ZA200601142B - Gaming machine, game control method and game system - Google Patents

Gaming machine, game control method and game system Download PDF

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Publication number
ZA200601142B
ZA200601142B ZA200601142A ZA200601142A ZA200601142B ZA 200601142 B ZA200601142 B ZA 200601142B ZA 200601142 A ZA200601142 A ZA 200601142A ZA 200601142 A ZA200601142 A ZA 200601142A ZA 200601142 B ZA200601142 B ZA 200601142B
Authority
ZA
South Africa
Prior art keywords
game
game state
games
gaming machine
processing
Prior art date
Application number
ZA200601142A
Inventor
Okada Kazuo
Original Assignee
Aruze Corp
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 Corp filed Critical Aruze Corp
Publication of ZA200601142B publication Critical patent/ZA200601142B/en

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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
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3258Cumulative reward schemes, e.g. jackpots
    • 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

Description

CROSS-REZFERENCE TO RELATED APPLICATIONS
[0001] ;
This application claims benefit of priority based on
PCT/JP2005/015810 filed on August 30, 2005. The «contents of this application axe incorporated herein by refererace in their entirety.
BACKGROUND OF THE INVENTION
FIELD QF THE INVEINTION
[0002]
The present invention relates to a gaming m_achine such as a slot machine i nwhich a game is conducted using a game media (game valuable) such as a coin and the like, a game cormtrol method for the gaming machine, and a game system comprisin g the gaming machine and a con trol device.
DISCUSSION OF THE BACKGROUND
{0003]
Conventiona lly, in a facility in which gami.ng machines suchas aslotmachineareinstalled, agameisplayed by inserting various kinds of game media such as a coin, cash =nd the like into a gaming mach ine. Each gaming machine pays ou.t a dividend to aplayer accordingtoaprizewiningstate (aresulltof playing the game) generat ed while the game is in progresss.
[0004]
In a casino where plural slot machines are —installed, a credit spent in each slot machine is partly reser ved and in a case where the res ervation reaches a predetermined amount, one of the slot machiraes provides a so-called “jackpot.” paying out a big amount, whi ch is not paid out in an ordinazry hit (JP-a 2003-117053). In such slot machines, a hit in e=ach machine uswially occurs on a preset probabilitys and a player advances a game with expectation of the hit to koe encountered. One of thes slot machines has a chance to hit a jackpot at a timing in a Rottery different from a common lotte=ry in which a hit based on the above-mentioned probability is se=t in the slot machines.
Gemerally, plural casinos are intercornected in a network in order to increase a payout amount in a jackpot. {0 005]
Furthermore, a system has been available in which a host comnputer and plural gaming machines a re interconnected on a network and the generating of a bonus in the gaming machines is controlled by the host computer (U.S.. Patent No. 5,820,459).
In this system, not only is the number of coins inserted into ea chgamingmachine addedup, but partofa total numberof inserted co ins in the plural gaming machines ares separately added up as a ‘bonus pool. The host computer gives a bonus qualification to aygaming machine in which the number o_f inserted coins reaches a predetermined number. The host computer transmits a command to one gaming machine selected from gamimg machines having bonus qu alification, when a value of the bo nus pool reaches a pr edetermined threshold value. The gaming machine which re ceived the command is enabled to play a bonus game high in gaaibling characteristic. [0 006] :
In a slot machine described in JP- A 2003-117053, however, it 1s a player who plays a game in a «gaming machine selected in a lottery that enjoys a profit from a. jackpot. Hence, there ha s arisen a case where a player having spent many coins cannot en joy a jackpot at all, but another player who has just started th e game acquires a jackpot profit. [0 007]
In the system described in U.S. Patent No. 5,820,459 as we 11, a chance to acquire the profit off a bonus game is one of gamning machines inwhich a total number o finserted coins reaches a predetermined number. A chance to acquire the profit of a bonus game is not always given to a player having spent m any corins. Therefore, in the system Hescribed in U.S. Patent No. 5, 820,459, there has arisen a case where a player having sp ent ma ny coins cannot secure the profits of a bonus game and another pl ayerwhohas just started the game acquires abonus gameprof it, in a similar way to that in a slot machine described in J P-A 20 03-117053, [O 008]
In the system described in U. S$ Patent No. 5,820,459, p art of the number of inserted coins in each of plural gaming machi nes is added up as a bonus pool. Hence, in a case where an operat ion ra te of the gaming machines in the system is low, a player, who ha s spent many of coins, has had a possibility not to be rewar-ded by the profit of a bonus game since= the value of the bonus p ool do es not reaches a predetermined threshold value. {0 009]
If such circumstances occur, a player who has spent many co ins may feel unpleasant against the game, build up distrmst th ereto, or lose interest in or aa concern on the game. [D0 010]
The contents of JP-A 2003-1 17053 and U.S. Patent No. 5, 820, 459areincorporatedhereinbywreferenceintheirentire—ty.
