples of the first special gaming state include a free game, a second game, and a mystery bonus.
  • the row of symbols drawn on each reel 14 shows that when the spin button 23 is pressed after the 1 BET button 26 or the maximum BET button 27 is pressed and the game is started, the reel 14 rotates.
  • the display window 15 is scrolled from the upper direction to the lower direction, and is stopped and displayed on the display window 15 as the reel 14 stops rotating after a predetermined time has elapsed.
  • various combinations are determined in advance based on the combination of symbols.
  • a coin corresponding to the combination is paid out.
  • the number is added to the credits owned by the player.
  • a bonus game trigger is established, a bonus game is generated.
  • a return mode flag described later is set to “ON”, the symbol is stopped and displayed as described above, and then the mode is changed to the return mode.
  • the mode is shifted to the return mode after the bonus game is ended.
  • the reduction mode is equivalent to the second special game state.
  • the number of winning lines increases, and five winning lines are defined. Therefore, in the return mode, there is a high possibility that a bonus game trigger or other combination will be won. Further, in the first embodiment, the number of coins corresponding to the balance of the coins counted cumulatively before shifting to the return mode is paid out or until the bonus game trigger is won. Will continue.
  • FIG. 4 is a block diagram showing an internal configuration of the gaming machine shown in FIG.
  • the gaming board 50 includes a CPU (Central Processing Unit) 51, a ROM 55 and a boot ROM 52 connected to each other via an internal bus, a card slot 53 corresponding to the memory card 53, and an IC socket corresponding to the GAL (Generic Array Logic) 54. With 54S.
  • CPU Central Processing Unit
  • ROM 55 ROM 55
  • boot ROM 52 connected to each other via an internal bus
  • card slot 53 corresponding to the memory card 53
  • an IC socket corresponding to the GAL (Generic Array Logic) 54.
  • GAL Generic Array Logic
  • the memory card 53 is composed of a nonvolatile memory such as CompactFlash (registered trademark), and stores a game program and a game system program.
  • the game program includes a lottery program.
  • the lottery program is a program for determining the symbols (code numbers corresponding to the symbols) of the reels 14 that are stopped on the winning line L.
  • the lottery program includes symbol weighting data corresponding to a plurality of types of payout rates (for example, 80%, 84%, and 88%).
  • the symbol weighting data is data indicating the correspondence between the code number of each symbol (see Fig. 3) and one or more random values belonging to the specified numerical range (0 to 256) for each of the three reels 14. It is.
  • the payout rate is determined based on the payout rate setting data output from the GAL 54, and the lottery is performed based on the symbol weight data corresponding to the payout rate.
  • lottery is performed based on the same symbol weighting data even when shifting to the return mode.
  • the present invention is not limited to this example, and lottery may be performed based on different symbol weighting data when shifting to the return mode.
  • the card slot 53S is configured so that the memory card 53 can be inserted and removed, and is connected to the mother board 40 by an IDE bus. Therefore, the memory card 53 is removed from the card slot 53S, another game program and a game system program are written to the memory card 53, and the memory card 53 is inserted into the card slot 53S.
  • the type and contents can be changed.
  • the game performed on the gaming machine 10 can be performed.
  • the type and contents can be changed.
  • the game program includes a program related to game progress, a program for generating a first special gaming state, and a program for generating a second special gaming state. Further, the game program includes image data and sound data output during the game.
  • GAL54 is a kind of PLD having an OR fixed array structure. The GAL 54 includes a plurality of input ports and output ports. When predetermined data is input to the input port, the GAL 54 outputs data corresponding to the data from the output port. The data output from this output port is the aforementioned payout rate setting data.
  • the IC socket 54S is configured so that the GAL 54 can be attached and detached, and is connected to the mother board 40 via a PCI bus. Therefore, by removing the GAL54 from the IC socket 54S, rewriting the program stored in the GAL54, and attaching the GAL54 to the IC socket 54S, the payout rate setting data output from the GAL54 can be changed. it can. It is also possible to change the payout rate setting data by exchanging GAL54 for another GAL54.
  • the CPU 51, ROM 55, and boot ROM 52 connected to each other by an internal bus are connected to the mother board 40 by a PCI bus.
  • the PCI bus transmits signals between the mother board 40 and the gaming board 50 and supplies power from the mother board 40 to the gaming board 50.
  • the ROM 55 stores country identification information and an authentication program.
  • the boot ROM 52 stores a preliminary authentication program and a program (boot code) for the CPU 51 to start the preliminary authentication program.
  • the authentication program is a program (tamper check program) for authenticating the game program and the game system program.
  • the authentication program follows the procedure (authentication procedure) for confirming and verifying that the game program and game system program subject to the authentication capture process have been tampered with, ie, authenticating the game program and game system program.
  • the preliminary authentication program is a program for authenticating the above-described authentication program.
  • the preliminary authentication program is described in accordance with a proof that the authentication program to be authenticated has not been tampered with, that is, the authentication program authentication procedure (authentication procedure).
  • the mother board 40 is configured using a commercially available general-purpose mother board (printed wiring board on which basic components of a personal computer are mounted).
  • the main CPU 41 ROM (Read Only Memory) 42, RAM ( Random Access Memory) 43 and a communication interface 44.
  • the main CPU 41 is an arithmetic processing device according to the present invention.
  • the ROM 42 is composed of a memory device such as a flash memory, and stores a program such as a BIOS (Basic Input / Output System) executed by the main CPU 41 and permanent data. When the BIOS is executed by the main CPU 41, initialization processing of predetermined peripheral devices is performed, and acquisition processing of the game program and game system program stored in the memory card 53 via the gaming board 50 is started. Is done.
  • the ROM 42 may be a rewritable or impossible content.
  • the RAM 43 stores data and programs used when the main CPU 41 operates. Further, the RAM 43 can store an authentication program, a game program, and a game system program that are read out via the gaming board 50.
  • the RAM 43 is a storage device in the present invention.
  • the RAM 43 is provided with a storage area for a reduction mode flag.
  • the return mode flag is a flag referred to when selecting whether or not to shift to the return mode as the second special game state.
  • the storage area of the reduction mode flag has, for example, a storage area power of a predetermined number of bits, and the reduction mode flag is “ON” or “OFF” depending on the storage contents in the storage area. If the reduction mode flag is set to "ON", then it always shifts to the reduction mode. Further, the RAM 43 stores data such as the number of credits, the number of coins inserted and paid out in one game.
  • the communication interface 44 is for communicating with the control device 200 via the communication line 101.
  • the main CPU 41 transmits the number of coins inserted and paid out together with the gaming machine identification number of the gaming machine 10 to the control device 200.
  • the number of games, the cumulative number of coins to be paid, and the cumulative payout number are stored in association with each gaming machine identification number.
  • a return command signal is transmitted from the control device 200.
  • the main CPU 41 receives the return command signal via the communication interface 44, the main CPU 41 sets the return mode flag to “ON”.
  • the mother board 40 is connected to a main body PCB (Printed Circuit Board) 60 and a door PCB 80, which will be described later, by USB, respectively.
  • the mother board 40 has a power supply.
  • Source unit 45 is connected. When power is supplied from the power supply unit 45 to the mother board 40, the main CPU 41 of the mother board 40 is activated, and power is supplied to the gaming board 50 via the PCI bus to activate the CPU 51.
  • the main body PCB 60 and the door PCB 80 are connected to a device or device that generates an input signal input to the main CPU 41 and a device or device whose operation is controlled by a control signal output from the main CPU 41. ing. Based on the input signal input to the main CPU 41, the main CPU 41 executes the game program and game system program stored in the RAM 43 to perform predetermined arithmetic processing and store the result in the RAM 43. Memorize or send a control signal to each device or device as a control process for each device or device
  • the main body PCB 60 includes a lamp 30, a sub CPU 61, a hopper 66, a coin detector 67, a graphic board 68, a speaker 29, a touch panel 69, a bill validator 22, a ticket printer 35, a force reader 36, a key switch 38S, and Data display 37 is connected.
  • the lamp 30 lights in a predetermined pattern based on the control signal output from the main CPU 41.
  • the sub CPU 61 controls the rotation and stop of the reel 14 (14L, 14C, 14R).
  • the sub CPU 61 is connected to a motor drive circuit 62 including an FPGA (Field Programmable Gate Array) 63 and a driver 64.
  • the FPGA 63 is a programmable electronic circuit such as an LSI and functions as a control circuit for the stepping motor 70. Dryino 64 functions as an amplification circuit for pulses input to the stepping motor 70.
  • a stepping motor 70 (70L, 70C, 70R) that rotates each reel 14 is connected to the motor drive circuit 62.
  • the stepping motor 70 is a 1-2 phase excitation type stepping motor.
  • the sub CPU 61, the motor drive circuit 62, and the stepping motors 70 (70L, 70C, 70R) constitute a symbol display device and constitute a symbol display means.
  • the excitation method of the stepping motor is not particularly limited.
  • a two-phase excitation method, a one-phase excitation method, or the like can be adopted.
  • a DC motor may be used instead of the stepping motor.
  • DC motor is adopted
  • a deviation counter, DZA conversion, and servo amplifier are connected to the sub CPU 61 in this order, and a DC motor is connected to the servo amplifier.
  • the rotational position of the DC motor is detected by the rotary encoder, and the current rotational position of the DC motor is supplied as data to the rotary encoder force deviation counter.
  • an index detection circuit 65 and a position detection change circuit 71 are connected to the sub CPU 61.
  • the index detection circuit 65 detects the position of the rotating reel 14 (index to be described later), and can detect the step-out of the reel 14. The control of the rotation and stop of the reel 14 will be described in detail later with reference to the drawings.
  • the position change detection circuit 71 detects a change in the stop position of the reel 14 after the rotation of the reel 14 is stopped. For example, in the position change detection circuit 71, the stop position is changed so that the player is forced to have a combination of symbols in a winning mode, even though it is not actually a combination of symbols in a winning mode. The change in the stop position of the reel 14 is detected in the event of a failure.
  • the position change detection circuit 71 is configured to detect a change in the stop position of the reel 14 by detecting fins (not shown) attached to the inner portion of the reel 14 at a predetermined interval, for example.
  • the index detection circuit 65 and the position detection change circuit 71 constitute a symbol display device and constitute a symbol display means.
  • the hopper 66 is installed in the cabinet 11, and pays out a predetermined number of coins from the coin payout opening 19 to the coin tray 18 based on a control signal output from the main CPU 41.
  • the coin detector 67 is provided inside the coin payout exit 19 and outputs an input signal to the main CPU 41 when it detects that a predetermined number of coins have been paid out from the coin payout exit 19. To do.
  • the graphic board 68 controls image display on the upper image display panel 33 and the lower image display panel 16 based on a control signal output from the main CPU 41.
  • the number of credits stored in the RAM 43 is displayed in the credit number display section 31 of the lower image display panel 16.
  • the payout amount display portion 31 of the lower image display panel 16 displays the number of coins paid out.
  • a winning line L is displayed on the lower image display panel 16.
  • the graphic board 68 includes a video display processor (VDP) that generates image data based on a control signal output from the main CPU 41, a video RAM that temporarily stores image data generated by the VDP, and the like. I have. Note that the image data used when generating image data by VDP is included in the game program read from the memory card 53 and stored in the RAM 43.
  • the bill validator 22 recognizes the suitability of the bill and accepts the regular bill into the cabinet 11. When the bill validator 22 accepts a regular bill, it outputs an input signal to the main CPU 41 based on the amount of the bill. The main CPU 41 stores the number of credits corresponding to the amount of bills transmitted by the input signal in the RAM 43.
  • the ticket printer 35 Based on the control signal output from the main CPU 41, the ticket printer 35 prints on the ticket a bar code in which data such as the number of credits stored in the RAM 43, the date and time, and the identification number of the gaming machine 10 are encoded. And output as a ticket 39 with barcode.
  • the card reader 36 reads data from the smart card and transmits it to the main CPU 41, or writes data to the smart card based on a control signal from the main CPU 41.
  • the key switch 38S is provided on the keypad 38, and outputs a predetermined input signal to the main CPU 41 when the keypad 38 is operated by the player.
  • the data display 37 displays data read by the card reader 36 and data input by the player via the keypad 38 based on the control signal output from the main CPU 41.
  • a control panel 20 To the door PCB 80, a control panel 20, a rein table 21S, a coin counter 21C, and a cold cathode tube 81 are connected.
  • the control panel 20 has a spin switch 23S corresponding to the spin button 23, a change switch 24S corresponding to the change button 24, a CASHOUT switch 25S corresponding to the CASHOU T button 25, a 1 BET switch 26S corresponding to the 1 BET button 26, and
  • the maximum BET switch 27S corresponding to the maximum BET button 27 is provided.
