WO2007026400A1 - Machine à sous, procédé de gestion de jeu et système de jeu - Google Patents

Machine à sous, procédé de gestion de jeu et système de jeu Download PDF

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Publication number
WO2007026400A1
WO2007026400A1 PCT/JP2005/015803 JP2005015803W WO2007026400A1 WO 2007026400 A1 WO2007026400 A1 WO 2007026400A1 JP 2005015803 W JP2005015803 W JP 2005015803W WO 2007026400 A1 WO2007026400 A1 WO 2007026400A1
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WO
WIPO (PCT)
Prior art keywords
game
set value
gaming state
special
games
Prior art date
Application number
PCT/JP2005/015803
Other languages
English (en)
Japanese (ja)
Inventor
Kazuo Okada
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 JP2007533073A priority Critical patent/JPWO2007026400A1/ja
Priority to PCT/JP2005/015803 priority patent/WO2007026400A1/fr
Priority to US11/262,742 priority patent/US20070060277A1/en
Priority to AU2006200955A priority patent/AU2006200955A1/en
Priority to ZA200601941A priority patent/ZA200601941B/xx
Priority to EP06290374A priority patent/EP1764756A1/fr
Priority to EA200601268A priority patent/EA010502B1/ru
Publication of WO2007026400A1 publication Critical patent/WO2007026400A1/fr

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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

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.
  • An object of the present invention is to provide a gaming machine capable of preventing loss of interest or interest in a game, a game control method related to the game machine, and a game machine system including the game machine and a control device.
  • the present invention provides the following.
  • an output means capable of outputting an image or sound
  • 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 output means When the number of games reaches a notice setting value that is smaller than the set value by a predetermined value, it is shown in the output means that the second special game state occurs after the number of games indicated by the predetermined value has been played. Or a means of giving notice by outputting sound
  • the number of games is selected from among a plurality of candidate values (for example, "500”, “1000”, “2000”) determined in advance,
  • a second special game state is generated which is a game state advantageous to the player and in which the degree of advantage according to the set value is determined. Therefore, even if a large number of game media are consumed without the occurrence of the first special gaming state over 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 Occurs and the player can benefit from it.
  • the predetermined value is The number of times shown (eg 50)
  • a notice of the occurrence of the second special gaming state after performing a technique will be given by outputting an image or sound to the output means. Therefore, it is possible to make the player recognize by the above-mentioned image or sound how many times the game is played to generate the second special game state. As a result, it is possible to impress the player that if the game is played until the number of games reaches the set value, the player will be able to receive a return, and the situation in which the player cannot receive the return can be prevented.
  • 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
  • An output means capable of outputting an image or sound
  • 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 number of games cumulatively counted by the control device based on the identification information of the gaming machine is selected from a plurality of candidate values determined in advance and compared with the number of gaming times.
  • a means for generating a second special gaming state that is a gaming state advantageous to the player and has a degree of advantage according to the set value, and the number of games is the set value
  • a gaming machine characterized by comprising:
  • the control device when the number of games counted in the control device reaches a set value selected from a plurality of candidate values determined in stages, the control device When the command signal sent is received, the second special gaming state is generated. Then, when a notice command signal transmitted when the control device force is transmitted when the notice set value smaller than the game number force set value is reached, the second special game is played after the number of games indicated by the prescribed value is performed. The occurrence of a condition is notified by outputting an image or sound to the output means. Therefore, 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.
  • 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 output means When the number of games reaches a notice setting value that is smaller than the set value by a predetermined value, it is shown in the output means that the second special game state occurs after the number of games indicated by the predetermined value has been played. Or a means of giving notice by outputting sound
  • a set value to be compared with the number of games is selected from a plurality of candidate values that are determined in advance, and each time a game is played, Cumulatively count the number of times. Also, it is determined whether the number of games reaches the set value or not, and the number of games reaches the set value. If it is determined that the second special gaming state is generated, the second special gaming state is generated. Then, when the number of games is smaller than the set value by a predetermined value and reaches the notice set value, the output means that the second special game state occurs after playing the number of games indicated by the predetermined value. Advance notice by outputting images or sounds. Therefore, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant or distrustful of the game or losing interest or interest in the game.
  • the present invention provides the following.
  • the means for notifying the occurrence of the second special gaming state is that when the number of games reaches a candidate set value that is smaller than a candidate value of any one of the plurality of candidate values by a predetermined value, It is characterized by notifying that the second special gaming state will occur after the number of games indicated by the predetermined value has been played.
  • the number of games is either a difference between a plurality of candidate values (for example, "500”, “1000”, “200 0") or a predetermined value greater than one candidate value. (For example, “50”)
  • a small candidate setting value for example, “450”, “950”, or “1950”
  • the number of games indicated by the predetermined value for example, 50 times
  • the second special gaming state will be announced by outputting an image or sound to the output means. Accordingly, if the game is performed the number of times indicated by the predetermined value, the player can be recognized by the above image or sound that the second special game state can occur.
  • a player who consumes a large number of game media may be displeased if the game is unpleasant, or may lose interest or interest in the game while preventing the interest of the game from being reduced. Can be prevented.
  • a determination means for determining whether or not to notify the occurrence of the second special gaming state regardless of whether or not the second special gaming state is generated.
  • the means for notifying the occurrence of the second special gaming state is that the second special gaming state is generated when the determining means determines that the second special gaming state is to be announced. It is characterized by notifying that.
  • the present invention provides the following.
  • the means for notifying that the second special gaming state occurs is notifying that the information regarding the stage of the set value relating to the notice is not included in the notice contents.
  • the information regarding the stage of the set value related to the notice (for example, information that the notice is based on the set value “500”) is not included in the notice contents. Therefore, a player who has consumed a large number of game media while preventing a decrease in the fun of the game that occurs when it is predicted that a second special game state with a relatively small degree of advantage will occur. If the game is uncomfortable, it can prevent the distrust and the loss of interest in the game.
  • the present invention provides the following.
  • the means for generating the second special game state is characterized by generating a second special game state in which a greater degree of advantage is determined as the set value at which the number of games is reached is larger.
  • the more games are played the more profits can be gained in the second special game state. Therefore, the profit corresponding to the number of games played by the player is given to the second special game. It can be given to the player in the state. Therefore, it consumed a lot of game media It is possible to prevent the player from feeling unpleasant if the game is unpleasant or losing interest in the game.
  • the present invention provides the following.
  • 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 game state is that when the number of games reaches the set value and the number of game media input for that game is the upper limit, the second special game state is generated. A state is generated.
  • a gaming machine comprising an arithmetic processing device, a storage device, and an image or sound output device,
  • the arithmetic processing unit is
  • a process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device
  • 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;
  • Preliminary data for notifying that the second special gaming state will occur after playing the number of games indicated by the predetermined value when the number of games reaches a predetermined setting value smaller than the set value. Is read from the storage device and the output is made based on the notice data. Processing to output an image or sound to a force device;
  • An arithmetic processing device, a storage device, and an image or sound output device are provided, and via a communication circuit and a control device that cumulatively counts the number of games in each of the plurality of gaming machines for each gaming machine.
  • a connected gaming machine
  • the arithmetic processing unit is
  • a process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device
  • 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 number of games cumulatively counted by the control device based on the identification information of the gaming machine is selected from a plurality of candidate values determined in advance and compared with the number of gaming times. Processing to receive a command signal transmitted from the control device when the set value reaches
  • a program for generating a second special gaming state that is a gaming state advantageous to the player and has a degree of advantage according to the set value is read from the storage device.
  • the notice data for notifying that the second special gaming state will occur after the number of games indicated by the predetermined value is read from the storage device, and the notice data is stored in the notice data. And a process for outputting an image or sound to the output device.
  • the number of games counted in the control device reaches a notification setting value that is smaller than the setting value by a predetermined value, the number of times indicated by the predetermined value is received when the notification command signal transmitted from the control device is received.
  • the second special gaming state will occur after the game is played, and a notice will be given by outputting an image or sound to the output device. Therefore, 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 machine comprising an arithmetic processing device, a storage device, and an image or sound output device,
  • the arithmetic processing unit is
  • a process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device
  • 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 of determining whether or not the number of games has reached a set value When it is determined that the number of games has reached the set value, a program for generating a second special game state in which the game state is advantageous to the player and the degree of advantage is determined according to the set value. And when the number of games reaches a notice setting value smaller than the set value by a predetermined value, the second special game is played after the number of games indicated by the predetermined value is performed.