SUMMARY OF THE INVENTION
(0011)
The present invention has "been made in light of he above-mentioned problems and it i s an object of the present invention to provide: a gaming macchine capable of preventzng a player who has spent many of the g ame media such as coins fmom feelingunpleasant against a game, bwiildingupadistrust thereto, or losing interest in or a concern ora the game; a control device; ancl a game system.
[012]
In order to address the above-me=ntioned problems, the presen_t inwention provides the following configuration:
(1) A gaming machine comprising: winnimg combination determination means for determining a winning c ombination by a lottery: means for generating a first special game state that is agame state advantageous to aplayer when the dete rmined winning combination 1s a special winning combination; and : means for, when the number of games accumula tively counted each time a «game is played reaches a set value that is an object of comparis on with the number of games, generating a second special game state in which a probability of hitti.ng the special winning combination by the lottery is set relatively high.
[0013]
According to the configuration (1), when the number of games reachess a set value that is an object of comparison with the number of games, the second special game st ate in which a probability of generating the first special gam e state is set relatively high is generated.
Hence , even if the first special game state i=snot generated for a long period leading to the spending of mamy of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, a nd in the first special game state gemerated during the second special game state, a player can sure ly receive the return for t—he fact that a game is played until the number of games reaches a set value. As a result, it car be prevented for a player who has spent many of the game media from feeling unpleasant =gainst the game, building up distrust thereto, or losing interest in or a concern on the game.
[0014]
The pmxesent invention provides the follo wing configuration: (2) A gaming machine connected through a communication line to a control device which counts the numl>er of games accumulativealy for every gaming machine of plural gaming machines, comprising:
winning combination determination mean s for determining a winning combination by a lottery; meanss for generating a first special game state that is a game state= advantageous to a player when the determined winning 5 combinatiora is a special winning combination; means for transmitting an identificatieon information of a gaming machine to the control device through the communication line each time a game is played; means for receiving a command signal transmitted from the control dev ice when the number of games counted accumulatively by the cont rol device based on the identification information of the gami ng machine reaches a set value that is an object of comparison with the number of games; and meanss for generating a second special game state in which aprobabili ty of hitting the special winning combination by the lottery is set relatively high, based on the command signal.
[0015]
Accor-ding to the configuration (2), when the number of games count-ed by the control device reaches a set value that is set as ar object of comparison with the number of games, the second special game state in which a probabil ity of generating the first special game state is set relatively high is generated.
Hence, even if the first special game state isnot generated for a long period leading to the spending of many of the game media, the second special game state is necessarily generated as long as tke game is played such that the number of games reaches the set val_-ue, and in the first special game state generated during the second special game state, a player can surely receive the return for the fact that a game is played. until the number of games reaches a set value. Therefore, it can be prevented for a playe r who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the games.