  • Each of the switches 23S to 27S outputs an input signal to the main CPU 41 when the corresponding button 23 to 27 is operated by the player.
  • the coin counter 21C is provided inside the coin receiving slot 21, and identifies whether or not the coin inserted into the coin receiving slot 21 by the player is appropriate. For coins other than regular coins, It is discharged from the in-payout port 19. Further, the coin counter 21C outputs an input signal to the main CPU 41 when it detects a legitimate coin.
  • the reverter 21S operates based on a control signal output from the main CPU 41, and a coin that is recognized as a regular coin by the coin counter 21C is installed in the gaming machine 10 (see FIG. (Not shown) or hopper 66. That is, when hopper 66 is filled with coins, the regular coins are distributed to the cash box by the reverter 21S. On the other hand, if the hopper 66 is not filled with coins, regular coins are distributed to the hopper 66.
  • the cold cathode tube 81 functions as a knock light installed on the back side of the lower image display panel 16 and the upper image display panel 33 and lights up based on a control signal output from the main CPU 41.
  • FIG. 5 is a block diagram showing an internal configuration of the control device according to the first embodiment.
  • the control device 200 includes a CPU 201 as an arithmetic processing device, a ROM 202, a RAM 203 as a temporary storage device, a communication interface 204, and a hard disk drive 205.
  • the communication interface 204 is connected to the communication interface 44 of each gaming machine 10 via the communication line 101.
  • the ROM 202 stores a system program for controlling the operation of the control device, permanent data, and the like.
  • the RAM 203 temporarily stores data received from each gaming machine 10 and data such as calculation results.
  • the hard disk drive 205 stores a gaming history in each gaming machine 10 in association with the gaming machine identification number of each gaming machine 10.
  • FIG. 6 is a diagram schematically showing an example of a correspondence table between gaming machine identification numbers and gaming history.
  • Each gaming machine identification number is associated with the number of games as a game history, the cumulative number of coins inserted, the cumulative number of coins paid out, the balance of coins, and the coin return rate.
  • the CPU 201 When the CPU 201 receives from the gaming machine 10 via the communication interface 204 the number of inputs, the number of payouts, and the gaming machine identification number, the CPU 201 updates the gaming history corresponding to the gaming machine identification number. Specifically, 1 is added to the number of games, the number of inputs is added to the cumulative number of inputs, and the number of payouts is added to the cumulative number of payouts. In addition, based on the cumulative number of coins to be paid and the cumulative number of coins to be paid out, the cash balance and return rate are calculated. When the CPU 201 determines that the updated number of games has reached the set value, the CPU 201 transmits a return command signal to the gaming machine 10. Above reduction finger The command signal includes the accumulated payout number stored in the hard disk drive 205 in association with the gaming machine identification number of the gaming machine 10 as data.
  • FIG. 7 is a chart showing the procedure of the authentication reading process of the game program and game system program by the mother board 40 and the gaming board 50 shown in FIG. It is assumed that the memory card 53 is inserted into the card slot 53S of the gaming board 50, and the GAL 54 is attached to the IC socket 54S.
  • step S1-1 and S2-1 when the power switch is turned on (power is turned on) in the power supply unit 45, the mother board 40 and the gaming board 50 are activated (steps S1-1 and S2-1).
  • the mother board 40 and the gaming board 50 are activated, separate processes are performed in parallel. That is, the gaming board 50 reads the preliminary authentication program stored in the CPU 51 boot ROM 52, and in accordance with the read preliminary authentication program, the authentication program is pre-loaded before being loaded into the mother board 40. Preliminary authentication is performed to confirm and prove that tampering has occurred! /, N ! (step S2-2).
  • the main CPU 41 executes the BIOS stored in the ROM 42 and expands the compressed data incorporated in the BIOS into the RAM 43 (step S1-2). Then, the main CPU 41 executes the BIOS expanded in the RAM 43, and diagnoses and initializes various peripheral devices (step S1-3).
  • the main CPU 41 reads and reads the authentication program stored in the ROM 55.
  • the authentication program is stored in the RAM 43 (step S1-4).
  • the main CPU 41 takes the checksum by the A DDSUM method (standard check function) according to the standard BIOS function of the BIOS and checks whether or not the storage is performed without fail, while the authentication program is stored in the RAM43.
  • a DDSUM method standard check function
  • the main CPU 41 accesses the memory card 53 inserted into the card slot 53S via the IDE bus, and starts from the memory card 53.
  • the game program and the game system program are read out.
  • the main CPU 41 constitutes a game program and a game system program. Read 4 bytes at a time.
  • the main CPU 41 performs authentication for confirming and verifying that the read game program and game system program have been falsified (step S 1-5). ).
  • the main CPU 41 writes and stores the game program and game system program to be authenticated (authenticated) in the RAM 43 (step S1-6).
  • the main CPU 41 accesses the GAL 54 attached to the IC socket 54S via the PCI bus, reads the payout rate setting data from the GAL 54, and writes and stores it in the RAM 43 (step S1-7).
  • the main CPU 41 reads out the country identification information stored in the ROM 55 of the gaming board 50 via the PCI bus, and performs a process of storing the read country identification information in the RAM 43 (step S100). S1-8).
  • the main CPU 41 advances the game by sequentially reading and executing the game program and the game system program.
  • the main CPU 41 After the processing shown in FIG. 7 is performed, the main CPU 41 performs game mode selection processing.
  • FIG. 8 is a flowchart showing a subroutine of the game mode selection process.
  • FIGS. 9A to 9B are diagrams showing images displayed on the lower image display panel when the game mode selection process is executed.
  • the main CPU 41 performs a process of displaying an image for requesting the player to select a game mode on the lower image display panel 16 (step S3).
  • the main CPU 41 transmits a drawing command for a game mode selection image to the graphic board 68.
  • VDP extracts the image data from RAM43 and expands it to video RAM to generate one frame of image data, which is output to the lower image display panel 16 To do.
  • FIG. 9 (a) is a diagram showing an example of a game mode selection image displayed on the lower image display panel.
  • 15 indicates a display window.
  • L indicates the winning line.
  • An image indicating “Select a mode!!” Is displayed at the top of the lower image display panel 16. This image is an image for requesting the player to select a game mode.
  • images indicating “INSURANCE” and “NO INSURANCE” are displayed at the bottom of the lower image display panel 16. These images are images indicating the selection of the game mode. By touching a predetermined position on the touch panel 69 corresponding to the display area of the image, an instruction to select the game mode can be input.
  • the option "INSURANCE" corresponds to the insurance mode.
  • a predetermined number of credits e.g., equivalent to $ 1
  • a corresponding bill or coin may be inserted.
  • the return mode flag is set to “ON” and the mode shifts to the return mode.
  • the winning line increases, so the possibility of winning a combination increases. Accordingly, in the return mode, the player can receive more coins.
  • the insurance mode it is possible to play a game with insurance in order to cover all or part of the loss that occurs when a bonus game does not occur for a long time. is there.
  • the option “NO INSURANCE corresponds to the non-insurance mode.
  • the return mode flag is set to“ ON ”even if the bonus game does not occur for a long time. It is not possible to switch to return mode.
  • step S4 determines whether or not the insurance mode is selected. If it is determined that the insurance mode is selected, the main CPU 41 performs a process of subtracting a predetermined number from the credit power stored in the RAM 43 (step S5). Thereafter, game execution processing in the insurance mode is performed (step S6).
  • step S7 the main CPU 41 performs a game execution process in the non-insurance mode.
  • This process is substantially the same as the game execution process in the insurance mode (see FIG. 10), except that the process related to the return mode and the process related to counting the number of games are not performed. Therefore, explanation here is omitted.
  • step S6 or S7 the process returns to step S3.
  • FIG. 10 is a flowchart showing a subroutine of game execution processing in the insurance mode that is called and executed in step S6 of the subroutine shown in FIG.
  • the main CPU 41 determines whether or not a coin has been bet (step S10). In this process, the main CPU 41 outputs the input signal output from the 1- BET switch 26S when the 1- BET button 26 is operated, or the maximum BET switch 27S when the maximum BET button 27 is operated. It is determined whether or not an input signal to be received has been received. If it is determined that no coin is bet, the process returns to step S10.
  • step S10 determines whether a coin has been betted. If it is determined in step S10 that a coin has been betted, the main CPU 41 performs a process of subtracting the number of credits stored in the RAM 43 according to the number of coins betted (step Sl l). ). If the number of coins to be bet is larger than the number of credits stored in the RAM 43, the process returns to step S10 without performing the process of subtracting the number of credits stored in the RAM 43. In addition, when the number of coins bet exceeds the upper limit value (50 in the first embodiment) that can be bet on one game, a process of subtracting the number of credits stored in the RAM 43 is performed. Without proceeding, proceed to step S12
  • the main CPU 41 determines whether or not the spin button 23 is turned on (step S12). In this process, the main CPU 41 determines whether or not it has received an input signal output from the spin switch 23S when the spin button 23 is pressed.
  • step S10 If it is determined that the spin button 23 is not turned ON, the process returns to step S10. If the spin button 23 is not turned on (for example, the spin button 23 is not turned on) When an instruction to end the game is input), the main CPU 41 cancels the subtraction result in step S11.
  • step S10 after the coin power 3 ⁇ 4ET (step S10), the process of subtracting the number of credits before determining whether the spin button 23 is turned on (step S12).
  • Step S11 The case of performing (Step S11) will be described.
  • the present invention is not limited to this example. For example, after a coin is bet (step S10), it is determined whether or not the spin button 23 is turned on (step S12), and it is determined that the spin button 23 is turned on (step S12: YES), you can also perform the process of subtracting the number of credits (step S11)! /.
  • step S13 the main CPU 41 (arithmetic processing unit) determines a code number when each reel 14 is stopped by executing a lottery program stored in the RAM 43 (storage unit). Thereby, the combination of symbols to be stopped is determined.
  • the main CPU 41 functions as a combination determining means for determining a combination by lottery.
  • a case will be described in which one combination is determined from a plurality of types of combinations by determining a combination of symbols to be stopped and displayed.
  • a lottery is performed. Therefore, it is also possible to determine one combination selected from a plurality of types and then determine the combination of symbols to be stopped and displayed based on the combination.
  • step S 14 the main CPU 41 performs reel rotation control processing.
  • each reel is rotated so that the combination of symbols corresponding to the combination determined in step S13 is stopped and displayed on the winning line L. It is a process to stop. This process will be described in detail later with reference to FIGS.
  • the main CPU 41 determines whether or not a bonus game trigger is established, that is, whether or not “APPLE” is stopped and displayed in the display window 15 (step S 15).
  • the main CPU 41 (arithmetic processing unit) reads out the program for playing the bonus game from the RAM 43 (storage unit) and bonuses.
  • the game process is executed (step SI 6). At this time, the first special gaming state has occurred.
  • the bonus game process will be described later in detail with reference to FIG.
  • the main CPU 41 functions as a means for generating the first special gaming state.
  • the main CPU 41 determines whether or not the winning combination has been established (step S17). If it is determined that a winning combination has been established, the main CPU 41 pays out coins according to the number of inserted coins and the winning combination (step S18).
  • the main CPU 41 When storing coins, the main CPU 41 performs a process of calculating the number of credits stored in the RAM 43. On the other hand, when paying out coins, the main CPU 41 sends a control signal to the hopper 66 to pay out a predetermined number of coins. At that time, the coin detecting unit 67 counts the number of coins paid out from the hopper 66, and transmits a payout completion signal to the main CPU 41 when the counted value reaches a designated number. Thus, the main CPU 41 stops driving the hopper 66 and ends the coin payout process.
  • step S16 or S18 When the process of step S16 or S18 is executed, or when it is determined in step S17 that no role is established (when it is determined that the player has lost), the main CPU 41 It is determined whether or not the return mode flag stored in the RAM 43 is set to “ON” (step S19). When it is determined that the reduction mode flag is set to “ON”, the main CPU 41 (arithmetic processing unit) reads the program for shifting to the reduction mode from the RAM 43 (storage device), executes the reduction mode process, Transition to reduction mode (step S20). At this time, the second special gaming state has occurred.
  • the reduction mode process will be described later in detail with reference to FIG.
  • the main CPU 41 When executing the process of step S20, the main CPU 41 functions as a means for generating the second special gaming state.
  • step S20 When the process of step S20 is executed, or when it is determined in step S19 that the return mode flag force S is not set to "ON", the main CPU 41 executes the bonus game (step S16) or returns It is determined whether or not a mode transition (step S20) has been performed (step S21).
  • the main CPU 41 executes a counting process (step S22).