  • a set value to be compared with the number of games is selected from a plurality of candidate values determined in stages, and each time a game is played, Cumulatively count the number of times. Further, it is determined whether or not the number of games has reached the set value, and when it is determined that the number of games has reached the set value, a second special game state is generated. Then, when the number of games is smaller than the set value by a predetermined value and reaches the notice set value, the second special game state is generated in the output device after the number of games indicated by the predetermined value is played. Advance notice by outputting images or sounds. Therefore, it is possible to prevent a player who has consumed a large number of game media from feeling unpleasant or distrustful of the game or losing interest or interest in the game.
  • the arithmetic processing unit is
  • the second special game state A process for reading the notice data for notifying the occurrence of occurrence of the error and outputting the image or sound to the output device based on the notice data
  • the number of games is a predetermined value (eg, “500”, “1000”, “20 00”) that is a predetermined value (or more than one candidate value).
  • a predetermined value eg, “500”, “1000”, “20 00”
  • the number of times indicated by the predetermined value for example, after the game has been played 50 times
  • a notice is given by outputting an image or sound to the output device based on the notice data for notifying that the second special game state will occur. Therefore, if the game is performed the number of times indicated by the predetermined value, the player can be recognized by the above image or sound that the second special game state can occur.
  • a player who consumes a large number of game media may be displeased if the game is uncomfortable, or may lose interest or interest in the game, while preventing the interest of the game from deteriorating. This can be prevented.
  • the arithmetic processing unit is
  • a program for determining whether or not the second special gaming state is generated is read from the storage device and executed.
  • the storage device When it is determined that the second special gaming state will be announced, the storage device is read out for the advance notice data to notify that the second special gaming state will occur, and the output device is based on the notice data. Output image or sound to
  • the second special gaming state will be predicted to occur, while the second special gaming state will occur even if the second special gaming state occurs.
  • it is not always as predicted, so that a player who has consumed a large number of game media can prevent the game from being reduced. Unpleasantness can prevent distrust and loss of interest in the game.
  • the arithmetic processing unit is
  • the information regarding the stage of the set value related to the notice is not included in the notice contents, and the notice data for notifying the occurrence of the second special gaming state is read out from the storage device, and the image based on the notice data Alternatively, a process of outputting sound to the output device is executed.
  • the information regarding the stage of the set value relating to the notice is not included in the notice content.
  • a player who has consumed a large number of game media is not allowed to play a game while preventing a decrease in the interest of the game that occurs when a second special gaming state with a relatively small degree of advantage is announced. Pleasure can prevent mistrust and loss of interest in the game.
  • the arithmetic processing unit is
  • the more games are played the more profits can be gained in the second special game state. Therefore, the profit corresponding to the number of games played by the player is given to the second special game. It can be given to the player in the gaming state. Therefore, 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
  • the second A program for generating a special game state is executed. [0044] According to the invention of (16), it is possible to encourage the player to insert the game medium up to the upper limit value, and the facility such as a casino can increase profits.
  • an output means capable of outputting an image or sound
  • 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 second special game state is generated. And a means for notifying by outputting an image or sound to the output means.
  • the balance of the game medium is a plurality of candidate values that are determined in stages.
  • a second special gaming state is generated that is a state and has a degree of advantage according to the set value. Therefore, when a large number of game media are consumed and the balance of the game media falls below the set value, the second special game state occurs, and the player can obtain the profit.
  • 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,
  • An output means capable of outputting an image or sound
  • 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 selected from a plurality of candidate values determined in advance.
  • means for generating a second special gaming state that is a gaming state advantageous to the player and has a degree of advantage determined according to the set value, and the balance of the gaming media are Means for receiving a notice command signal transmitted from the control device when a notice setting value larger than a set value by a predetermined value is reached;
  • the second special game state is generated by outputting an image or sound to the output means.
  • 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 second special game state is generated. And a means for notifying by outputting an image or sound to the output means.
  • a set value to be compared with the balance of game media is selected from a plurality of candidate values determined in advance, and each time a game is performed, The balance of game media is counted cumulatively. In addition, it is determined whether or not the power of the game medium is below a set value, and when it is determined that the balance of the game medium is below the set value, a second special game state is generated. Then, when the balance of the game medium reaches a notice set value that is larger than the set value by a predetermined value, the second special game state is generated if the balance of the game medium falls below the set value. A notice is given by outputting an image or sound to the output means. Obedience Therefore, 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 means for notifying the occurrence of the second special gaming state is that when the balance of the gaming medium reaches a candidate set value larger than a candidate value of any one of the plurality of candidate values by a predetermined value, When the balance of the game media is equal to or less than the candidate value, a notice is given that a second special game state will occur.
  • the balance of the game medium is greater than the candidate value of one of a plurality of candidate values (for example, "500”, “one 1 000", “one 2000”). Also reaches a predetermined value (for example, “50”) “large candidate set value (for example,“ —450 ”,“ —950 ”, or“ 1950 ”), the balance of the above-mentioned game media falls below the above candidate value. If this happens, the second special gaming state will be announced by outputting an image or sound to the output means. Therefore, if the balance of the game medium is equal to or less than the candidate value, it is possible to make the player recognize from the image or sound that the second special gaming state can occur. As a result, a player who consumes a large number of game media may be displeased if the game is unpleasant, or may lose interest or interest in the game, while preventing a decrease in the interest of the game. It is possible to prevent this.
  • a predetermined value for example, “50” “large candidate set value (for example,“ —450 ”,
  • a determination means for determining whether or not to notify the occurrence of the second special gaming state regardless of whether or not the second special gaming state is generated.
  • the means for notifying the occurrence of the second special gaming state is notifying that the second special gaming state will occur if the determination means determines that the second special gaming state will occur. It is characterized by doing.
  • the second special gaming state will be predicted to occur, while the second special gaming state will occur even if the second special gaming state occurs.
  • it is not always as predicted, so that a player who has consumed a large number of game media can prevent the game from being reduced. Unpleasantness can prevent distrust and loss of interest in the game.
  • the means for notifying that the second special gaming state occurs is notifying that the information regarding the stage of the set value relating to the notice is not included in the notice contents.
  • the information regarding the stage of the set value related to the notice is given without being included in the notice contents, so the second special gaming state with a relatively small degree of advantage occurs. While preventing a decrease in the interest of the game that occurs when this is announced, a player who has consumed a large number of game media may feel distrust if the game is uncomfortable, or may have an interest or interest in the game. Can be prevented from being lost.
  • the means for generating the second special game state generates the second special game state in which the degree of advantage is determined as the set value at which the balance of the game medium has reached is smaller. .
  • the lower the balance of gaming media the greater the profit that can be obtained in the second special gaming state. Can be granted to a player in a special gaming state. Therefore, 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.
  • 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 that when the balance of the game media falls below the set value, the number of game media inserted for that game is the upper limit value. 2. It is characterized by generating a special game state.
  • a gaming machine comprising an arithmetic processing device, a storage device, and an image or sound output device,
  • the arithmetic processing unit is
  • a process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device
  • 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 media balance which is counted cumulatively every time a game is played, is selected from a plurality of candidate values determined in stages, and is a set value to be compared with the game media balance.
  • a program for generating a second special gaming state that is a gaming state advantageous to the player and has a degree of advantage according to the set value is read from the storage device. Processing to be executed,
  • the second special game state occurs.
  • the balance of game media has a plurality of candidate values that are determined in stages.
  • the value is equal to or less than the set value that is selected for comparison with the above-mentioned number of games
  • the present invention provides the following.
  • (26) Comprising an arithmetic processing unit, a storage device, and an image or sound output device, and through a communication line and a control unit that cumulatively counts the balance of gaming media for each gaming machine for each gaming machine Connected gaming machines,
  • the arithmetic processing unit is
  • a process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device
  • 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 plurality of candidate values in which the balance of the game media that is cumulatively counted by the control device based on the identification information of the gaming machine and the number of game media inserted and paid out in the game is determined in stages Processing for receiving a command signal transmitted from the control device when the value is equal to or less than a set value to be compared with the balance of the game medium selected from
  • a program for generating a second special gaming state that is a gaming state advantageous to the player and has a degree of advantage according to the set value is read from the storage device. Processing to be executed, When the balance of the game medium reaches a preset notice value larger than the preset value by a predetermined value
  • a process of receiving a notice command signal transmitted from the control device
  • the notice data for notifying that the second special game state will occur is read out from the memory device power, A process of outputting an image or sound to the output device based on the notice data;
  • a gaming machine comprising an arithmetic processing device, a storage device, and an image or sound output device,
  • the arithmetic processing unit is
  • a process of determining one combination selected from a plurality of predetermined combinations by executing a lottery program stored in the storage device
  • 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 game state in which a game state is determined to be advantageous for the player when the balance of the game medium is less than or equal to the set value and the degree of advantage is determined according to the set value. And when the balance of the game medium reaches a predetermined value larger than the set value, the balance of the game medium becomes equal to or less than the set value.
  • the storage device is read out for the advance notice data and an image or sound is output to the output device based on the advance notice data.