[0016]
The resent invention provides the fo llowing confA guration: (3) A gaming machine comprisings=s winning combination determinatiomn means for determining a winning combination by a lottery: means for generating a first special game state that is a gam e state advantageous to aplayer wher the determined winning combination is a special winning combination; means for counting accumulatively the number of games each time a game is played; means for determining whether or mot the number of games has reached a set value that is set as an object of comparison with the number of games; and means for generating a second special game state in which a pro bability of hitting the special winming combination by the lottery is set relatively high when the number of games is determined to have reached the set value.
[00177]
According to the configuration ( 3), when the number of gamess reaches a set value that is an obj ect of comparison with the mumber of games, the second special game state in which a probability of generating the first special game state is set relatzively high is generated.
Hence, evenif the first special game state isnot generated for a. long period leading to the spending of many of the game : media, the second special game state is generated as long as the ogame is played such that the numbex of games reaches the set v alue, and in the first special game state generated during the s econd special game state, a player can surely receive the retur-n for the fact that a game is play ed until the number of gamess reaches a set value. As a result, it can be prevented for a player who has spent many of the game media from feeling unplesasant against the game, building up distrust thereto, or losimg interest in or a concern on the game.
[0018]
The present invention provides tthe following configuration: (4) The gaming machine accoxding to any of the configurations (1) to (3), furthe r comprising: means for finishing the second special game state when the player hits the special winnincy combination by the lottery during generation of the second special game state. ;
[0019]
According to the configuration (4), the second special game state is continued until the first special game state is generated. Hence, even if the first special game state is not generated for a long period leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, and in the first special game state generated during the second special game states, a player can surely receive the return for the fact that a game is played until the number of games reaches a sel value. As a resulbl, il can be prevented for a plaver who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
[0020]
The present invention provi des the following configuration: (5) The gaming machine accosrding to any of the configurations (1) to (3), wherein reception means that can accept for one game an insertion of game media up to a predetermined upper limit value is provided, and the means for generating the second special game state generates a second special game sta te in a case where the number of inserted game media for the game played by the player is equal to the upper limit when the number o ££ games reaches the set value.
[0021]
According to the configurati on (5), a player can be urged to insert the game media up to the upper limit, thereby enabling a facility such as a casino tto increase its profit.
[0022]
The present invention provides the following configuration: (6) A gaming machine equipped with a processing device and a storage device, : wherein the processing device executes: aprocessingdetermining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in the storage device; a processing reading from the storage device a program for generating a first special game state that is a game stake advantageous to aplayer when thie determinedwinning combinaticon as is a special winning combination, and executing the prograrmu; and a processing reading from the storage device a program for generating a second special game state inwhichaprobabili-ty of hitting the special winning combination by executing tke lottery program is set relatively high when the number of gamess counted accumulatively each time a game is played reaches a se=t value that is an object of comparison with the number of games=s, and executing the program.
[0023]
According to the configuration (6), when the number «of games reaches a set value that is an object of comparison wi-—th the number of games, the second special game state in which. a probability of generating the first special game state is seet relatively high is generated.
Hence, evenifthe first special game state isnot generat-ed for a long period leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number of games reaches the set value, and in the first special game state generated duri:ng the second special game state, a player can surely receive t he return for the fact that a game i s played until the number of games reaches a set value. There#®ore, it can be prevented for a player who has spent many of t_he game media from feeling unpleasant against the game, buil. ding up distrust thereto, or losing interest in or a concern on the game. (0024) :
The present invention prov-ides the following configuration: (7) A gaming machine equippoed with a processing device anda storage device, and connected through a communication line to a control device which counts the number of games accumulatively for every gaming machine of plural gaming machines, wherein the processing device exec utes: aprocessingdetermining one- winning combination selected from plural winning combinations. determined in advance by executing a lottery program stored in the storage device; a processing reading from fhe storage device a program for generating a first special gamme state that is a game state advantageous to aplayer when the determined winning combination is a special winning combination. and executing the program; a processing transmitting am identification information on a gaming machine stored in the sstorage device to the control device through the communication lDine each time a game is played; a processing receiving a command signal transmitted from the control device when the numb er of games counted accumulativelyby the control device basedon the identification information on the gaming machines reaches a set value that is an object of comparison with the number of games; and a processing reading from t=he storage device a program for generating a second special gam_e state inwhich a probability of hitting the special winning c ombination by executing the lottery program is set relativelwsy high, based on the command signal, and executing the progra:m.