  • the counting process is a process performed between the gaming machine 10 and the control device 200. From the gaming machine 10, the number of insertions and withdrawals in one game is transmitted to the control device 200 together with the gaming machine identification number. In the control device 200, the number of games, the cumulative number of inputs, the cumulative number of payouts, etc. are updated for each gaming machine identification number. When the number of games reaches the set value, a return command signal is transmitted to the gaming machine 10.
  • the return command signal includes the accumulated payout number stored in the hard disk drive 205 in association with the gaming machine identification number of the gaming machine 10 as data.
  • the main CPU 41 When the main CPU 41 receives the return command signal, it sets the return mode flag to “ON” and stores the cumulative payout number as data. The counting process will be described in detail later using FIG. After executing the process of step S22, the main CPU 41 returns the process to step S10, and subsequently executes the game in the insurance mode.
  • this subroutine is terminated and the process returns to FIG. As a result, the player can select again whether to change the game mode to the insurance mode or the power insurance non-insurance mode.
  • FIG. 11 is a flowchart showing a lottery process subroutine that is called and executed in step S13 of the subroutine shown in FIG.
  • This process is a process performed by the main CPU 41 executing the lottery program stored in the RAM 43.
  • the main CPU 41 executes a random number generation program included in the lottery program to set 0 to 255.
  • a random number corresponding to each of the three reels 14 is selected from the numerical value range (step S31).
  • a random number generator may be provided to extract a random number from the random number generator (so-called hardware random number is used)! /.
  • the main CPU 41 (arithmetic processing unit) refers to the symbol weighting data corresponding to the payout rate setting data output from the GAL 54 and stored in the RAM 43 (storage unit), and selects the selected three Based on the random value, the code number (see Fig. 3) of each reel 14 is determined (step S32). The code number of each reel 14 is stopped and displayed on the winning line L Corresponds to the symbol code number.
  • the main CPU 41 determines the combination by determining the code number of each reel 14. For example, when the code numbers of the reels 14 are determined as “00”, “00”, and “00”, the main CPU 41 determines the role as “JACKPOT 7”. A reel rotation control process, which will be described later, is performed based on the reel code number. At this time, the main CPU 41 functions as a combination determining means.
  • FIG. 12 is a diagram for explaining the relationship between a plurality of types of combinations, the possibility of establishment of each combination, and the number of payouts in the first embodiment.
  • the possibility of winning each combination shown in Fig. 12 is for a case where the payout rate is 88% except for the bonus game.
  • the possibility of establishment shown in the figure indicates the possibility that the combination will be established when the code number of each reel 14 is determined based on three random numbers with reference to the symbol weighting data. It is. In other words, a random number value is associated with each role.
  • the probability of establishing a bonus game trigger is 0.5%. If you win the bonus game trigger, three “APPLE” symbols will be stopped on the winning line and a bonus game will occur. In the bonus game, the free game is executed the number of times determined by lottery.
  • Three “7” symbols are displayed on the winning line L, and 30 coins are paid out per coin inserted.
  • the number of payouts is set higher as the role is less likely to be established. However, if a combination of symbols that cannot be any combination of the combinations shown in FIG. 12 is stopped, it is a loss and no coins are paid out.
  • FIG. 13 is a flowchart showing the reel rotation control process that is called and executed in step S15 of the subroutine shown in FIG. This process is a process performed between the main CPU 41 and the sub CPU 61.
  • the main CPU 41 transmits a start signal for starting reel rotation to the sub CPU 61 (step S40).
  • the sub CPU 61 performs reel rotation processing (step S51).
  • the sub CPU 61 supplies a pulse to the motor drive circuit 62.
  • Pal output from sub CPU61 The process is amplified by the dry 64 and supplied to each stepping motor 70 (70L, 70C, 70R).
  • each stepping motor 70 rotates and each reel 14 (14L, 14C, 14R) rotates accordingly.
  • the stepping motor 70 of the 1-2 phase excitation method has a step angle of 0.9 ° and a step force of 00 per revolution. Therefore, when 400 nores are supplied to the stepping motor 70, the reel 14 makes one rotation.
  • the sub CPU 206 supplies a low-frequency pulse to the motor drive circuit 62, and gradually increases the frequency of the noise. Along with this, the rotation speed of the reel 14 increases. When a predetermined time elapses, the pulse frequency is made constant. As a result, the reel 14 rotates at a constant speed.
  • FIGS. 14A to 14D are side views for explaining the rotation operation of the reel 14.
  • the side surface of the reel 14 is provided with a semicircular metal plate 14a.
  • the metal plate 14a rotates together with the reel 14.
  • 22 symbols are provided on the peripheral surface of the reel 14.
  • the symbol power of 3 symbols is permitted through the display window 15 formed in front of the reel 14.
  • a thick arrow indicates the rotation direction of the reel 14.
  • a proximity sensor 65a is provided on the side of the reel.
  • the proximity sensor 65a is for detecting the metal plate 14a.
  • the proximity sensor 65a does not move or rotate even when the reel 14 rotates.
  • FIG. 14 (a) shows the position (hereinafter also referred to as position A) of the metal plate 14a when the proximity sensor 65a starts detecting the metal plate 14a.
  • position A shows the position of the metal plate 14a (hereinafter also referred to as position A) when the proximity sensor 65a detects the metal plate 14a.
  • position B shows the position of the metal plate 14a (hereinafter also referred to as position B) when the proximity sensor 65a detects the metal plate 14a.
  • FIG. 14 (c) shows the position of the metal plate 14a (hereinafter also referred to as position C) when the metal plate 14a is no longer detected by the proximity sensor 65a.
  • FIG. 14 (d) shows the position of the metal plate 14a (hereinafter, also referred to as position D) when the metal plate 14a is not detected by the proximity sensor 65a.
  • position D the position of the metal plate 14a
  • the position of the metal plate 14a returns to the position A.
  • the position of the metal plate 14a changes in the order of position A, position B, position C, position D, position A,.
  • the proximity sensor 65a constitutes an index detection circuit 65 (see Fig. 3). If the proximity sensor 65a detects the metal plate 14a is "High”, the proximity sensor 65a detects the metal plate 14a! /, !, and the state is "Low", the metal plate 14a is positioned. When A ⁇ Position B ⁇ Position C, the state of the index detection circuit 65 is “High”, and when the metal plate 14a is in position C ⁇ Position D ⁇ Position A, the state of the index detection circuit 65 is “Low”. It is.
  • the sub CPU 61 uses the rising edge from “Low” to “High” as the index (origin) 1 and the falling edge from “High” to “Low” as the index (origin) 2. recognize.
  • step S41 After transmitting the start signal to the sub CPU 61 in step S40, the main CPU 40 executes the effect at the time of reel rotation (step S41).
  • This process involves displaying images on the lower image display panel 16 and sound from the speaker 29 over a period (eg, 3 seconds) determined according to the result of the lottery process (FIG. 10, step S13). This is a process that performs output.
  • the main CPU 40 determines whether or not it is time to instruct to stop the rotation of the reel 14 (step S42).
  • the timing for instructing the stop of the rotation of the reel 14 is the timing before the minimum necessary time for stopping the rotation of the reel 14 from the time when the effect at the time of the reel rotation ends.
  • the minimum time required to stop the rotation of the reel 14 is determined in advance.
  • step S42 If it is determined in step S42 that it is not the timing to instruct to stop the rotation of the reel 14, the process returns to step S42, and the effect at the time of reel rotation is continued. On the other hand, if it is determined at step S42 that it is the timing to instruct to stop the rotation of the reel 14, the main CPU 41 assigns the reel code number stored in the RAM 43 to the sub CPU 61. Transmit (step S43). When the sub CPU 61 receives the reel code number from the main CPU 41, the sub CPU 61 sets the code number based on the correspondence table between the number of steps stored in the ROM (not shown) of the sub CPU 61 and the code number. Converted to the reel stop position (number of steps) from the index (step S52).
  • FIG. 15 is a schematic diagram showing a correspondence table between the number of steps and the code number. Each code number is associated with an index and the number of steps.
  • Each code number corresponds to the symbol drawn on the outer peripheral surface of the reel 14 (see FIG. 3), and the symbols with code numbers “00” to “10” correspond to index 1. . Symbols with code numbers “11” to “21” correspond to index 2.
  • the number of steps in the correspondence table shown in FIG. 15 is the number of steps based on index 1. For example, if the code number is “08”, steps 1 through 145 are the reel stop positions. If the code number is “12”, it is the stop position of the index force 1 to 218 step force rail.
  • step S53 the sub CPU 61 executes a reel stop process.
  • the sub CPU 61 detects the rise from “Low” to “High” (index 1) in the index detection circuit 65 for each reel 14, and performs stepping at the timing when index 1 is detected.
  • the pulse corresponding to the number of steps converted from the code number is supplied to the motor drive circuit 65, and then the pulse supply is stopped.
  • step S52 For example, if it is determined in step S52 that the stop position force of the reel is from index 1 to 145 steps, the sub CPU 61 outputs 1 45 pulses to the motor drive circuit 65 at the timing when index 1 is detected. And then the pulse supply is stopped. If it is determined in step S52 that the stop position force of the reel is 218 steps from index 1, the sub CPU 61 supplies 218 pulses to the motor drive circuit 65 at the timing when index 1 is detected. . As a result, the reel 14 force stops according to the code number determined in step S32 in FIG. 11, and the combination of symbols corresponding to the winning combination determined in step S32 in FIG. Is displayed. On the other hand, the main CPU 41 ends the effect at the time of reel rotation.
  • step S44 and S53 After finishing the processes of steps S44 and S53, this process is finished. Note that if the index corresponding to the code number transmitted in step S43 is different from the index detected by the index detection circuit 65 when the rotation of the reel 14 is stopped, the reel 14 is stepped out. Therefore, the main CPU 41 performs processing such as displaying an error message on the lower image display panel 16 and interrupts the game.
  • index 1 is detected by the index detection circuit 65 when the reel 14L stops rotating even though the reel 14L is stopped with code No. 12 corresponding to index 2. Interrupt the game.
  • FIG. 16 is a flowchart showing a bonus game process subroutine that is called and executed in step S16 of the subroutine shown in FIG.
  • the main CPU 41 selects one of the 10 to 25 games based on the random number value obtained by executing the random number generation program included in the lottery program stored in the RAM 43. Determine (step S60).
  • the main CPU 41 stores the determined number of bonus games in the RAM 43 as data.
  • step S61 the main CPU 41 performs a lottery process (step S61) and a reel rotation control process (step S63).
  • step S61 is substantially the same as the process described using FIG.
  • step S63 is substantially the same process as described with reference to FIG. Since these processes have already been described, description thereof is omitted here.
  • the main CPU 41 determines whether or not a bonus game trigger is established, that is, whether or not “APPLE” is stopped and displayed in the display window 15 (step S64). If it is determined that the bonus game trigger has been established, the bonus game repeat count t is newly determined by lottery (step S65), and the determined repeat count t is the number of games in the current bonus game. It is added to T (step S66). As a result, if the bonus game is won during the bonus game, the remaining number of bonus games is increased. To be specific, for example, if you first transition to 20 bonus games and you win 17 bonus games at the 12th bonus game, then 25 (20 1 12 + 17 Times) bonus game.
  • step S67 determines whether or not a winning combination is established. If it is determined that the winning combination has been established, the main CPU 41 Coins are paid out according to the number and combination (step S68). This process is the same as the process of step S18, and since it has already been described, description thereof is omitted here.
  • step S66 or S68 When the process of step S66 or S68 is executed, or when it is determined in step S67 that no role is established (when it is determined that the player has lost), the main CPU 61 stores the RAM 43 in the RAM 43. The stored number T of bonus games is read, and the value of the read number T of games is decremented by one. Then, the subtracted game number T is stored again in the RAM 43 (step S69).
  • the main CPU 41 determines whether or not the bonus game number T power has reached the number determined in step S60 (step S70). Specifically, the number of games stored in the RAM 43 is determined based on whether or not the power T becomes 0. If the number of games is not T power ⁇ , that is, the number of times the bonus game is executed is determined by step S60. If it is determined that it has reached, the process returns to step S61 and the above-described process is repeated. On the other hand, if the number of games is T power O, that is, if it is determined that the number of times determined in step S60 has been reached, a game number reset signal is transmitted to the control device 200 (step S71). Exit the subroutine.
  • the gaming number reset signal includes gaming machine identification information of the gaming machine 10, and when the CPU 201 of the control device 200 receives the gaming number reset signal, the gaming machine identification information included in the gaming number reset signal.
  • the number of games stored in the hard disk drive 205 in association with is reset to zero.
  • FIG. 17 is a flowchart showing a subroutine of the reduction mode process that is called and executed in step S20 of the subroutine shown in FIG.
  • the main CPU 41 determines the total payout number P in the return mode based on the coin balance that is transmitted as a return command signal from the control device 200 and stored in the RAM 43 (step S120).
  • the number corresponding to 50% of the coin balance is set as the total payout number P in the reduction mode. For example, if the balance of coins is “—10000”, the total payout P in the return mode is set to 5000. However, the total payout P determined based on the balance of coins is set to a predetermined lower limit (for example, 3000). If not reached, the predetermined number P is the total number of payouts.