  • a set value to be compared with a game medium is selected from a plurality of candidate values determined in stages, and each time a game is played, The media balance is counted cumulatively. Further, it is determined whether or not the power of the game medium is less than or equal to the set value, and when it is determined that the balance of the game medium is less than or equal to the set value, the second special game state is generated. Then, when the balance of the game media reaches a notice set value that is larger than the set value by a predetermined value, if the balance of the game media falls below the set value, the second special game state is generated. A notice is given by outputting an image or sound to the output device. Accordingly, 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
  • the balance of the game medium has a candidate value of any one of a plurality of candidate values (for example, "one 500", “one 1 000", “one 2000”). Greater than a predetermined value (eg "50")
  • a predetermined value eg "50”
  • the candidate set value for example, “-450”, “—950”, or “—1950”
  • the second special game state A notice is given by outputting an image or sound to the output device based on the notice data for notifying the occurrence of the trouble. Therefore, if the balance of the game medium is equal to or less than the candidate value, it is possible to make the player recognize from the image or sound that the second special game state can occur.
  • a player who consumes a large number of game media may be displeased if the game is unpleasant, or may lose interest or interest in the game, while preventing the interest of the game from deteriorating. This can be prevented.
  • the arithmetic processing unit is
  • a program for determining whether or not the second special gaming state is generated is read from the storage device and executed.
  • the storage device When it is determined that the second special gaming state will be announced, the storage device is read out for the advance notice data to notify that the second special gaming state will occur, and the output device is based on the notice data. Output image or sound to
  • the present invention provides the following.
  • the arithmetic processing unit is
  • the information regarding the stage of the set value related to the notice is not included in the notice contents, and the notice data for notifying the occurrence of the second special gaming state is read out from the storage device, and the image based on the notice data Alternatively, a process of outputting sound to the output device is executed.
  • the information on the stage of the set value related to the notice is not included in the notice content.
  • a player who has consumed a large number of game media is not allowed to play a game while preventing a decrease in the interest of the game that occurs when a second special gaming state with a relatively small degree of advantage is announced.
  • Pleasure can prevent mistrust and loss of interest in the game.
  • the arithmetic processing unit is
  • a program for generating a second special game state in which a degree of advantage is defined as the set value at which the balance of the game medium has reached is small.
  • the lower the balance of gaming media the greater the profit that can be obtained in the second special gaming state, so the profit that compensates for the loss of the player is the second. Can be granted to a player in a special gaming state. Therefore, 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
  • the number of game media input for that game is the predetermined upper limit of the number of game media input for a single game. If it is, the program for generating the second special gaming state is executed.
  • (33) means for giving the player a profit that varies stepwise depending on the number of games played by the player;
  • (34) means for giving the player a profit that varies in stages according to the player's game media balance
  • (35) a step of giving the player a profit that varies in stages depending on the number of games played by the player;
  • a game control method comprising:
  • a game control method comprising:
  • 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 profit and loss of the game medium is different from the provision of the profit that varies in stages according to the balance of the game medium to the time that the profit that varies in stages according to the balance of the game medium is granted. Means to notify the player with different images or sounds depending on
  • a gaming system characterized by that.
  • an output means capable of outputting an image or sound
  • 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 is the same as the first special game state or Means for generating different types of second special gaming states;
  • the output means When the number of games reaches a notice setting value that is smaller than the set value by a predetermined value, it is shown in the output means that the second special game state occurs after the number of games indicated by the predetermined value has been played. Or a means of giving notice by outputting sound
  • 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 for the player and is the same as or different from the first special game state.
  • the second special game state is generated. And a means for notifying by outputting an image or sound to the output means.
  • the second special game when the balance of the game medium becomes equal to or less than a set value (for example, “-2000”) to be compared with the balance of the game medium, the second special game Generate a state. Then, when the balance of the game media reaches a notice set value that is larger than the set value by a predetermined value, the second special game state is generated if the balance of the game media falls below the set value. Is notified by outputting an image or sound to the output means. Therefore, 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 set value for example, “-2000”
  • FIG. 1 is a schematic diagram showing an overall configuration of a gaming system according to an embodiment of the present invention.
  • 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, but may be a so-called single game machine such as a video slot machine or a video card game machine, for example, a horse racing game or a bingo game. It may be a so-called mass game machine (multi-terminal gamer machine) that plays a game such as a lottery that requires a predetermined time until the result is displayed.
  • 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 controls the advance notice of the transition to the return mode in each gaming machine 10.
  • the advance notice informs that the transition to the return mode can be performed rather than the advance notice that the transition to the return mode is performed as expected.
  • the transition to the reduction mode may be performed without notifying that the transition to the reduction mode is performed. In the present embodiment, a case will be described in which the transition to the return mode is performed according to the notice whenever the notice is made.
  • the control device 200 is a so-called hall installed in a gaming facility having a plurality of gaming machines 10.
  • the server may have a function as a server or a server that collectively manages a plurality of gaming facilities.
  • 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 a gaming machine according to one embodiment of the present invention.
  • 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.
  • 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.
  • the lower image display panel 16 is an image output device and functions as an output means capable of outputting an image.
  • a credit number display part 31 and a payout number display part 32 are set on the lower image display panel 16.
  • the number of credited coins is displayed 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 has one winning line L that horizontally crosses the three display windows 15.
  • the winning line L defines the symbol combination. Predetermined combinations of symbols stopped on winning line L If there is a combination of coins, the number of coins corresponding to the combination and the number of coins inserted (BET number) will be paid out.
  • a plurality of pay lines L that cross the three display windows 15 horizontally or obliquely are formed, and the number of pay 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 receiving means for receiving coins into the cabinet 11
  • a coin receiving slot 21 and a bill validator 22 are provided below the lower image display panel 16.
  • 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.
  • the BET button 26 is used to input an instruction to bet one coin among the credited coins on the game.
  • the maximum BET button 27 is used to input an instruction to bet a maximum number of coins (50 in this embodiment) that can be bet on one game among 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 1-BET button is pressed. If the credit card is bet on the game when the maximum 26 or maximum BET button 27 is operated, the bet on the game is equivalent to the insertion of the game medium.
  • the bill validator 22 recognizes whether or not a bill is correct 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 lower image display panel 16 is an image output device and functions as an output unit.
  • the upper image display panel 33 is an image output device. And may function as output means.
  • the top box 12 is provided with a speaker 29.
  • the speaker 29 is a sound output device and functions as an output means capable of outputting sound.
  • 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 prints on a ticket a bar code in which data such as the number of credits, date and time, and an identification number of the gaming machine 10 is encoded, and outputs it as a ticket 39 with a bar code.
  • a player reads a ticket 39 with a barcode to another gaming machine and plays the game with the gaming machine, or uses the ticket 39 with a barcode on a bill or the like at a predetermined place of a gaming facility (for example, a cashier in a casino). Can be exchanged.
  • 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 can also be used as a fluorescent display.
  • the data read by the reader 36 and the data input by the player via the keypad 38 are displayed.
  • 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 game state.
  • the bonus game is a free game (a game that can be played a predetermined number of times without betting coins).
  • the first special gaming state is not particularly limited as long as it is advantageous for 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 see FIG. 14
  • 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 return mode is entered, a predetermined number of coins are paid out.
  • the number of coins paid out in the return mode is set according to a setting value described later.
  • the second special game state is not particularly limited as long as it is a game state advantageous to the player.
  • a gaming state include a state in which more game media can be acquired in the normal game state, a state in which a game medium can be acquired with a higher probability than in the normal game state, and a game medium in comparison with the normal game state.
  • the state where the number of consumption of electricity is reduced can be cited.
  • examples of the second special game state include a free game, a second game, and a mystery bonus.
  • the second special gaming state may be the same type of gaming state as the first special gaming state, but as in the present embodiment, the type of gaming different from the first special gaming state. It may be in a state. If the second special gaming state is a different type of gaming state from the first special gaming state, the game can be made diverse and the expectation for the second special gaming state can be increased.
  • the gaming state in the second special gaming state may be a dedicated gaming state that occurs only when the second special gaming state occurs. In this case, the expectation for the second special gaming state can be further enhanced.
  • 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 includes a non-volatile 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 a lottery is performed based on the symbol weighting data corresponding to the payout rate.
  • 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, a program for generating a second special gaming state, and a program for making a notice.
  • the program for making a notice includes a program for determining whether or not to make a notice.
  • the game program includes image data and sound data output during the game, image data and sound data as notification data, and image data and sound data as notice data.
  • 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 via an internal bus are connected to the mother board 40 via 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 setting value to be compared with the number of games is determined in association with each gaming machine identification number, and the number of times of gaming in a certain gaming machine 10 is set in the gaming machine 10. When the value is reached, a reduction command signal is transmitted from the control device 200.