[0025]
According to the configuration (7), when the number of games counted by the control device reaches a =set value that is an object of comparison with the number of games, the second special game state itawhich a probability of generating the first special game state is set relatively high is generated.
Hence, even if the first special game state i snot generated for a long period leading to the spending of mawny of the game media, the second s pecial game state is genera ted as long as the game is played such that the number of gam.es reaches the set value, and in the first special game state generated during the second special game state, a player can surely receive the return for the fact that a game is played until. the number of games reaches a set value. Therefore, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distruiast thereto, or losing interest in or a concern on the game.
[0026]
The present Anvention provides the foll owing configuration: (8) A gaming machine equipped with a prcocessing device and a storage deviece, wherein the processimmg device executes: a processing determiningone winning combi nationselected from plural winnin g combinations determined i.n advance by executing a lotter y program stored in the storage device; a processing reading from the storage desvice a program for generating a fi rst special game state that 1s a game state advantageous toapl ayer when the determinedwinn._ing combination is a special winning combination, and executimg the program; a processing counting the number of games accumulatively each time a game i s played; aprocessing determining whether or not the= nunber of games has reached a set value that is set as an objec=t of comparison with the number of games; and a processing reading from the storage device a program for generating a second special game state inwhich a probability of hitting the special winning combination by executing the lottery program is set relatively high when the number of games is determined to have re ached the set value, and executing the program.
[0027]
According to the configuration (8), when the number of games reaches a set value that is an object of comparison with the number of games, the second special game state in which a probability of generating the first special game state is set relatively high is gene rated.
Hence, evenif the f irst special game state isnot generated for a long period leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the number ot games reaches the set value, and in the fir st special game state generated during the second special game state, a player can surely receive the return for the fact that a game is played until the number of games reaches a set value. Therefore, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
[0028]
The present invention provides the following configuration: (9) The gaming machine according to any of the configurations (6) to (8), wherein the processing devi ce executes a processing finishing the second special game state when theplayerhits the specialwinning combination by the lottery during generation of the second special game state.
According to the configuratzion (9), the second speci al game state is continued until the first special game state 1s gener ated. Hence, even if the firrst special game state is mot gener ated for a long period leadimg to the spending of many of the game media, the second specia 1 game state is generated as long &s the game is played such tha t the number of games reaches the s et value, and in the first special game state generat-ed durin g the second special game stat e, aplayer can surely receive the return for the fact that a game is played until the numbser of garmes reaches a set value. As = result, it can be prevent-ed for a player who has spent many off the game media from feeli ng unple asant against the game, buil ding up distrust thereto, or losin g interest in or a concern on the game. [0030 ]
The present invention prov ides the following confi guration: (10) The gaming machine ac cording to any of the confi gurations (6) to (8), whereint-heprccessingdeviceexecutzes a program for generating the secon d special game state when t—he numbe rx of games reaches the set value in a case where the number of in=erted game media for a game played by the player is t—he upper limit value of the number —f game media to be inserted for ome game. (0031 ]
According to the configuration (10), aplayer can be urgred to inssert game media up to the upeper limit, thereby enabli ng a facility such as a casino to immcrease its profit. [0032 ]
The present invention provzdes the following configuration: (11) A gaming machine compzxrising: winning combination determination means for determini ng a winrming combination by a lottezxy:; means for generating a first special game state that is agame state advantageous to aplaye:.xr when the determinedwinni ng combination 1s a special winning combination; and means for, when the payment balance in terms of the game media accumu. latively counted each time a game is played is equal to or less than a set value that is an object of compari son with the payment balance in terms of the game media, generating a second speci al game state in which a probability of hit ting the special winming combination by the lottery is set rellatively high.