  • the main CPU 41 indicates a winning line from the image data stored in the RAM 43.
  • Image data is extracted, and five winning lines are displayed on the lower image display panel 16 based on the image data (step S121).
  • the image data indicating the winning line is included in the game program read from the memory mode 53 and stored in the RAM 43.
  • the main CPU 41 determines an image to be displayed on the lower image display panel 16. Then, the main CPU 41 transmits a drawing command based on the determination result to the graphic board 68. In the graphic board 68, based on the above drawing command, the VDP extracts the image data indicating the five winning lines from the RAM 43 and expands it to the video RAM to generate one frame of image data. Output to the lower image display panel 16. As a result, for example, an image as shown in FIG. 18 is displayed on the lower image display panel 16.
  • FIG. 18 is a diagram showing an example of an image displayed on the lower image display panel when shifting to the return mode (when the second special gaming state occurs).
  • 15 (15L, 15C, 15R) indicates a display window.
  • L indicates a winning line on which the previous power to enter the return mode is also displayed.
  • the lower image display panel 16 includes two winning lines L ′ that horizontally cross the three display windows 15 and two winning lines L ′ that diagonally cross the three display windows 15. Is displayed.
  • the lower image display panel 16 displays two images showing fireworks, along with an image showing “BONUS !”.
  • an image indicating “TIME OF PLAY 600” is displayed at the bottom of the lower image display panel 16. This image is an image showing that the number of games has reached the set value of 600.
  • step S 122 determines whether or not a coin has been BET (step S 122), and when determining that the coin has not been earned, returns the process to step S 122. On the other hand, if it is determined that the coin is betted, a process of subtracting the number of credits is performed (step S1 23), and it is determined whether or not the spin button 23 is turned on (step S124).
  • step S140 If it is determined that the spin button 23 is not turned on, the process returns to step S140. On the other hand, if it is determined that the spin button 23 is ON, the process proceeds to step S125. Note that the processing of steps S122 to S124 is the same as the processing of steps S10 to S12 of the subroutine shown in FIG.
  • step S125 the main CPU 41 executes the random number generation program included in the lottery program, whereby each of the three reels 14 is selected from the numerical range of 0 to 255. A random value corresponding to is selected (step S125).
  • the main CPU 41 refers to the payout rate setting data output from the GAL 54 and stored in the RAM 43, and based on the selected three random numbers, the code number of each reel 14 (see FIG. 3) Is determined (step S126).
  • step S127 the main CPU 41 performs a reel rotation control process (step S127). Since this process is the same as the process of step S14 of the subroutine shown in FIG. 10 (see FIGS. 13 to 15), description thereof is omitted here.
  • the main CPU 41 determines whether or not a winning combination has been established on any of the five winning lines (step S128). If it is determined that the winning combination is not found even if there is a gap on the five winning lines, the process returns to step S122. On the other hand, if it is determined that a winning combination has been established on any of the five winning lines, the main CPU 41 pays out a number Q of coins according to the winning combination (step S129). Q is a number obtained by multiplying the number of payouts determined for the winning combination and the number of inputs. In addition, when there are a plurality of winning combinations, it is a number obtained by multiplying the number of payouts determined for all winning combinations and the number of inputs.
  • the main CPU 41 updates the cumulative payout number R in the return mode (step S1 30).
  • the cumulative payout number R in the return mode is stored as data in the RAM 43, and the main CPU 41 reads the cumulative payout number R stored in the RAM 43 and adds Q to R in step S130. R is stored in RAM43.
  • the main CPU 41 determines whether or not the bonus game trigger is established on any of the five pay lines (step S131). When determining that the bonus game trigger has not been established, the main CPU 41 determines whether or not the cumulative payout number R is greater than or equal to the total payout number P (step S132). If it is determined that the cumulative payout number R is not equal to or greater than the total payout number P, the process returns to step S122. On the other hand, when determining that the cumulative payout number R is equal to or greater than the total payout number P, the main CPU 41 sets the return mode flag to “OFF” (step S134), and ends this subroutine.
  • step S131 if it is determined in step S131 that a bonus game trigger is established on any of the five pay lines, bonus game processing (see FIG. 16) is performed (step S133). After that, the main CPU 41 sets the return mode flag to “OFF” (step S 134), this subroutine is terminated. When the process of FIG. 17 is completed, the number of winning lines is returned to one and normal games continue.
  • FIG. 19 is a flowchart showing the counting process that is called and executed in step S23 of the subroutine shown in FIG.
  • This process is a process performed between the main CPU 41 of the gaming machine 10 and the CPU 201 of the control device 200.
  • the main CPU 41 transmits the number of coins inserted and paid out stored in the RAM 43 together with the gaming machine identification number to the control device 200 via the communication line 101 via the communication interface 44 (step S90). .
  • the number of coins inserted and paid out transmitted from the gaming machine 10 to the control device 200 is that in the game at that time.
  • step S90 each time a main CPU 41 (arithmetic processing unit) power game is performed, the identification information of the gaming machine 10 stored in the RAM 43 (storage unit) is transmitted to the control unit 200 via the communication line 101. It is processing to transmit to.
  • the main CPU 41 functions as means for transmitting the identification information of the gaming machine 10 to the control device 200 via the communication line 101.
  • the interface circuit 204 Of the number of games, the cumulative number of inputs, and the cumulative number of payouts stored in association with each gaming machine identification number on the hard disk drive 205 (see FIG. 6), the number is associated with the received gaming machine identification number.
  • the number of games, the cumulative input number, and the cumulative payout number are updated (step S100).
  • step S101 the CPU 201 determines whether or not the updated number of games has reached the set value. If it is determined that the updated number of games has not reached the set value, this subroutine is terminated.
  • step S101 determines whether the updated number of games has reached the set value.
  • the CPU 201 transmits a return command signal indicating the balance of coins (step S103). Thereafter, the CPU 201 resets the number of games stored in the hard disk drive 205 in association with the gaming machine identification number of the gaming machine 10 to 0 (step S104).
  • the return mode flag is set to "ON" (step S91).
  • the process in step S91 is a process of receiving a command signal transmitted from the control device 200 when the number of games cumulatively counted by the control device 200 reaches the set value based on the identification information of the gaming machine 10. It is.
  • step S91 the main CPU 41 functions as a means for receiving a command signal transmitted from the control device 200. Thereafter, the main CPU 41 stores data indicating the balance of coins included in the return command signal in the RAM 43 (step S92). Thereafter, this process is terminated.
  • the present invention is not limited to this example.
  • the number of games reaches a set value
  • the second special game state It is good also as generating (it transfers to reduction
  • the second special gaming state is to be generated when the number of game media inserted is the upper limit
  • the game media will be inserted up to the upper limit when the number of games reaches the set value.
  • the second special game state may be generated if the number of game media inserted for that game is the upper limit. In such a case, it is possible to prevent the occurrence of the second special gaming state only by using a small number of game media in each game and consuming a small number of game media in total.
  • the gaming machine 10 includes the main CPU 41 (arithmetic processing unit), the RAM 43 (RAM 43), the main CPU 41 (arithmetic processing unit), the RAM 43 (RAM 43), the main CPU 41 (arithmetic processing unit), the RAM 43 (RAM 43), the main CPU 41 (arithmetic processing unit), the RAM 43 (RAM 43), the main CPU 41 (arithmetic processing unit), the RAM 43 (RAM 43), the main CPU 41 (arithmetic processing unit), the RAM 43
  • Storage device and a symbol display device that has equal force of reel 14 and stepping motor 70, and cumulatively counts the number of games in each of a plurality of gaming machines 10 for each gaming machine 10
  • Control device 200 and communication line A game machine 10 connected via 101, wherein the main CPU 41 executes a lottery program stored in the RAM 43 to determine a combination selected from a plurality of predetermined combinations. (See Figure 11) and the lottery program Based on the execution result of the above, there is a combination of a process of displaying a plurality of symbols variably displayed by the symbol display device (see FIGS. 13 to 15) and a plurality of symbols stopped and displayed on the winning line.
  • the gaming machine 10 is a gaming machine 10 connected via a communication line 101 to a control device 200 that cumulatively counts the number of games in each of the plurality of gaming machines 10 for each gaming machine 10. And a symbol display means (for example, reel 14 or stepping) for displaying a change display and a stop display of a plurality of symbols based on the result of the lottery.
  • a symbol display means for example, reel 14 or stepping
  • a means for generating a bonus game (first special gaming state) (for example, the main CPU 41) and Each time a game is played, a means (for example, the main CPU 41) for transmitting the identification information of the gaming machine 10 to the control device 200 via the communication line 101, and the control device 200 based on the identification information of the gaming machine are cumulative. Counted Based on the command signal sent from the control device 200 (for example, the main CPU 41) when the condition for the number of games to reach the set value is satisfied, and the number of winning lines is increased to five based on the command signal. Means for generating a second special gaming state (for example, the main CPU 41).
  • the gaming machine 10 when a command signal transmitted from the control device 200 is received when the number of games counted in the control device 200 reaches a set value, the game machine 10 always shifts to the return mode. As the winning line increases, multiple thins that are stopped on the winning line are displayed. Since there is a high possibility that the combination of Bol will be a special role, a bonus game is likely to occur. Therefore, even if a large number of coins are consumed without generating a bonus game over a long period of time, if the game is played until the number of games reaches the set value, the player enters the return mode, and the player has an advantage. The game can be advanced in the state. As a result, it is possible to prevent a player who has consumed a large number of coins from feeling unpleasant if the game is unpleasant or losing interest or interest in the game.
  • the gaming machine 10 is connected to the control device 200 via the communication line 101, and the control device 200 counts the number of games in the gaming machine 10 and determines whether or not it can shift to the return mode. Determination of power (whether or not to generate the second special gaming state) is performed.
  • the gaming machine 10 does not necessarily need to use a network and may be a stand-alone.
  • a gaming machine 10 having a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), and a symbol display unit having a reel 14 and a stepping motor 70 and the like.
  • the main CPU 41 executes a lottery program stored in the RAM 43 to determine one combination selected from a plurality of types of predetermined combinations, and the lottery program. Based on the execution result, a special combination of a process for displaying a plurality of symbols variably by the symbol display device (see FIGS.
  • the gaming machine 10 includes a combination determining means (for example, the main CPU 41) for determining a combination by lottery, and a symbol display unit for performing variable display and stop display of a plurality of symbols based on the lottery result. (E.g. reel 14 or stepping motor 70) and stop displayed on the winning line
  • a combination of symbols is a special combination “bonus game trigger”
  • a means for generating a bonus game for example, the main CPU 41
  • the number of games is accumulated each time a game is played.
  • Counting means for example, main CPU 41
  • means for determining whether or not the condition that the number of games reaches the set value is satisfied for example, main CPU 41
  • a means for example, the main CPU 41 for performing a transition to the reduction mode in which the number increases to 5 (occurrence of the second special gaming state).
  • the gaming machine 10 when the number of games reaches the set value, shifts to the return mode (occurrence of the second special gaming state).
  • the invention is not limited to this example.
  • the gaming machine 10 of the present invention may be switched to the return mode (generation of the second special gaming state) when the balance of coins becomes equal to or less than a set value.
  • Such a gaming machine 10 includes a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), and a symbol display device that also has a reel 14 and a stepping motor 70, and a plurality of gaming machines 10 A game machine 10 connected via a communication line 101 to a control device 200 that cumulatively counts the balance of game media in each of the game machines 10, the main CPU 41 being a lottery stored in the RAM 43
  • a program By executing a program, a plurality of symbols are changed by the symbol display device based on a process for determining a combination to be selected from a plurality of predetermined types and a result of executing the lottery program.
  • the bonus game (first special game state) is displayed.
  • the balance of the game media that is cumulatively counted by the control device 200 based on the processing to be transmitted to the control device 200 together with the information (FIG. 19, step S90) and the identification information of the gaming machine is less than the set value.