  • the main CPU 41 When 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”. In the control device 200, the number of games in a certain gaming machine 10 is less than the set value. When the notice setting value smaller than the predetermined value is reached, a notice command signal is transmitted from the control device 200 to the gaming machine 10.
  • the main CPU 41 receives the notice command signal via the communication interface 44, the main CPU 41 reads out and executes a program for determining whether or not the advance to the return mode is noticed, and the image or sound related to the notice. Processing related to the advance notice, such as processing to output.
  • 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. Further, a power supply unit 45 is connected to the mother board 40. 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.
  • a main body PCB Print Circuit Board
  • a door PCB 80 which will be described later, by USB.
  • a power supply unit 45 is connected to the mother board 40.
  • 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 PCB60 has a lamp 30, sub CPU61, hopper 66, coin detector 67, graphic board 68, speaker 29 as output device, touch panel 69, bill discriminator 22, ticket printer 35, card reader 36, key Switch 38S and data display 37 are connected.
  • the lamp 30 lights up with a predetermined pattern based on a control signal output from the main CPU 41.
  • the sub CPU 61 controls rotation and stop of the reels 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.
  • the motor drive circuit 62 includes a stepping motor that rotates each reel 14. 70 (70L, 70C, 70R) is connected.
  • the stepping motor 70 is a 1-2 phase excitation type stepping motor.
  • 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.
  • the deviation CPU, DZA conversion, and servo amplifier are connected in order to the sub CPU 61, and the 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 stops. 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 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 the image display on the upper image display panel 33 and the lower image display panel 16 as an output device based on the control signal output from the main CPU 41.
  • the credit amount display section 31 of the lower image display panel 16 is stored in the RAM 43. The number of credits being displayed is displayed. Further, the payout number display part 31 of the lower image display panel 16 displays the number of coins paid out.
  • 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.
  • VDP video display processor
  • 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, date and time, and identification number of the gaming machine 10 stored in the RAM 43 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.
  • the control panel 20 includes 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. Coins other than regular coins are discharged from the coin payout exit 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 (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 a control device according to an embodiment of the present invention.
  • 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.
  • a setting value to be compared with the number of games is defined for each gaming machine identification number. This set value is obtained by selecting medium forces of a plurality of candidate values “600”, “1200”, and 240 0 ”that are determined in advance.
  • a notice setting value smaller than the set value by a predetermined value is set. ing.
  • the setting value is “600”
  • the setting value is “550”, which is “50” smaller than the setting value “600”
  • the setting value is “1200”.
  • the preset value is “1150” which is “50” smaller than the set value “1200”
  • the set value is “2400”
  • the preset value is set from the set value “2400”.
  • the value "50” is "small” 2350 "and is determined by the selected set value.
  • a setting value "600” and a notice setting value “550” are set for the gaming machine 10 having the gaming machine identification number "001".
  • a setting value “600” and a notice setting value “550” are set in the gaming machine 10 having the gaming machine identification number “002”.
  • a setting value “120 0” and a notice setting value “1150” are set in the gaming machine 10 having the gaming machine identification number “003”.
  • the value of the candidate value, the notice setting value, and the number thereof are not particularly limited and can be set as appropriate.
  • setting values may be set for a plurality of gaming machines 10 in a lump without setting setting values for each gaming machine 10 individually.
  • 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, it 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 determines the number of coins to be paid out in the return mode based on the set value.
  • the CPU 201 determines that the updated number of games has reached the previous notice setting value, the CPU 201 sends a notice command signal for notifying the transition to the return mode based on the notice setting value. Send to.
  • FIG. 7 is a diagram schematically showing an example of a correspondence table between setting values and the number of payouts.
  • the number of payouts “1000” in the return mode is set.
  • the set value “1200” the number of payouts “2000” in the return mode is set.
  • the set value “2400” the number of payouts “4000” in the return mode is set. In this way, this embodiment In the state, the larger the set value is, the larger the number of payouts in the return mode is set. Therefore, a profit corresponding to the number of games played by the player can be given to the player in the return mode. Therefore, it is possible to prevent a player who has consumed a large number of coins from causing discomfort if he / she distrusts the game or losing interest or interest in the game.
  • the correspondence table shown in FIG. 7 is stored in the hard disk drive 205 as data.
  • the number of payouts set in association with the set value is not necessarily constant.
  • the number of payouts set in association with the set value changes according to the game history or the like. It may be a thing.
  • FIG. 8 is a diagram schematically showing another example of the correspondence table between the set value and the number of payouts.
  • FIG. 9 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. Tampering is taking place! /, Na! /, This Pre-authentication is performed to confirm and verify (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 reads out the data constituting the game program and the game system program 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).
  • FIG. 10 is a flowchart showing a subroutine of game mode selection processing.
  • FIGS. 11A to 11B 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.
  • an image as shown in FIG. 11A is displayed on the lower image display panel 16.
  • FIG. 11 (a) is a diagram showing an example of a game mode selection image displayed on the lower image display panel.
  • 15 (15L, 15C, 15R) indicates a display window.
  • an image showing “Select a mode!” is displayed on the upper part 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 indicate the choices of the game mode.
  • 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 player can receive a coin paid out according to the set value.
  • the insurance mode it is possible to play a game with insurance to cover all or part of the loss that occurs when a bonus game does not occur for a long time. .
  • the option “NO INSURANCE corresponds to the non-insurance mode. If the non-insurance mode is selected, the return mode flag is set to“ ON ”even if the bonus game does not occur for a long time. It is never set to "Do not switch to reduction 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).
  • an image indicating “INSURED” is displayed on the upper left of the lower image display panel 16, as shown in FIG. 11 (b). .
  • This image is an image indicating that the game mode is the insurance mode.
  • 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. 12), 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. 12 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).
  • 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 when it is determined in step S10 that a coin has been betted, the main CPU 41 performs processing for subtracting the credit amount stored in the RAM 43 in accordance with 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 this embodiment) that can be bet on one game, the number of credits stored in the RAM 43 is subtracted. Without proceeding 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, if an instruction to end the game is input without the spin button 23 being turned on), the main CPU 41 cancels the subtraction result in step S11. To do.
  • step S10 after the coin is bet (step S10), the process of subtracting the number of credits (step S12) before determining whether the spin button 23 is turned on (step S12) (step S12).
  • step S12 A case where S1 1) is performed will be described.
  • the present invention is not limited to this example.
  • 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.
  • the stop A case will be described in which one combination is determined from among a plurality of types of combinations by determining the combination of symbols to be stopped and displayed.
  • a combination of a plurality of types of combinations is first determined by lottery. It is also possible to determine one combination to be selected from among them, and then determine the combination of symbols to be stopped and displayed based on the above 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). If it is determined that the bonus game trigger has been established, the main CPU 41 (arithmetic processing unit) reads the program for executing the bonus game from the RAM 43 (storage unit) and executes bonus game processing (step S 16 ). At this time, the first special gaming state has occurred.
  • 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 determines whether or not the reduction mode flag stored in RAM43 is set to “ON” (step S19).
  • 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 processing will be described in detail later using FIG.
  • 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).
  • step S22 If it is determined that the bonus game is not executed or the return mode is not shifted, 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.
  • a notice command signal indicating the notice setting value is transmitted from the control device 200 to the gaming machine 10.
  • the main CPU 41 receives the notice command signal, the main CPU 41 performs a process related to the notice, such as a process for determining whether or not the user is informed of the transition to the return mode, and a process for outputting an image or sound related to the notice.
  • step S22 the main CPU 41 sets the return mode flag to “ON”. 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.
  • FIG. 13 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 case where random numbers are generated on a program (a case where so-called software random numbers are used) will be described.
  • a random number generator is provided and random numbers are extracted from the random number generator (so-called hardware tongue L 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 corresponds to the code number of the symbol stopped on the winning line L.
  • the main CPU 41 determines the combination by determining the code number of each reel 14. For example, when the code number of each reel 14 is determined to be “00”, “00”, “00”, the main CPU 41 determines that the winning combination is “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. 14 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 present embodiment.
  • the possibility of winning for each combination shown in FIG. 14 is for a case where the payout rate other than the bonus game is 88%.
  • 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 the 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 the combination of symbols shown in FIG. 14 is not the same as the combination of deviations, it is lost, and no coins are paid out.
  • FIG. 15 is a flowchart showing the reel rotation control process that is called and executed in step S 15 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.
  • the pulse output from the sub CPU 61 is amplified by the dry-coil 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. 16A to 16D are side views for explaining the rotation operation of the reel 14.
  • a semicircular metal plate 14a is provided on the side surface of the reel 14. Yes.
  • 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. 16 (a) shows the position of the metal plate 14a (hereinafter also referred to as position A) when the metal plate 14a starts to be detected by the proximity sensor 65a.