[0033]
According to the configuration (11), when the payment balance in terms of the game media becomes equal to or 1 ess than a set value that is an object of comparison with the payment balance in terms of the game media, the second special game state inwhich aprobability of generating the first special game state is set relattively high is generated.
Hence, evenif the first special game state isnot generated for a long period leading to the spending of many of ~the game media, the s econd special game state is necessarily generated as long as the game is played such that the payment ba lance in terms of thee game media becomes equal to or less than the set value, and im the first special game state generated du ring the second speci al game state, aplayer can surely receive tlxke return for the fact that a game is played until the payment balance in terms of the game media becomes equal to or less than the set value. “Therefore, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, bu ilding up distrust thereto, or losing intesrest in or a concerri on the game.
[0034]
The present invention provides the following configuration: (12) A. gaming machine connected through a commurication line to a control device which counts the payment ba lance in terms of the game media accumulatively for every gaming machine of plural gaming machines, comprising:
winning combination determination means for determining a winning combination by a lottery; means for: generating a first special game state that is a game state adv antageous toaplayer when the determimedwinning combination is a special winning combination; means fors transmitting a payment balance in terms of the game media in a game played by a player together with an identification information of a gaming machine to the control device through the communication line each time a game is played; means for receiving a command signal transmitt.ed from the control device when the payment balance in terms of the game media counted a ccumulatively by the control device I»ased on the identification informationof the gaming machine and the payment balance in term s of the game media in a game played by the player isequal toor less thana set value that is anobject of comparison with the payme nt balance in terms of the game media; and means for generating a second special game sta te in which a probability o f hitting the special winning combina tion by the lottery is set relatively high, based on the command signal.
[0035]
According to the configuration (12), when the payment balance in terms of the game media counted by the control device becomes equal tto or less than a set value that is am object of comparison with the payment balance in terms of the «game media, thesecondspecdal gamestateinwhichaprobabilityof generating the first speci al game state is set relatively high is generated.
Hence, even if the first special game state isno tgenerated for a long period leading to the spending of many of the game media, the second special game state is necessarilsy generated as long as the game is played such that the payment balance in terms of the game media becomes equal to or less than the set value, and in the first special game state generated during the second special game state, aplayer can surely receive the return for the fact that a game is played until the payment balance in terms of the game media becomes equal to or less than the set value . Therefore, it can be prevented for a player who has spent marmy of the game media from feeling unplea sant against the game, building up distrust thereto, or losing interest in or a concern on the game.
[0036]
The present invention provides the follow ing : configuration: (13) A gaming machine comprising: wining combination determination means for determining a winning combination by a lottery; means for generating a first special game state that is a game state advantageous to a player when the deterrnined winning combinatdon is a special winning combination; means for counting accumulatively the number of games each time a game is played: means for determining whether or not the payment balance in terms of the game media has become equal to ox less than a set values that is set as an object of comparison witch the payment balance Dn terms of the game media; and means for generating a second special game s tate in which a probabi lity of hitting the special winning combi nation by the lottery i_s set relatively high when the payment bal ance in terms of the game media is determined to have become equaal to or less than the set value.
[0037]
According to the configuration (13), whera the payment balance in terms of the game media becomes equal to or less than a set value that is an object of comparison with the payment balance in terms of the game media, the second special game state inwhich a probability of generating the first special game state is set relatively high is generated.
Hemce, evenif the first special game state is not generated for a lormg period leading to the spending of man y of the game media, the second special game state is necessarddly generated as long @&s the game is played such that the payme nt balance in terms of the game med.ia becomes equal to or less th.an the set value, and in the first special game state generated during the second special game st ate, aplayer can surely receive the return for the fact that a game is played until the paymert balance in terms of the game media becomes equal to or lesss than the set value. Therefore, it can be prevented for a play”er who has spent many of the game media from feeling unpleasarat against the game, building up distrust thereto, or losing imterest in or a concern on the «game.