  • the process of receiving the command signal transmitted from the control device 200 (FIG. 19, step S91) and the transition to the return mode in which the number of winning lines is increased to 5 based on the command signal.
  • Start of the second special game state The program to read out and execute the program (see Fig. 17) from the RAM 43 is executed.
  • This gaming machine 10 is a gaming machine 10 connected via a communication line 101 to a control device 200 that cumulatively counts the balance of gaming media in each of the plurality of gaming machines 10. Therefore, the role determining means (for example, the main CPU 41) for determining the role by lottery and the result of the lottery
  • the combination of symbol display means (for example, reel 14 or stepping motor 70) that displays a plurality of symbols in a variable display and a stop display, and a combination of a plurality of symbols that are stopped and displayed on the winning line is a special role "Bonus Game Trigger".
  • a bonus game (first special game state) (for example, the main CPU 41), and each time a game is played, the balance of the game media at that time is determined by the game machine 10 via the communication line 101.
  • a condition (for example, the main CPU 41) that transmits to the control device 200 together with the identification information and a condition that the balance of the gaming media that is cumulatively counted by the control device 200 based on the identification information of the gaming machine is equal to or less than the set value are established.
  • a means for receiving a command signal transmitted from the control device 200 for example, the main CPU 41
  • a second feature in which the number of winning lines is increased to five based on the command signal.
  • means (e.g., the main CPU 41) for generating a game state.
  • the gaming machine 10 described above is connected to the control device 200 via the communication line 101, and the control device 200 counts the balance of coins in the gaming machine 10 and whether or not to shift to the return mode (first 2) A determination is made as to whether or not a special game state is generated.
  • gaming machines 10 It is not always necessary to use a network, and it may be stand-alone.
  • Such a gaming machine 10 is a gaming machine 10 including a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), and a symbol display unit that also has a reel 14 and a stepping motor 70 and the like.
  • the main CPU 41 executes a lottery program stored in the RAM 43 to determine one combination selected from a plurality of types of predetermined combinations, and based on the execution result of the lottery program.
  • a program for generating a bonus game (first special game state) is read from the RAM 43 and executed, and the balance of game media is accumulated each time a game is played.
  • the process of counting, the process of determining whether or not the condition that the balance of gaming media is below the set value is satisfied, and the number of winning lines is relatively increased when it is determined that the above condition is satisfied.
  • a gaming machine that executes a process for reading out and executing a program for executing the transition to the return mode (generation of the second special gaming state) from the RAM 43 can be given.
  • the gaming machine 10 includes a combination determining means (for example, the main CPU 41) for determining a combination by lottery, and a symbol display unit for performing variable display and stop display of a plurality of symbols based on the lottery result.
  • a means for generating a bonus game (first special game state) when a combination of symbols (for example, reel 14 or stepping motor 70) and a plurality of symbols stopped and displayed on the winning line is a special combination "bonus game trigger" (E.g., main CPU 41), means for cumulatively counting the balance of game media each time a game is played (e.g., main CPU 41), and determining whether the condition for reaching the set value of the balance of the game media is met
  • Means for example, the main CPU 41 and means for making a transition to the return mode (the occurrence of the second special gaming state) in which the number of winning lines is increased to five (for example, the main special game state) CPU4 1) and equipped.
  • the main CPU 41 the processing unit counts cumulatively. Transition to return mode where coins are paid out according to the number of games played It is desirable to run a program to do the line.
  • the means for generating the second special game state for example, the main CPU 41
  • the main CPU 41 has a number corresponding to the number of games cumulatively counted until the second special game state is generated in the second special game state. It is desirable to pay out game media.
  • the gaming machine according to the second embodiment is a gaming machine in which a second special gaming state, which is a gaming state advantageous to the player, occurs when a condition is reached in which the cumulatively counted number of games reaches a set value. is there.
  • the second special game state is a game state that occurs only when the above condition is satisfied.
  • the appearance and hardware configuration of the gaming machine according to the second embodiment are substantially the same as those of the first embodiment (see Figs. 1 to 5), so description thereof is omitted here.
  • the same reference numerals are given to the components corresponding to the components in the first embodiment, and the processing performed in the gaming machine according to the second embodiment is shown in FIG. Except for the reduction mode process (FIGS. 17 and 18) that is called and executed in step S20 of the subroutine, it is substantially the same as the first embodiment.
  • the reduction mode process will be described, and the description of the other processes will be omitted.
  • FIG. 20 is a flowchart showing a subroutine of reduction mode processing according to the second embodiment.
  • a free game is played.
  • the total number of coins to be paid out is determined at the start.
  • the free game The process ends when the number of coins to be paid out is paid out.
  • a bonus game trigger is established, a predetermined number of payouts is added to the total number of payouts. Therefore, in the return mode according to the second embodiment, the player can acquire more coins by establishing the bonus game trigger.
  • the number of games increases as a combination with a small number of coins to be paid out, the possibility of establishing a bonus game trigger can be increased.
  • the subroutine shown in FIG. 20 is performed by the main CPU 41 executing a program for shifting to the return mode (generation of the second special gaming state) stored in the RAM 43.
  • the above program is a program dedicated to the return mode and is executed only when the mode is changed to the return mode.
  • the main CPU 41 determines the total payout number P in the return mode based on the balance of coins transmitted from the control device 200 as a return command signal and stored in the RAM 43 (step S200).
  • the number corresponding to 50% of the balance of coins is set as the total payout number P in the reduction mode. For example, if the balance of coins is “—10000”, the total payout P in the return mode is set to 5000. However, the total payout P determined based on the balance of coins is set to a predetermined lower limit (for example, 3000). If not reached, the predetermined number P is the total number of payouts.
  • the main CPU 41 executes a random number generation program included in the lottery program to select a random number value corresponding to each of the three reels 14 from a numerical range of 0 to 255 ( Step S202).
  • the main CPU 41 refers to the payout rate setting data output from the GAL 54 and stored in the RAM 43, and based on the selected three random numbers, the code number of each reel 14 (see FIG. 3). ) Is determined (step S202).
  • payout rate setting data is data dedicated to the return mode, and is used only when shifting to the return mode.
  • step S202 the winning combination is determined.
  • FIG. 21 is a diagram for explaining a relationship between a plurality of types of winning combinations, the possibility of establishment of each winning combination, and the number of payouts in the return mode according to the second embodiment.
  • the possibility of establishment shown in the figure is The symbol weight data is referred to, and when the code number of each reel 14 is determined based on the three random values, this indicates the possibility that the combination is established. In other words, random numbers are not associated with each combination! /.
  • the probability of establishing a bonus game trigger is 0.5%.
  • the bonus game trigger is won in the return mode, three “APPLE” symbols are stopped on the winning line, and the number of payouts p is added to the total number of payouts P. However, no coins will be paid out and no bonus game will occur.
  • the additional payout number p is set to 3000 in advance.
  • the number of payouts is the total number of payouts P minus the cumulative payout number R in the refund mode.
  • step S 203 the main CPU 41 performs reel rotation control processing. Since this process is the same as the process of step S14 of the subroutine shown in FIG. 10 (see FIGS. 13 to 15), description thereof is omitted here.
  • This data (hereinafter also referred to as “payout number data”) is data dedicated to the return mode and is used only when the mode is changed to the return mode.
  • the main CPU 41 determines whether or not a bonus game trigger has been established, that is, whether or not “APPLE” is stopped and displayed in the display window 15 (step S204).
  • the main CPU 41 refers to the number-of-payout data stored in the RAM 43 (see FIG. 21), and determines the number of payouts p to be added to the total number of payouts P (step S205).
  • the main CPU 41 reads the total payout number P determined in step S200 and stored in the RAM 43, adds the payout number p determined in step S205 to the total payout number P, and adds the total payout number P to the RAM 43. (Step S206).
  • step S208 the main CPU 41 pays out a number Q of coins according to the established combination (including nodding) (step S208). .
  • the coin payout number Q in step S208 is determined by referring to the payout number data (see FIG. 21) stored in the RAM 43.
  • the main CPU 41 updates the cumulative payout number R in the return mode by adding the payout number Q determined in step S208 to the cumulative payout number R in the return mode stored in the RAM 43. And stored in the RAM 43 (step S209).
  • step S210 determines whether or not the cumulative payout number scale is equal to or greater than the total payout number P. If it is determined that the cumulative payout number R is not equal to or greater than the total payout number P, the process returns to step S201. On the other hand, when determining that the cumulative payout number R is equal to or greater than the total payout number P, the main CPU 41 sets the return mode flag to “OFF” (step S86), and ends this subroutine.
  • the gaming machine 10 includes the main CPU 41 (arithmetic processing device) and the RAM 43 (storage device), and the number of games in each of the plurality of gaming machines 10 is accumulated for each gaming machine 10.
  • the main CPU 41 executes a lottery program stored in the RAM 43 to perform a plurality of predetermined combinations of roles.
  • a process for determining a combination to be selected from among them a process for reading out a program for generating a bonus game from the RAM 43 and executing it when the determined combination is a special combination ⁇ bonus game trigger '', and a game
  • the control device 200 counts cumulatively based on the process of transmitting the identification information of the gaming machine stored in the RAM 43 to the control device 200 via the communication line 101 and the identification information of the gaming machine. Game times However, when the condition for reaching the set value to be compared with the number of games is satisfied, the process for receiving the command signal transmitted from the control device 200 and the transition to the return mode based on the command signal
  • the program (Fig. 20 and Fig. 21) is read out from the RAM 43 and executed.
  • the gaming machine 10 includes a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for a player when the determined role is a special role.
  • Means for generating a gaming state for example, the main CPU 41
  • Means for transmitting identification information of the gaming machine 10 to the control device 200 via the communication line 101 each time a game is played for example, the main CPU 41
  • a command signal transmitted from the control device is received when a condition is reached in which the number of games cumulatively counted by the control device 200 based on the machine identification information reaches a set value to be compared with the number of games.
  • Means (e.g. main CPU41) Based on the command signal, there is provided means (for example, main CPU 41) for generating a second special game state which is a game state advantageous to the player and which is generated only when the above condition is satisfied.
  • the game machine 10 when the condition that the number of games counted by the control device 200 reaches the set value is satisfied, the game machine 10 enters the return mode that is a gaming state advantageous to the player. Transition. Therefore, even if a large number of coins are consumed without generating a bonus game for a long time, if the game is played until the number of games reaches the set value, the player enters the return mode, and the player makes a profit. Obtainable.
  • the return mode occurs only when the above condition is satisfied, it is possible to impress the player that a return is made for the game played until the number of games reaches the set value. It can enhance interest. As a result, it is possible to prevent a player who has consumed a large number of coins from feeling uncomfortable if the game is unpleasant or losing interest in the game.
  • the gaming machine 10 is connected to the control device 200 via the communication line 101, and the control device 200 counts the number of games in the gaming machine 10 and determines whether or not it can shift to the return mode. Determination of power (whether or not to generate the second special gaming state) is performed.
  • the gaming machine 10 does not necessarily need to use a network and may be a stand-alone.
  • the stand-alone gaming machine 10 is a gaming machine including a main CPU 41 (arithmetic processing unit) and a RAM 43 (storage unit), and the main CPU 41 executes a lottery program stored in the RAM 43. By executing, a process for determining a combination to be selected from a plurality of predetermined combinations, and when the determined combination is a special combination “bonus game trigger”, a bonus game is generated.
  • the gaming machine 10 includes a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for a player when the determined role is a special role.
  • a means for generating a state for example, the main CPU 41
  • a means for cumulatively counting the number of games each time a game is performed for example, the main CPU 41
  • a setting for comparing the number of games with the number of games for example, the main CPU 41