  • position A shows the position of the metal plate 14a when the metal plate 14a starts to be detected by the proximity sensor 65a.
  • FIG. 16 (b) shows the position of the metal plate 14a when the metal plate 14a is detected by the proximity sensor 65a (hereinafter also referred to as position B).
  • position B shows the position of the metal plate 14a when the metal plate 14a is detected by the proximity sensor 65a (hereinafter also referred to as position B).
  • FIG. 16 (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. 16 (d) shows the position of the metal plate 14a when the proximity sensor 65a has not detected the metal plate 14a (hereinafter also referred to as position D).
  • position D the position of the metal plate 14a when the proximity sensor 65a has not detected the metal plate 14a
  • 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. Recognition I understand.
  • 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 includes displaying images on the lower image display panel 16 and sound from the speaker 29 over a period (for example, 3 seconds) determined according to the result of the lottery process (FIG. 12, 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 processing is returned 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 transmits the code number of the reel stored in the RAM 43 to the sub CPU 61 (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. 17 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. 17 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. Also, if the code number is “12”, the index power from index 1 to 218 steps This is the stop position of the tool.
  • 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 sends 1 45 pulses to the motor drive circuit 65 at the timing when index 1 is detected. Then, the supply of pulses 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. 13, and the combination of symbols corresponding to the 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. After finishing the processes of steps S44 and S53, this process is finished.
  • step S43 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 will step 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. 18 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 CPU41 is the determined bonus The number of games of the game is stored 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 process as described with reference to FIG.
  • step S63 is substantially the same as the process 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 has been 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 has been established.
  • step S68 pays out coins according to the number of inserted coins and the winning combination. 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 step S68 When the processing of step S66 or step S68 is executed, or when it is determined that V, V, and the shift role are also established in step S67 (when it is determined that it is lost)
  • the main CPU 61 reads the game number T of the bonus game stored in the RAM 43, and subtracts 1 from the value of the read game number T. 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, the number of games If it is T force 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), and then this subroutine is terminated. .
  • 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. 19 is a flowchart showing a subroutine of reduction mode processing that is called and executed in step S20 of the subroutine shown in FIG.
  • the main CPU 41 extracts image data corresponding to the set value from the image data as notification data stored in the RAM 43 (storage unit), and based on the image data
  • An image corresponding to the set value is displayed on the lower image display panel 16 (output device), and the transition to the return mode is notified by an image (step S80).
  • the set value is transmitted as data from the control device 200 to the gaming machine 10 in step S22 of FIG.
  • Image data for notifying the shift to the return mode is included in the game program read from the memory card 53 and stored in the RAM 43.
  • This game program includes a plurality of types of image data associated with the set values as image data for notifying the shift to the return mode.
  • the main CPU 41 determines an image to be displayed on the lower image display panel 16 based on the set value stored in the RAM 43. 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 corresponding to the set value from the RAM 43 and expands it to the video RAM to generate one frame of image data. Output to image display panel 16. As a result, on the lower image display panel 16, for example, images as shown in FIGS. 20 (a) to (c) are displayed.
  • FIGS. 20 (a) to 20 (c) are diagrams showing examples of images displayed on the lower image display panel when the return mode is entered (when the second special gaming state occurs).
  • 15 15L, 15C, 15R
  • the image shown in FIG. 20 (a) shows an image displayed on the lower image display panel 16 when the setting value is 600 and the mode is changed to the reduction mode.
  • Lower drawing The image display panel 16 displays two images showing fireworks as well as 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 shows that the number of games has reached the set value of 600.
  • the image shown in Fig. 20 (b) shows an image displayed on the lower image display panel 16 when the reduction value is entered when the set value is 1200.
  • the lower image display panel 16 displays four images showing fireworks as well as an image showing “BONUS!”.
  • an image showing “TIME OF PLAY 1200” is displayed at the bottom of the lower image display panel 16. This image shows that the number of games has reached the preset value of 1200.
  • FIG. 20 (c) shows an image displayed on the lower image display panel 16 when shifting to the reduction mode when the set value is 2400.
  • the lower image display panel 16 displays six images showing fireworks, together with an image showing “BONUS !”.
  • an image showing “TIME OF PLAY 2400” is displayed at the bottom of the lower image display panel 16.
  • the main CPU 41 extracts the sound data corresponding to the set value from the sound data as the notification data stored in the RAM 43 (storage device), and outputs the sound data to the sound data. Based on this, a process according to which the sound corresponding to the set value is output from the speaker 29 (output device) is performed, and the transition to the return mode is notified by voice (step S81).
  • the sound data for notifying the shift to the return mode is included in the game program read from the memory card 53 and stored in the RAM 43.
  • This game program includes a plurality of types of sound data associated with set values as sound data for notifying the transition to the return mode.
  • the main CPU 41 determines the sound to be output from the speaker 29 based on the set value stored in the RAM 43. Then, the main CPU 41 sounds from the RAM 43 based on the determination result. Data is extracted, and the sound data is converted into a sound signal and supplied to the speaker 29. As a result, the sound power speaker 29 indicating which set value is used to generate the return mode is output.
  • the main CPU 41 pays out the number of coins determined in accordance with the set value (step S82).
  • the number of coins to be paid out in step S82 is the number of coins to be paid out in the return mode, and is determined by the control device 200 according to the set value.
  • the number of coins paid out in the return mode is included as data in the return command signal transmitted from the control device 200 to the gaming machine 10 in step S22 in FIG. Further, the number of coins paid out in the return mode is stored as data in the RAM 43 of the gaming machine 10 that has received the return command signal.
  • 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. Thereafter, the reduction mode flag is set to “OFF” (step S83), and this subroutine is terminated.
  • FIG. 21 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.
  • a plurality of types of candidate values “600”, “1200”, and “2400”, which are determined in advance, are selected as one set value force.
  • Each of the plurality of gaming machines 10 is set. ! / Speak (see Figure 6).
  • 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 is the main CPU41 (arithmetic processing unit) power game.
  • the identification information of the gaming machine 10 stored in the RAM 43 (storage device) is transmitted to the control device 200 via the communication line 101.
  • 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 S140 the CPU 201 determines whether or not the number of games after the update has reached the notice setting value. If it is determined that the updated number of games has not reached the notice setting value, the process proceeds to step S101.
  • step S140 determines whether the updated number of games has reached the preset notice value. If it is determined in step S140 that the updated number of games has reached the preset notice value, the CPU 201 sends a notice command signal indicating the notice set value to the communication line via the interface circuit 204. Via 101, the number of games is transmitted to the gaming machine 10 that has reached the preset notice value (step S141).
  • step S130 When the main CPU 41 of the gaming machine 10 receives the notice command signal transmitted from the control device 200 in step S141, it determines whether or not to give a notice (step S130).
  • the main CPU 41 determines whether or not to give a notice based on the random number value obtained by executing the random number generation program included in the lottery program stored in the RAM 43. If the main CPU 41 determines not to give a notice (step S131: NO), the process proceeds to step S91. On the other hand, if it is determined to give a notice (step S131: YES), the process proceeds to step SI 32 until the CPU 41i. In step S131, the main CPU 41 functions as a determination means for determining whether or not to notify the transition to the return mode (the occurrence of the second special gaming state).
  • a game state is not predicted to occur, it will not always be as predicted, so a player who has consumed a large number of game media while preventing a decrease in the interest of the game is If the game is uncomfortable, it can prevent the distrust and the loss of interest in the game.
  • step S132 the main CPU 41 extracts image data corresponding to the notice setting value from the image data as the notice data stored in the RAM 43, and sets the notice data to the notice setting value based on the image data.
  • a process for displaying the corresponding image on the lower image display panel 16 is performed, and it is notified by the image that the game is to be transferred to the return mode after a predetermined number of games (step S132).
  • the notice set value is transmitted as data from the control device 200 to the gaming machine 10 in step S141 and stored in the RAM 43.
  • Image data for notifying the transition to the return mode is included in the game program read from the memory card 53 and stored in the RAM 43.
  • This game program includes a plurality of types of image data associated with the notice setting value as image data for notifying the transition to the return mode.
  • the main CPU 41 determines an image to be displayed on the lower image display panel 16 based on the notice setting value stored in the RAM 43. 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 image data corresponding to the notice setting value from the RAM 43 and expands it to the video RAM to generate one frame of image data. Output to side image display panel 16. As a result, for example, an image as shown in FIG. 22 is displayed on the lower image display panel 16.
  • FIG. 22 is a diagram showing an example of an image displayed on the lower image display panel when the number of games reaches the notice setting value.
  • 15 15L, 15C, 15R indicates a display window.
  • the image shown in Figure 22 shows that when the set value is 600, the number of games reaches the preset value 550, and when the set value is 1200, the number of games reaches the preset value 1150. Or, when the set value is 2400, an image displayed on the lower image display panel 16 when the number of games reaches the notice set value 2350 is shown.
  • the lower image display panel 16 displays an image indicating “BONUS CHANCE!”.
  • an image indicating “50 MORE PLAYS” is displayed at the bottom of the lower image display panel 16. This image indicates that the number of games has reached the preset notice value (550, 1150, or 2350), and is an image for notifying the transition to the return mode after 50 games.
  • step S132 when the number of games reaches a notice set value that is a predetermined value smaller than the set value, the main CPU 41 shifts to the return mode after playing the number of games indicated by the specified value.
  • This functions as a means for giving a notice by outputting an image to the lower image display panel 16 as an output means.
  • the gaming machine 10 makes a notice without including information on the stage of the set value related to the notice (for example, information that the notice is based on the set value “600”). .
  • the main CPU 41 extracts sound data corresponding to the notice set value from the sound data as the notice data stored in the RAM 43 (storage device). Based on the data, a process according to which the sound corresponding to the notice setting value is output from the speaker 29 (output device) is performed, and the transition to the return mode is notified by voice (step S 133).
  • the sound data for notifying the transition to the return mode is included in the game program read from the memory card 53 and stored in the RAM 43.
  • sound data for notifying the transition to the return mode is associated with the notice setting value. Includes multiple types of sound data!
  • the main CPU 41 determines the sound output from the speaker 29 based on the notice setting value stored in the RAM 43. Then, the main CPU 41 extracts sound data from the RAM 43 based on the determination result, converts the sound data into a sound signal, and supplies the sound signal to the speaker 29. As a result, a sound is output from the speaker 29 for notifying the transition to the return mode after playing the predetermined number of games (the number of games indicated by the predetermined value).
  • the main CPU 41 when executing the processing of step S133, the main CPU 41, when the number of games reaches a preset notice value smaller than the set value, shifts to the return mode after playing the number of games indicated by the specified value. It functions as a means to give notice by outputting sound to the speaker 29 as an output means.
  • step S140 the CPU 201 of the control device 200 has reached the set value when the number of games has not reached the notice set value (step S140: NO) or after the process of step S141. It is determined whether or not power is available (step S101). If it is determined that the number of games after the update has not reached the set value, this subroutine is terminated.
  • step S101 if it is determined in step S101 that the updated number of games has reached the set value, the CPU 201 shows a correspondence table between the set value stored in the hard disk drive 205 and the number of payouts (FIG. 7). The number of payouts according to the set value is determined based on (see step S102)
  • the CPU 201 transmits a return command signal indicating the set value and the number of payouts to the gaming machine 10 whose number of games has reached the set value via the communication circuit 101 via the interface circuit 204 (step S 103). Thereafter, the CPU 201 resets the number of games stored in the hard disk drive 205 in correspondence with the gaming machine identification number of the gaming machine 10 to 0 (step S104). Subsequently, the CPU 201 selects a new setting value by lottery, and stores the selected setting value in the hard disk drive 205 in association with the gaming machine identification number of the gaming machine 10 (step S105).
  • step S91 When the main CPU 41 of the gaming machine 10 receives the return command signal transmitted from the control device 200 in step S103, the return mode flag is set to "ON" (step S91).
  • the process in step S91 is performed by the control device 200 based on the identification information of the gaming machine 10.
  • a command signal transmitted from the control device 200 is received. It is processing to do.
  • step S 91 the main CPU 41 functions as a means for receiving a command signal transmitted from the control device 200.
  • the main CPU 41 stores in the RAM 43 data indicating the set value and the number of payouts included in the reduction command signal (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 device), the RAM 43 (storage device), the lower image display panel 16 (output device), and the speaker 29 (output device).
  • a game 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 game machines 10 for each of the game machines 10.
  • a process for determining one combination selected from a plurality of predetermined combinations see FIG. 13
  • the determined combination is a special combination “Bonus”
  • Game Trigger a program for generating a bonus game (first special game state) is read from the RAM 43 and executed (see FIG. 18).
  • step S90 the process of transmitting the identification information of the gaming machine 10 stored in the RAM 43 to the control device 200 via the communication line (FIG. 21, step S90), and the identification information of the gaming machine
  • the number of games cumulatively counted by the control device 200 reaches a set value to be compared with the number of games selected from a plurality of candidate values determined in stages.
  • a program for performing a process of receiving a command signal transmitted to the controller step S91 in FIG. 21) and shifting to the return mode (generation of the second special game state) based on the command signal. Is received from the RAM 43 (see FIG.
  • a notice command signal transmitted from the control device 200 is received when the number of games reaches a notice set value that is smaller than the set value by a predetermined value.
  • a notice set value that is smaller than the set value by a predetermined value.
  • the notice data for notifying the transition to the return mode is read from the RAM 43 and the notice is given.
  • This is a gaming machine that executes a process of outputting an image to the lower image display panel 16 and outputting a sound from the speaker 29 (see FIG. 21) based on the data for use.
  • the gaming machine 10 is a gaming machine 10 that is 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. Or, output means capable of outputting sound (for example, the lower image display panel 16, speaker 29), a combination determining means for determining a combination by lottery (for example, the main CPU 41), and the determined combination is a special combination ⁇ bonus When it is a ⁇ game trigger '', a means for generating a bonus game (first special game state) (for example, the main CPU 41) and the identification information of the gaming machine 10 are controlled via the communication line 101 every time a game is played.
  • output means capable of outputting sound (for example, the lower image display panel 16, speaker 29)
  • a combination determining means for determining a combination by lottery for example, the main CPU 41
  • the determined combination is a special combination ⁇ bonus
  • a means for generating a bonus game (first special game state) for example, the main CPU 41
  • the number of games that are cumulatively counted by the control device 200 based on the means for transmitting to the device 200 (for example, the main CPU 41) and the identification information of the gaming machine is selected from a plurality of candidate values that are determined in stages. Control when the selected setpoint is reached.
  • Means for receiving a command signal transmitted from the control device 200 (for example, the main CPU 41), means for generating a second special gaming state based on the command signal (for example, the main CPU 41), and the number of games described above Means (for example, main CPU 41) for receiving a notice command signal transmitted from the control device when the notice set value smaller than the set value is reached, and the number of times indicated by the prescribed value based on the notice command signal.
  • An image or sound is output to the output means to indicate that the second special gaming state occurs after playing And a means for giving notice (for example, the main CPU 41).
  • the gaming machine 10 when the number of games counted in the control device 200 reaches a set value selected from a plurality of candidate values determined in a stepwise manner, When the transmitted command signal is received, the mode is shifted to the return mode. Therefore, even if a large number of coins are consumed without the occurrence of the first special gaming state for a long period of time, if the game is played until the number of games reaches the set value, the game enters the return mode, The player can get the benefits.
  • the predetermined value is When the number of times indicated (for example, 50 times) is played, the transition to the return mode is executed (the second special gaming state is generated) and the image output to the lower image display panel 16 is A notice is given by the sound output from the speaker 29. Therefore, it is possible to make the player recognize how many times the game is played to generate the second special game state. As a result, it is possible to give an impression to the player that if the game is played until the number of games reaches the set value, the player can not receive the return, and the situation can be prevented.
  • a predetermined set value for example, "550" smaller than a set value (for example, "600"
  • 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 the number of games has reached the preset notification value. It is determined whether or not there is power.
  • the gaming machine 10 is not necessarily required to use a network and may be a stand-alone.
  • the stand-alone gaming machine 10 includes a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), a lower image display panel 16 (output unit), and a speaker 29 (output unit).
  • the main CPU 41 executes a lottery program stored in the RAM 43 to determine one combination selected from a plurality of predetermined combinations.
  • the determined combination is a special combination “bonus game trigger”, a process for reading out and executing a program for generating a bonus game (first special gaming state) from the RAM 43, and whenever a game is performed
  • a process of cumulatively counting the number of games A process for selecting a set value from a plurality of candidate values determined in stages, a process for determining whether the number of games has reached the set value!
  • the process for reading out and executing the program for executing the transition to the return mode (occurrence of the second special gaming state) from the RAM 43, and the number of games described above are as follows.
  • a notice that the transition to the return mode is executed after the number of games indicated by the prescribed value is performed (the second special game state occurs)
  • a game machine that reads out the notice data for RAM from the RAM 43 and executes processing for outputting an image to the lower image display panel 16 or outputting a sound from the speaker 29 based on the notice data. Can do.