  • a means for determining whether or not the condition to reach the value is satisfied for example, the main CPU 41
  • a means for generating a second special gaming state that occurs only in the game.
  • the gaming machine 10 when the number of games reaches the set value, shifts to the return mode (occurrence of the second special gaming state).
  • the invention is not limited to this example.
  • the gaming machine 10 of the present invention may be switched to the return mode (generation of the second special gaming state) when the balance of coins becomes equal to or less than a set value.
  • Such a gaming machine 10 includes a main CPU 41 (arithmetic processing device) and a RAM 43 (storage device), and cumulatively counts the balance of coins in each of the plurality of gaming machines 10 for each gaming machine 10.
  • a gaming machine 10 connected to the control device 200 via the communication line 101, and the main CPU 41 executes a lottery program stored in the RAM 43 to select from a plurality of types of predetermined roles.
  • the gaming machine 10 includes a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for the player when the determined role is a special role.
  • Play Means for generating a skill state for example, the main CPU 41
  • means for transmitting identification information of the gaming machine 10 to the control device 200 via the communication line 101 each time a game is played for example, the main CPU 41
  • a gaming machine Means for receiving a command signal transmitted from the control device when the condition that the balance of the gaming media counted cumulatively by the control device 200 based on the identification information is less than a set value is satisfied for example, the main CPU 41
  • a means for example, main CPU 41 for generating a second special game state that is a game state advantageous to the player and that occurs only when the above condition is satisfied based on the command signal.
  • the game machine 10 shifts to a return mode that is a gaming state advantageous to the player. To do. Therefore, even if a large number of coins are consumed without a bonus game for a long period of time, if the game can be played until the balance of coins falls below the set value, the player enters the return mode and the player You can get that benefit.
  • the return mode occurs only when the above condition is satisfied, it is possible to impress the player that the return will be made for the game that has been played until the balance of coins is below the set value.
  • the gaming machine 10 described above is connected to the control device 200 via the communication line 101, and the control device 200 counts the balance of coins in the gaming machine 10 and whether or not to shift to the return mode (first 2) A determination is made as to whether or not a special game state is generated.
  • the gaming machine 10 does not necessarily have to use a network and may be a stand-alone.
  • Such a gaming machine 10 is a gaming machine including a main CPU 41 (arithmetic processing unit) and a RAM 43 (storage unit), and the main CPU 41 executes a lottery program stored in the RAM 43. Therefore, a program for generating a bonus game when the determined combination is a special combination “bonus game trigger” is determined. Processing that is read from the RAM 43 and executed, processing that cumulatively counts the coin balance each time a game is played, and the coin balance A process for determining whether or not the following condition is satisfied, and a program for switching to the reduction mode that occurs only when the above condition is satisfied from the RAM 43 when it is determined that the above condition is satisfied.
  • a gaming machine 10 that executes processing that is read and executed can be cited.
  • This gaming machine 10 has a role determining means (for example, the main CPU 41) for determining a role by lottery, and a first special state that is advantageous for the player when the determined role is a special role.
  • a role determining means for example, the main CPU 41
  • a first special state that is advantageous for the player when the determined role is a special role.
  • There are means for generating a state for example, the main CPU 41
  • means for cumulatively counting the balance of game media each time a game is played for example, the main CPU 41
  • a determination means for example, the main CPU 41 for determining whether or not the condition is satisfied, and when it is determined that the above condition is satisfied, the game state is advantageous for the player and is generated only when the above condition is satisfied. 2
  • a means for generating a special gaming state for example, main CPU 41) is provided.
  • the main CPU 41 (the arithmetic processing unit) counts cumulatively. It is desirable to execute a program for shifting to the return mode in which the coins corresponding to the number of games played are paid out.
  • the means for generating the second special game state (for example, the main CPU 41) has a number corresponding to the number of games cumulatively counted until the second special game state is generated in the second special game state. It is desirable to pay out game media.
  • the present invention is not limited to this example.
  • performance output in the reduction mode may be dedicated to the reduction mode.
  • the storage device (for example, RAM 43) stores presentation data dedicated to the return mode.
  • the production data include image data, sound data, and data defining lighting patterns such as lamps and LEDs.
  • the relationship between the winning combination in the return mode and the number of game media paid out may be dedicated to the return mode.
  • the storage device for example, the RAM 43
  • stores payout number data dedicated to the return mode data indicating the relationship between the winning combination and the number of game media payouts.
  • the possibility of establishing a winning combination in the return mode may be dedicated to the return mode.
  • the GAL 54 is configured to output payout rate setting data dedicated to the return mode when predetermined data is input.
  • the following configuration can be adopted.
  • a mystery bonus is performed, and in the return mode as the second special gaming state, a mystery bonus is displayed on the lower image display panel 16 in the effect image dedicated to the reduction mode. As soon as it is done.
  • a free game is played in the bonus game as the first special gaming state, and in the return mode as the second special gaming state, when the remaining number of games reaches a predetermined number, a free game whose presentation mode changes is performed. It is also possible that As a free game whose direction of play changes when the remaining number of games reaches a certain number, for example, when the remaining number of games reaches 30, the lower image display panel (transparent) provided in front of the reel 14 LCD panel) 16 free games that increase the brightness.
  • LEDs and lamps are installed on the back of the berry glass 34, and when the remaining number of free games reaches 30 games, these LEDs and lamps are lit or blinked to produce effects on the berry glass 34. It is good also as performing.
  • the bonus game as the first special gaming state, only free games are played.
  • the return mode as the second special game state, one type of game is selected from a plurality of types of games, and the selected game is played.
  • the present invention is not limited to this example.
  • the mode may be shifted to the reduction mode when a predetermined condition is satisfied.
  • the predetermined conditions that trigger the transition to the return mode are not particularly limited, for example, that a bonus trigger has been established, that symbols have been stopped and displayed in a predetermined combination, etc. Can be mentioned.
  • the return mode flag when the return mode flag is set to "ON", after that, regardless of the combination of symbols to be stopped and displayed, the mode is changed to the return mode.
  • the present invention is not limited to this example.
  • a combination of symbols indicating the transition to the return mode may be set in advance, and after the symbols are stopped and displayed with the combination, the transition to the return mode may be performed.
  • the timing at which the number of games is counted is not particularly limited. For example, it may be the timing when the coin is betted (Fig. 10, after step S10 or S11) or the spin button is turned on (Fig. 10, after step S12). .
  • a predetermined timing for example, timing at which symbols are stopped and displayed
  • the number of times may be counted. It is possible to use the above-mentioned timing for counting the balance of game media.
  • the present invention is not limited to this example. For example, if a special combination is established between the time when the number of games reaches a set value and the time when the second special game state is generated, only the first special game state may be generated.
  • the player can always benefit from the first special game state or the second special game state when playing until the number of games reaches the set value.
  • the above form is also one form of the present invention.
  • FIG. 22 is a flowchart illustrating another example of the game execution process subroutine. In the flowchart shown in FIG. 22, steps that perform the same processing as the steps in the flowchart shown in FIG.
  • step S15 After executing the processing of step S10 to step S14, the main CPU 41 determines whether or not a bonus game trigger is established (step S15), and if it is determined that a bonus game trigger is established, A bonus game process is executed (step S16). Thereafter, it is determined whether or not the reduction mode flag is set to “ON” (step S25). If the reduction mode flag is set to “ON”, the reduction mode flag is set to “OFF”. (Step S26). Then, the process of step S21 is performed, and this subroutine is terminated.
  • the other processes are the same as those described with reference to FIG. 10, and a description thereof is omitted here.
  • the subroutine shown in FIG. 22 As in the subroutine shown in FIG.
  • step S10 after the coin is betted (step S10), it is determined whether or not the spin button 23 is turned on (step S12). If it is determined that the spin button 23 has been turned on (step S12: YES), the process of subtracting the number of credits (step SI 1) should be performed.
  • the set value is 600
  • step S22 when the number of games reaches 600 times and the return mode flag is established, a bonus game is generated in the 601st game (step S15), but a bonus game is generated (step S16). Is not transferred (steps S 25 and S 26).
  • the bonus game trigger is not established in the 601st game, a transition to the return mode is performed (steps S19 and S20).
  • the second special Only one of the first special gaming state and the second special gaming state which may be generated only in the gaming state, may be selected and generated according to the gaming situation or the like.
  • the second special game state is generated according to the balance of the game media
  • the same form as described above can be adopted.
  • only the first special game state is generated. It may be possible to generate only the second special gaming state or the first special gaming state or the second special gaming state 1 depending on the gaming situation etc. That's it.
  • a predetermined bonus as a dedicated bonus when the above condition is satisfied when the condition that the number of games reaches the set value is satisfied.
  • a number of game media may be paid out.
  • a second special gaming state in which a privilege in the same form as the first special gaming state, such as a free game, a second game, a mystery bonus, etc., is given to the player when the condition for the number of games to reach the set value is established.
  • the return mode may be configured to be settable, and a predetermined number of game media may be paid out in any of these forms.
  • the form performed in the second special game state is not performed in the first special game state! /
  • the payout according to the form is a bonus for exclusive use when the above condition is satisfied. There is a need to. Both aspects described above correspond to the second special gaming state in the present invention.
  • the timing of paying out a predetermined number of game media is not limited to the timing at which the unit game is terminated and the symbol is stopped and displayed, such as a mystery bonus.
  • the game media may be paid out immediately.
  • the method for paying out a predetermined number of game media is not particularly limited.
  • a bar code that can be used to actually increase the number of credits that can be used for paying out coins. Tickets such as attached tickets may be issued.
  • FIG. 1 is a schematic diagram showing an overall configuration of a gaming system according to a first embodiment.
  • FIG. 2 is a perspective view schematically showing the gaming machine according to the first embodiment.
  • FIG. 3 is a schematic diagram showing a row of symbols drawn on the outer peripheral surface of each reel.
  • FIG. 4 is a block diagram showing an internal configuration of the gaming machine shown in FIG.
  • FIG. 5 is a block diagram showing an internal configuration of a control device according to the first embodiment.
  • FIG. 6 is a diagram schematically showing an example of a correspondence table between gaming machine identification numbers and gaming history.
  • FIG. 7 is a chart showing a procedure of authentication reading processing of the game program and game system program by the mother board and gaming board shown in FIG. 4.
  • FIG. 8 is a flowchart showing a subroutine of game mode selection processing.
  • FIG. 9] (a) to (b) are diagrams showing examples of images displayed on the lower image display panel when the game mode selection process is executed.
  • FIG. 10 is a flowchart showing a subroutine of game execution processing.
  • FIG. 11 is a flowchart showing a lottery processing subroutine.
  • FIG. 12 is a diagram for explaining the relationship between a plurality of types of combinations, the possibility of establishment of each combination, and the number of payouts in the first embodiment.
  • FIG. 13 is a flowchart showing a subroutine for reel rotation control processing.
  • FIG. 14] (a) to (d) are side views for explaining the reel rotation operation.
  • FIG. 15 is a schematic diagram showing a correspondence table between the number of steps and a code number.
  • FIG. 16 is a flowchart showing a subroutine of bonus game processing.
  • FIG. 17 is a flowchart showing a subroutine of reduction mode processing.
  • FIG. 18] (a) to (c) are diagrams showing examples of images displayed on the lower image display panel when shifting to the return mode (when the second special gaming state occurs).
  • FIG. 19 is a flowchart showing a counting process subroutine.
  • FIG. 20 is a flowchart showing a subroutine of reduction mode processing according to the second embodiment.
  • FIG. 21 is a diagram for explaining a relationship between a plurality of types of combinations, the possibility of establishment of each combination, and the number of payouts in the return mode according to the second embodiment.
  • FIG. 22 is a flowchart showing another example of a game execution process subroutine. Explanation of symbols