  • the gaming machine 10 includes an output means capable of outputting an image or sound (for example, the lower image display panel 16, the speaker 29), and a combination determining means (for example, the main CPU 41) for determining a combination by lottery,
  • a combination determining means for example, the main CPU 41 for determining a combination by lottery
  • the determined combination is a special combination “bonus game trigger”
  • a means for generating a bonus game 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 means for selecting a set value from a plurality of candidate values determined in stages for example, the main CPU 41
  • a means for determining whether or not the number of games has reached the set value for example, main CPU 41
  • means for making a transition to return mode generation of the second special gaming state
  • the gaming machine 10 is notified of the transition to the return mode (occurrence of the second special gaming state) when the number of games reaches the preset notice value.
  • the present invention is not limited to this example.
  • the gaming machine 10 of the present invention is notified of the transition to the return mode (occurrence of the second special gaming state) when the coin balance is below a set value selected from a plurality of predetermined candidate values. It can be done! /
  • Such a gaming machine 10 includes a main CPU 41 (arithmetic processing unit), a RAM 43 (storage unit), The lower image display panel 16 (output device) and the speaker 29 (output device), and a control device 200 and a communication line 101 for cumulatively counting the balance of coins in the plurality of gaming machines 10 for each gaming machine 10
  • the main CPU 41 determines one combination to be selected from a plurality of predetermined combinations by executing a lottery program stored in the RAM 43. Processing, when the determined combination is a special combination “bonus game trigger”, a process for reading out and executing a program for generating a bonus game (first special gaming state) from the RAM 43, and a game are performed.
  • the RAM 43 reads a program for receiving a command signal transmitted from the control device 200 when the time is reached and a transition to the return mode (generation of the second special gaming state) based on the command signal.
  • a process to be executed a process for receiving a notice command signal transmitted from the control device 200 when the balance of the game medium reaches a notice set value larger than the set value by a predetermined value, and the notice command signal
  • the notice data for notifying that the transition to the return mode is executed (the second special gaming state occurs)
  • RAM43 Reading al based on the announcement data, the output of the image to the lower image display panel 16, or, and a process for outputting sound from the speaker 29.
  • This gaming machine 10 is determined by output means capable of outputting images or sounds (for example, the lower image display panel 16 and the speaker 29), and combination determining means for determining a combination by lottery (for example, the main CPU 41).
  • a means for generating a bonus game for example, the main CPU 41
  • the communication line 101 is used to By means of the control device 200 based on the identification information of the gaming machine 10 and the balance of coins at that time, and the means for transmitting the coin balance in the game to the control device 200 together with the identification information of the gaming machine 10
  • the balance of coins counted cumulatively is selected from a plurality of candidate values determined in stages.
  • Means for receiving a command signal transmitted from the control device 200 when the set value is reached e.g., the main CPU 41
  • a means for receiving a notice command signal transmitted from the control device 200 when the balance of the game medium reaches a notice set value larger than the set value by a predetermined value For example, based on the main CPU 41 and the above notice command signal, when the balance of the game medium falls below the set value, the transition to the return mode is executed (the second special game state occurs).
  • the gaming machine 10 described above is connected to the control device 200 via the communication line 101, and the control device 200 has reached the notice set value for the coin balance in the gaming machine 10 and the coin balance. It is determined whether or not there is power.
  • the gaming machine 10 does not necessarily have to use a network and may be a stand-alone.
  • the gaming machine 10 does not necessarily have to use a network and may be a stand-alone.
  • Such a gaming machine 10 includes a main CPU 41 (arithmetic processing device), a RAM 43 (storage device), a lower image display panel 16 (output device), and a speaker 29 (output device).
  • the main CPU 41 executes a lottery program stored in the RAM 43 to determine one combination selected from a plurality of predetermined combinations. And when the determined role is a special role "Bonus Game Trigger", a bonus game
  • Comparing the processing to read out and execute the program for generating the (first special gaming state) from the RAM 43, the processing to cumulatively count the balance of game media each time a game is played, and the balance of game media A process for selecting a target set value from a plurality of candidate values that are determined in advance, a process for determining whether or not the balance of the game medium is equal to or less than the set value, and a balance of the game medium Is determined to be less than or equal to the set value, the process for reading the program for executing the transition to the return mode (occurrence of the second special gaming state) from the RAM 43 and executing it, and the balance of the gaming media are the above set values.
  • the transition to the return mode is executed (the second special game state occurs).
  • Preliminary data for notice And a process of outputting an image to the lower image display panel 16 or outputting a sound from the speaker 29 based on the notice data. Can be mentioned.
  • This gaming machine 10 includes an output means (for example, the lower image display panel 16, the speaker 29) capable of outputting an image or sound, and a hand determining means (for example, the main CPU 41) for determining a hand by lottery,
  • a hand determining means for example, the main CPU 41 for determining a hand by lottery
  • the determined combination is a special combination “bonus game trigger”
  • a means for generating a bonus game (first special gaming state) for example, the main CPU 41
  • the balance of the game medium are accumulated every time the game is performed.
  • Counting means for example, the main CPU 41
  • means for selecting a set value from a plurality of candidate values that are determined in advance for example, the main CPU 41
  • the balance of the game medium is below the set value.
  • Means for example, the main CPU 41
  • means for performing a transition to the return mode occurrence of the second special gaming state
  • the main CPU 41 means for performing a transition to the return mode (occurrence of the second special gaming state)
  • the main CPU 41 means for performing a transition to the return mode (occurrence of the second special gaming state)
  • the main CPU 41 means for performing a transition to the return mode (occurrence of the second special gaming state)
  • the main CPU 41 means for example, the main CPU 41
  • the main CPU 41 means for performing a transition to the return mode (occurrence of the second special gaming state) when it is determined that the balance of the game medium is equal to or less than the set value.
  • the notice setting value that is larger than the set value reaches the notice set value
  • the shift to the return mode is executed (the second special game state is
  • a means for example, main CPU 41) for notifying by generating an image output to the lower image display panel 16 or a sound output from the speaker 29.
  • the second special gaming state is It may be informed that it will occur.
  • the following process may be performed instead of the process shown in FIG.
  • FIG. 23 is a flowchart showing another example of the counting process subroutine. In the flowchart shown in FIG. 23, steps that perform the same processing as the steps in the flowchart shown in FIG.
  • the CPU 41 executes the process of step S90.
  • the CPU 201 determines that the updated number of games is a predetermined value (! /, Out of a plurality of candidate values (600, 1200, 2400)) 50) Small, it is determined whether the force has reached the candidate set value (550, 1150 or 2350) (step S145). If it is determined that the updated number of games has reached the candidate set value, the process proceeds to step S101.
  • step S145 when it is determined in step S145 that the updated number of games has reached the candidate set value, the CPU 201 sends a notice command signal indicating the candidate set value to the communication line via the interface circuit 204. Via 101, the number of games is transmitted to the gaming machine 10 that has reached the candidate set value (step S146).
  • step S130 the main CPU 41 determines whether or not the notice power is given.
  • the main CPU 41 functions as a means for receiving a notice command signal transmitted from the control device 200. If it is determined not to give a notice (step S131: NO), the process proceeds to step S91. On the other hand, if it is determined to give a notice (step S131: YES), the process proceeds to step SI35 until the CPU 41i.
  • step S135 the main CPU 41 uses the notice data stored in the RAM 43 as a notice data.
  • Image data corresponding to the candidate setting value is extracted from all the image data, and an image corresponding to the candidate setting value is displayed on the lower image display panel 16 based on the image data. After the game has been played, the image will notify you that you will be in return mode.
  • the candidate set value is transmitted as data from the control device 200 to the gaming machine 10 in step S146 and stored in the RAM 43.
  • Image data for notifying the shift to the return mode is included in the game program read from the memory card 53 and stored in the RAM 43.
  • This game program includes a plurality of types of image data associated with candidate setting values as image data for notifying the transition to the return mode.
  • the main CPU 41 determines an image to be displayed on the lower image display panel 16 based on the candidate setting value stored in the RAM 43! /. 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 corresponding to the candidate setting value from the RAM 43 and expands it to the video RAM to generate one frame of image data. Output to side image display panel 16. As a result, an image based on the candidate set value is displayed on the lower image display panel 16.
  • the main CPU 41 determines that the number of games is a predetermined value (50) smaller than one of the candidate values among a plurality of candidate values (600, 1200, 2400), and the candidate setting.
  • the lower image display panel 16 serving as an output means that the transition to the return mode after playing the number of times (50 times) indicated by the predetermined value is made. It functions as a means of giving notice by outputting an image.
  • the main CPU 41 extracts sound data corresponding to the candidate set value from the sound data as the notice data stored in the RAM 43 (storage device), and the sound data is extracted. Based on the data, the sound corresponding to the candidate set value is output from the speaker 29 (output device), and the transition to the return mode is notified by voice (step S136). Sound data for notifying the transition to the return mode is read from the memory card 53 and stored in the RAM 43. Included in a remembered game program. This game program includes a plurality of types of sound data associated with candidate setting values as sound data for notifying the transition to the return mode.
  • the main CPU 41 determines the sound output from the speaker 29 based on the candidate setting value stored in the RAM 43.
  • the main CPU 41 extracts sound data from the RAM 43 based on the determination result, converts the sound data into a sound signal, and supplies the sound signal to the speaker 29. As a result, a sound is output from the speaker 29 for notifying the transition to the return mode after playing the predetermined number of games (the number of games indicated by the predetermined value).
  • the main CPU 41 determines that the number of games is a predetermined value (50) smaller than one of the candidate values among a plurality of candidate values (600, 1200, 2400).
  • a sound is output to the speaker 29 as an output means that the game is transferred to the return mode after playing the number of times indicated by the predetermined value (50 times). By doing so, it functions as a means of giving notice.
  • the number of games is a candidate set value (550, which is smaller than a candidate value of any one of a plurality of candidate values (600, 1200, 2400) by a predetermined value (50). 1150 or 2 350), an image is output to the lower image display panel 16 and the speaker 29 is switched to the return mode after playing the number of games indicated by the predetermined value (50 times). Preliminary notice by outputting sound. Therefore, if the game is performed the number of times indicated by the predetermined value, the player can be made to recognize from the above image or sound that the player can shift to the return mode. As a result, a player who consumes a large number of game media may be displeased if he / she dislikes the game, or loses interest or interest in the game while preventing the interest of the game from deteriorating. This can be prevented.
  • the CPU 201 of the control device 200 performs the processing of step S101 to step S105 when the number of games has not reached the preset notice value (step S145: NO) or after the processing of step S146, and this subroutine Exit.
  • the CPU 41 performs the processing from step S91 to step S92, and ends this subroutine.
  • the set value has one type (for example, "600").
  • the game state is advantageous to the player and the first special game state.
  • a second special gaming state of the same or different type is generated.
  • the output means indicates that the second special game state occurs after the number of games indicated by the predetermined value has been played. Advance notice by outputting images or sounds.
  • the setting value may be set for a plurality of gaming machines 10 which may be set individually for each gaming machine 10.
  • the return mode when the return mode is set to "ON", a case has been described in which a transition is made to a return mode that is not triggered by the establishment of some condition.
  • 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, a bonus trigger is established, symbols are stopped and displayed in a predetermined combination, etc. Can be mentioned.
  • 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 the symbols may be stopped and displayed in the combination, and then the mode may be shifted to the return mode.
  • the predetermined timing for example, the timing when the symbol is stopped and displayed
  • the timing when the symbol is stopped and displayed from when the variable display of the symbol is started until the symbol is stopped and processed based on the combination of the symbols that are stopped and displayed.
  • the number of games may be counted. It is possible to use the above-mentioned timing for counting the balance of game media.
  • the special mode is not changed until the transition to the reduction mode (Fig. 12, step S20) is performed.
  • the role “Bonus Game Trigger” is established (FIG. 12, step S15)
  • the bonus game is generated (FIG. 12, step S16)
  • the game machine 10 that shifts to the return mode is further connected.
  • the gaming machine according to the present embodiment if a special combination is established between the time when the number of games reaches the set value and the occurrence of the second special gaming state, The first special gaming state based on the first special gaming state is generated, and the second special gaming state is further generated.
  • 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. 24 is a flowchart showing another example of the subroutine for the game execution process.
  • step S15 After executing the processing of step S10 to step S14, the main CPU 41 determines whether or not the bonus game trigger is established (step S15), and if it is determined that the bonus game trigger is established, A bonus game process is executed (step S16). After that, it is determined whether or not the return mode flag is set to “ON” (step S25). If the 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. 12, and thus the description thereof is omitted here.
  • the subroutine shown in FIG. 24 As in the subroutine shown in FIG.
  • step S10 after the coin is bet (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.
  • 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). On the other hand, when 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 medium
  • 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 return form to the player in the return mode as the second special game state when the number of games reaches a set value, a predetermined number of game media are paid out. This may be done (see Figure 21).
  • a return mode as a second special game state in which a special feature in the same form as the first special game state such as a free game, a second game, a mystery bonus, etc. is given to the player. Can be set, and a predetermined number of game media can be paid out in any of these forms.
  • both of these aspects are illustrated. Both of these aspects correspond to the second special game 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 symbol is stopped and displayed after the unit game is completed, such as the mystery bonus as described above.
  • the number of games reaches the set value, you can pay out the game media immediately!
  • the method of paying out a predetermined number of game media is not particularly limited.
  • the bar code may be used to increase the number of credits that may be actually paid out. Tickets such as attached tickets may be issued.
  • ⁇ 1 It is a schematic diagram showing the overall configuration of a gaming system according to an embodiment of the present invention.
  • ⁇ 2] A perspective view schematically showing a gaming machine according to an embodiment of the present invention.
  • 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 an embodiment of the present invention.
  • FIG. 7 A diagram schematically showing an example of a correspondence table between gaming machine identification numbers and gaming history.
  • FIG. 7 is a diagram schematically showing an example of a correspondence table between set values and the number of payouts.
  • FIG. 8 is a diagram schematically showing an example of a correspondence table between set values and the number of payouts.
  • FIG. 9 is a chart showing the procedure of the authentication reading process of the game program and game system program by the mother board and gaming board shown in FIG. 4.
  • FIG. 10 is a flowchart showing a subroutine of game mode selection processing.
  • FIG. 11] (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. 12 is a flowchart showing a subroutine of game execution processing.
  • FIG. 13 is a flowchart showing a lottery processing subroutine.
  • FIG. 14 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 present embodiment.
  • FIG. 15 is a flowchart showing a subroutine of reel rotation control processing.
  • FIG. 16] (a) to (d) are side views for explaining the reel rotation operation.
  • FIG. 17 is a schematic diagram showing a correspondence table between the number of steps and a code number.
  • FIG. 18 is a flowchart showing a subroutine of bonus game processing.
  • FIG. 19 is a flowchart showing a subroutine of reduction mode processing.
  • FIG. 20] (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. 21 is a flowchart showing a subroutine of counting processing.
  • FIG. 23 is a flowchart showing another example of a counting process subroutine.
  • FIG. 24 is a flowchart showing another example of a subroutine for game execution processing.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Pinball Game Machines (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Abstract

L'invention porte sur une machine à sous empêchant un joueur ayant gâché beaucoup de pièces, de ressentir une désaffection et un manque de confiance et de perdre son intérêt pour les jeux. La machine à sous comporte: des moyens visuels ou sonores de présentation des résultats; des moyens déterminant les combinaisons gagnantes par tirage; des moyens d'accès à un premier mode spécial de jeu avantageux pour le joueur quand la combinaison gagnante est spéciale; des moyens d'accès à un deuxième mode spécial de jeu avantageux pour le joueur, où le niveau d'avantage, qui correspond à une valeur fixée, sélectionnée parmi des valeurs candidates prédéterminées par palier et comparée avec le nombre de jeu joués, est déterminé lorsque le nombre de jeux joués atteint la valeur fixée; et des moyens visuels ou sonores signalant au joueur qu'il aura accès au deuxième mode spécial de jeu lorsqu'il aura joué un nombre prédéterminé de fois inférieur à la valeur prédéterminée.
PCT/JP2005/015803 2005-08-30 2005-08-30 Machine à sous, procédé de gestion de jeu et système de jeu WO2007026400A1 (fr)

Priority Applications (7)

Application Number Priority Date Filing Date Title
JP2007533073A JPWO2007026400A1 (ja) 2005-08-30 2005-08-30 遊技機、遊技制御方法及び遊技システム
PCT/JP2005/015803 WO2007026400A1 (fr) 2005-08-30 2005-08-30 Machine à sous, procédé de gestion de jeu et système de jeu
US11/262,742 US20070060277A1 (en) 2005-08-30 2005-11-01 Gaming machine, game control method and game system
AU2006200955A AU2006200955A1 (en) 2005-08-30 2006-03-06 Gaming machine, game control method and game system
ZA200601941A ZA200601941B (en) 2005-08-30 2006-03-07 Gaming machine, game control method and game system
EP06290374A EP1764756A1 (fr) 2005-08-30 2006-03-07 Machine de jeu, méthode de contrôle de jeu et système de jeu
EA200601268A EA010502B1 (ru) 2005-08-30 2006-08-01 Игровой автомат, способ управления игрой и игровая система

Applications Claiming Priority (1)

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PCT/JP2005/015803 WO2007026400A1 (fr) 2005-08-30 2005-08-30 Machine à sous, procédé de gestion de jeu et système de jeu

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WO2007026400A1 true WO2007026400A1 (fr) 2007-03-08

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