Abstract

L’invention concerne une machine de jeu ne donnant pas au joueur qui a perdu de nombreuses pièces un sentiment d’inconfort relatif aux jeux et un sentiment de perte de confiance ou de perte d’intérêt dans les jeux. Ladite machine de jeu est caractérisée en ce qu’elle comprend un moyen de détermination de combinaison gagnante destiné à déterminer une combinaison gagnante par un tirage, un moyen de déclenchement d’un premier mode de jeu spécial plus avantageux pour le joueur lorsque la combinaison gagnante déterminée est une combinaison gagnante spéciale, et un moyen de déclenchement d’un second mode de jeu spécial avantageux pour le joueur et déclenché seulement lorsqu’est remplie la condition selon laquelle le nombre de jeux joués et cumulés chaque fois que le joueur joue atteint une valeur déterminée à comparer avec le nombre de jeux joués.
PCT/JP2005/015797 2005-08-30 2005-08-30 Machine de jeu, procédé de contrôle de jeu et système de jeu WO2007026399A1 (fr)

Priority Applications (6)

Application Number Priority Date Filing Date Title
PCT/JP2005/015797 WO2007026399A1 (fr) 2005-08-30 2005-08-30 Machine de jeu, procédé de contrôle de jeu et système de jeu
JP2007533072A JPWO2007026399A1 (ja) 2005-08-30 2005-08-30 遊技機、遊技制御方法及び遊技システム
US11/262,804 US20070060282A1 (en) 2005-08-30 2005-11-01 Gaming machine, game control method and game system
AU2006201320A AU2006201320A1 (en) 2005-08-30 2006-03-29 Gaming machine, game control method and game system
EP06290502A EP1760675A1 (fr) 2005-08-30 2006-03-30 Machine de jeu, méthode de contrôle de jeu et système de jeu
EA200601037A EA200601037A1 (ru) 2005-08-30 2006-06-22 Игровой автомат, способ управления игрой и игровая система

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
PCT/JP2005/015797 WO2007026399A1 (fr) 2005-08-30 2005-08-30 Machine de jeu, procédé de contrôle de jeu et système de jeu

Publications (1)

Publication Number Publication Date
WO2007026399A1 true WO2007026399A1 (fr) 2007-03-08

Family

ID=37808505

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/JP2005/015797 WO2007026399A1 (fr) 2005-08-30 2005-08-30 Machine de jeu, procédé de contrôle de jeu et système de jeu

Country Status (3)

Country Link
US (1) US20070060282A1 (fr)
JP (1) JPWO2007026399A1 (fr)
WO (1) WO2007026399A1 (fr)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8398478B2 (en) 2009-06-01 2013-03-19 Universal Entertainment Corporation Gaming machine capable of awarding payout based on the number of games played and playing method thereof
US8414378B2 (en) 2009-06-01 2013-04-09 Universal Entertainment Corporation Gaming machine and control method thereof
US8622804B2 (en) 2009-06-01 2014-01-07 Universal Entertainment Corporation Gaming machine which is executable rescue process in response to insurance bet and gaming method thereof

Families Citing this family (24)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8342936B2 (en) 2001-10-02 2013-01-01 Universal Entertainment Corporation Slot machine and control method of game
JP2003111888A (ja) 2001-10-02 2003-04-15 Aruze Corp 遊技サーバ、遊技機及び遊技管理方法
US20080318657A2 (en) * 2001-10-02 2008-12-25 Aruze Corporation Gaming machine
US8021225B2 (en) * 2001-10-02 2011-09-20 Universal Entertainment Corporation Gaming machine
US8033907B2 (en) 2001-10-02 2011-10-11 Universal Entertainment Corporation Slot machine and control method of game
US8025563B2 (en) * 2001-10-02 2011-09-27 Universal Entertainment Corporation Gaming machine
US20080214275A1 (en) * 2001-10-02 2008-09-04 Aruze Corp. Slot machine and control method of game
US7887410B2 (en) * 2001-10-02 2011-02-15 Universal Entertainment Corporation Gaming machine
JP2003111890A (ja) * 2001-10-05 2003-04-15 Aruze Corp 遊技サーバ、遊技管理方法及び遊技機
US8083579B2 (en) 2001-10-02 2011-12-27 Universal Entertainment Corporation Slot machine and control method of game
US7985131B2 (en) * 2001-10-02 2011-07-26 Universal Entertainment Corporation Slot machine and control method of game
JP2003117053A (ja) * 2001-10-12 2003-04-22 Aruze Corp 遊技サーバ、遊技管理方法及び遊技機
US8371926B2 (en) * 2001-10-02 2013-02-12 Universal Entertainment Corporation Slot machine and control method of game
US8062118B2 (en) 2001-10-02 2011-11-22 Universal Entertainment Corporation Slot machine and control method of game
US7972208B2 (en) * 2001-10-02 2011-07-05 Universal Entertainment Corporation Slot machine and control method of game
JP2003111889A (ja) 2001-10-02 2003-04-15 Aruze Corp 遊技サーバ、遊技機及び遊技管理方法
US8083580B2 (en) * 2001-10-02 2011-12-27 Universal Entertainment Corporation Slot machine and control method of game
US20080064473A1 (en) * 2001-10-02 2008-03-13 Aruze Corp. Slot machine and control method of game
JP2003111897A (ja) * 2001-10-09 2003-04-15 Aruze Corp 遊技サーバ、遊技機、遊技管理サーバ及び遊技管理方法
JP2003126343A (ja) * 2001-10-22 2003-05-07 Aruze Corp 遊技サーバ、遊技機及び遊技管理方法
US7549959B2 (en) * 2007-05-03 2009-06-23 The General Electric Company Stimulation arrangement for measurement of physiological signal reactivity
AU2008207352A1 (en) * 2007-08-23 2009-03-12 Aristocrat Technologies Australia Pty Limited Gaming system, method of gaming and a sound controller
US8029363B2 (en) 2008-06-03 2011-10-04 Wms Gaming Inc. Wagering game machine with area sound panning
US20210375094A1 (en) * 2020-05-28 2021-12-02 Aristocrat Technologies, Inc. Systems and techniques for wager-associated parameter control graphical state management

Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000354685A (ja) * 1999-06-14 2000-12-26 Konami Co Ltd ゲームシステム、ゲームの制御方法及びコンピュータ読み取り可能な記憶媒体
JP2001149524A (ja) * 1999-09-17 2001-06-05 Aruze Corp 遊技装置及び遊技プログラムを記録したコンピュータ読み取り可能な媒体
JP2003111890A (ja) * 2001-10-05 2003-04-15 Aruze Corp 遊技サーバ、遊技管理方法及び遊技機
JP2004000801A (ja) * 2003-09-26 2004-01-08 Olympia:Kk スロットマシン
JP2005066182A (ja) * 2003-08-27 2005-03-17 Abilit Corp スロットマシンおよびゲーム制御方法
JP2005192660A (ja) * 2003-12-26 2005-07-21 Heiwa Corp 遊技機

Family Cites Families (52)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4283709A (en) * 1980-01-29 1981-08-11 Summit Systems, Inc. (Interscience Systems) Cash accounting and surveillance system for games
JPS60106479A (ja) * 1983-11-14 1985-06-11 株式会社ユニバーサル スロツトマシン
US4837728A (en) * 1984-01-25 1989-06-06 Igt Multiple progressive gaming system that freezes payouts at start of game
JPH0538775Y2 (fr) * 1985-01-11 1993-09-30
US4624459A (en) * 1985-09-12 1986-11-25 Bally Manufacturing Corporation Gaming device having random multiple payouts
JPH0696052B2 (ja) * 1988-02-03 1994-11-30 ユニバーサル販売株式会社 コイン投入式ゲームマシン
JPH0642914B2 (ja) * 1988-05-16 1994-06-08 ユニバーサル販売株式会社 遊技機の制御装置
JP2567478B2 (ja) * 1989-08-30 1996-12-25 ユニバーサル販売株式会社 スロットマシン
JP2719450B2 (ja) * 1991-01-28 1998-02-25 ユニバーサル販売株式会社 スロットマシン
US5280909A (en) * 1992-02-06 1994-01-25 Mikohn, Inc. Gaming system with progressive jackpot
WO1993017766A1 (fr) * 1992-03-10 1993-09-16 Kabushiki Kaisha Ace Denken Dispositif de jeu possedant un ecran de visualisation du jeu
US5770533A (en) * 1994-05-02 1998-06-23 Franchi; John Franco Open architecture casino operating system
US5655961A (en) * 1994-10-12 1997-08-12 Acres Gaming, Inc. Method for operating networked gaming devices
US5611730A (en) * 1995-04-25 1997-03-18 Casino Data Systems Progressive gaming system tailored for use in multiple remote sites: apparatus and method
US5639088A (en) * 1995-08-16 1997-06-17 United Games, Inc. Multiple events award system
US5695402A (en) * 1996-04-10 1997-12-09 Stupak; Bob Game of chance
US5761647A (en) * 1996-05-24 1998-06-02 Harrah's Operating Company, Inc. National customer recognition system and method
DE19624321A1 (de) * 1996-06-18 1998-01-02 Atronic Casino Technology Dist Verfahren zur Ermittlung eines anteiligen Jackpotgewinns
US5890963A (en) * 1996-09-30 1999-04-06 Yen; Wei System and method for maintaining continuous and progressive game play in a computer network
US5910048A (en) * 1996-11-29 1999-06-08 Feinberg; Isadore Loss limit method for slot machines
US6012983A (en) * 1996-12-30 2000-01-11 Walker Asset Management Limited Partnership Automated play gaming device
US6001016A (en) * 1996-12-31 1999-12-14 Walker Asset Management Limited Partnership Remote gaming device
US6234896B1 (en) * 1997-04-11 2001-05-22 Walker Digital, Llc Slot driven video story
AUPO910297A0 (en) * 1997-09-10 1997-10-02 Aristocrat Leisure Industries Pty Ltd Slot machine game - progressive jackpot with decrementing jackpot
JP4275209B2 (ja) * 1998-01-16 2009-06-10 株式会社エース電研 景品管理システム
WO1999045509A1 (fr) * 1998-03-06 1999-09-10 Mikohn Gaming Corporation Machine a sous rejouant un bonus
US6168522B1 (en) * 1998-03-31 2001-01-02 Walker Digital, Llc Method and apparatus for operating a gaming device to dispense a specified amount
JP2000005380A (ja) * 1998-06-24 2000-01-11 Aruze Corp 遊技機
US6273820B1 (en) * 1999-02-04 2001-08-14 Haste, Iii Thomas E. Virtual player gaming method
US6270409B1 (en) * 1999-02-09 2001-08-07 Brian Shuster Method and apparatus for gaming
WO2001019471A1 (fr) * 1999-09-10 2001-03-22 Aruze Co., Ltd. Dispositif de jeu et support lisible par ordinateur d'enregistrement de programmes de jeu
US6932707B2 (en) * 2000-02-24 2005-08-23 Labtronix Concept Inc. Method of choosing and distributing enhanced odds
US20020055382A1 (en) * 2000-10-04 2002-05-09 Jason Meyer Gaming machine
US20030054873A1 (en) * 2001-09-20 2003-03-20 Peterson Lance R. Gaming device having interactive message
JP2003111889A (ja) * 2001-10-02 2003-04-15 Aruze Corp 遊技サーバ、遊技機及び遊技管理方法
JP2003111888A (ja) * 2001-10-02 2003-04-15 Aruze Corp 遊技サーバ、遊技機及び遊技管理方法
JP2003117053A (ja) * 2001-10-12 2003-04-22 Aruze Corp 遊技サーバ、遊技管理方法及び遊技機
JP2003111897A (ja) * 2001-10-09 2003-04-15 Aruze Corp 遊技サーバ、遊技機、遊技管理サーバ及び遊技管理方法
JP2003117072A (ja) * 2001-10-17 2003-04-22 Aruze Corp 遊技サーバ、遊技機及び遊技管理方法
JP2003117243A (ja) * 2001-10-17 2003-04-22 Konami Co Ltd ゲーム進行制御プログラム、ゲーム進行制御方法及びビデオゲーム装置
JP2003117070A (ja) * 2001-10-17 2003-04-22 Aruze Corp 遊技機、遊技サーバ及び遊技管理方法
JP2003126343A (ja) * 2001-10-22 2003-05-07 Aruze Corp 遊技サーバ、遊技機及び遊技管理方法
JP4249409B2 (ja) * 2001-11-02 2009-04-02 株式会社大都技研 遊技台
JP2003190585A (ja) * 2001-12-26 2003-07-08 Aruze Corp 遊技サーバ、遊技機及び遊技管理方法
US8113946B2 (en) * 2002-04-19 2012-02-14 Igt Method and apparatus for providing a time based payment from a gaming device
JP2004089610A (ja) * 2002-09-04 2004-03-25 Aruze Corp 遊技機、パチンコ遊技プログラム、及びサーバ
JP2005080861A (ja) * 2003-09-08 2005-03-31 Aruze Corp ゲーム機及びゲームシステム
JP2005087437A (ja) * 2003-09-17 2005-04-07 Sanyo Product Co Ltd 遊技機
JP2005192927A (ja) * 2004-01-09 2005-07-21 Snk Playmore Corp スロットマシン、及びスロットマシンの制御方法、並びにスロットマシンの制御プログラム
US7704137B2 (en) * 2004-01-20 2010-04-27 Wms Gaming Inc. Gaming machine with feature triggering scheme
JP2005211476A (ja) * 2004-01-30 2005-08-11 Aruze Corp 遊技機
JP2004223289A (ja) * 2004-05-07 2004-08-12 Aruze Corp 遊技機

Patent Citations (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2000354685A (ja) * 1999-06-14 2000-12-26 Konami Co Ltd ゲームシステム、ゲームの制御方法及びコンピュータ読み取り可能な記憶媒体
JP2001149524A (ja) * 1999-09-17 2001-06-05 Aruze Corp 遊技装置及び遊技プログラムを記録したコンピュータ読み取り可能な媒体
JP2003111890A (ja) * 2001-10-05 2003-04-15 Aruze Corp 遊技サーバ、遊技管理方法及び遊技機
JP2005066182A (ja) * 2003-08-27 2005-03-17 Abilit Corp スロットマシンおよびゲーム制御方法
JP2004000801A (ja) * 2003-09-26 2004-01-08 Olympia:Kk スロットマシン
JP2005192660A (ja) * 2003-12-26 2005-07-21 Heiwa Corp 遊技機

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US8398478B2 (en) 2009-06-01 2013-03-19 Universal Entertainment Corporation Gaming machine capable of awarding payout based on the number of games played and playing method thereof
US8414378B2 (en) 2009-06-01 2013-04-09 Universal Entertainment Corporation Gaming machine and control method thereof
US8622804B2 (en) 2009-06-01 2014-01-07 Universal Entertainment Corporation Gaming machine which is executable rescue process in response to insurance bet and gaming method thereof

Also Published As

Publication number Publication date
US20070060282A1 (en) 2007-03-15
JPWO2007026399A1 (ja) 2009-03-05

Similar Documents

Publication Publication Date Title
WO2007026399A1 (fr) Machine de jeu, procédé de contrôle de jeu et système de jeu
WO2007026407A1 (fr) Machine de jeu, méthode de commande de jeu et système de jeu
WO2007026400A1 (fr) Machine à sous, procédé de gestion de jeu et système de jeu
US8382571B2 (en) Gaming system with common display and control method of gaming system
WO2007026396A1 (fr) Machine de jeu, procédé de contrôle de jeu et système de jeu
WO2007026404A1 (fr) Machine de jeu, méthode de commande de jeu et système de jeu
WO2007026401A1 (fr) Machine a sous, procede de gestion de jeu et systeme de jeu
WO2007026402A1 (fr) Machine de jeu, méthode de commande de jeu et système de jeu
WO2007026403A1 (fr) Machine de jeu, méthode de commande de jeu et système de jeu
WO2007026406A1 (fr) Machine de jeu, méthode de commande de jeu et système de jeu
JP2007125299A (ja) 遊技機、遊技制御方法及び遊技システム
JP2009078120A (ja) ゲーム回数が特定回数に達した際に所定数のクレジットのペイアウトを行うスロットマシン
JP2007125297A (ja) 遊技機、遊技制御方法及び遊技システム
JP2007125298A (ja) 遊技機、遊技制御方法及び遊技システム
JP2008259832A (ja) ゲーミングマシン及びゲーム制御方法
JP2008012287A (ja) スロットマシン、及びプレイ方法
JP2008259831A (ja) ゲーミングマシン及びゲーム制御方法
JP2008093424A (ja) スロットマシン及びそのプレイ方法
US20080108416A1 (en) Gaming machine, playing method thereof and gaming system
JP2007082695A (ja) 遊技機
JP2007190134A (ja) 遊技機
JP2007130296A (ja) 遊技機
JP5532282B2 (ja) スロットマシン及びゲーム制御方法
JP2008012286A (ja) スロットマシン及びスロットマシンのプレイ方法
JP5390074B2 (ja) スロットマシン及びゲーム制御方法

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application
WWE Wipo information: entry into national phase

Ref document number: 2007533072

Country of ref document: JP

WWE Wipo information: entry into national phase

Ref document number: 12008500477

Country of ref document: PH

NENP Non-entry into the national phase

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 05777122

Country of ref document: EP

Kind code of ref document: A1