[0038]
The present inwention provides the following configuration: (14) The gaming machine according to any one of the above (11) to (13), further comprising: means for finishing the second special game state when the player hits the special winning combination by tie lottery during generation of the second special game state.
[0039]
According to thie configuration (14), the secornd special game state continues until the first special game state is generated. Hence, even if the first special game st ate is not generated for a long period leading to the spending of many of the game media, the s<econd special game state is gernerated as long as the game is pla yed such that the payment balance in terms of the game media becomes equal to or less than the set value, and in the first speci al game state generated during the second special game state, a player can surely receive the =return for the fact that a game is played until the payment balance in terms of the game media becomes equal to or less than the set value.
As a result, it can be prevented for a player who has =spent many of the game media from feeling unpleasant against the game, building up distrust t hereto, or losing interest in or- a concern on the game.
[0040]
The present inwention provides the following configuration: (15) The gaming machine according to any one of the above (11) to (13), wherein reception merans that can accept for one game an insertion of gamemediaup to apredeterminedupper limit value is provided, and the means for generating the second special game state generates a second special game state in a case where the number of inserted game meedia for the game played by the player is equal to the upper limit when the payment balance in terms of the game media becomes equal to or less than the set value.
[0041]
According to the configuration (15), a player can be urged to insert the game media up to the upper limit, thereby enabling increase in profit in a facility such as a casino.
[0042]
The present invention provides the followings configuration: (16) A gaming machine equipped with a processing device and a storage dev ice, wherein the process ing device executes: a processing determiningonewinningcombinatio nselected from plural winni ng combinations determined in adwance by executing a lottery program stored in the storage device; a processing reading from the storage device a program for generating a £irst special game state that is a game state advantageous to a player when the determined winning combination is a special winning combination, and executing the program; and a processing reading from the storage device a program for generating a seecond special game state inwhich a probability of hitting the special winning combination by executing the lottery program is set relatively high when the paymemt balance in terms of the game media counted accumulatively each time a game is played becomes equal to or less than a set <salue that is an object of comparison with the payment ¥alance in terms of the game media, and executing the program. (0043)
Accoxding to the configuration (16), when the payment balance in terms of the game media becomes equa_l to or less than a set value that is an object of comparison with the payment balance in terms of the game media, the second special game state inwhich a probability of generating the first special game state is set rel atively high is generated.
Hences, evenif the first special game state isnot generated for a long period leading to the spending of many of the game media, the second special game state is necessarily generated as long as the game is played such that the pa yment balance in terms of tlhe game media becomes equal to or 1 ess than the set value, and in the first special game state generated during the second special game state, aplayer can surely receive the return for the facl Lhat a game is played until the payment balance in terms o=X the game media becomes equal to or less than the set value. Therefore, it can be prevented for a player who has spent many of the game media from feeling unpleasant against the game, Iouilding up distrust thereto, or losing interest in or a concexxn on the game.
[0044]
The poresent invention provides the fol lowing configuratdon: (17) A gaming machine equipped with a processing device and a storage device, and connected through a cornmunication line to a control device which counts the payment balance in terms of the game media accumulatively for every gaming machine of plural gaming machines, wherein the processing device executes: a processing determining one winning combination selected from plura® winning combinations determined in advance by executing & lottery program stored in the st orage device;
a. processing reading from the storage device a program for gen erating a first special game state that is a game state advantageous toaplayer when the determinedwinning combination is a sp ecial winning combination, and executing the program; a. processing transmitting thenumber of insertedgamemedia and the number of payouts in the game played by a player together with an identification information on the gaming machine which are sto red in the storage device to the control device through the communication line each time a game is played; a. processing receiving a command signal transmitted from the control device when the payment balance in terms of the game media counted accumulatively by the control device based on the identification information on the gaming machine and the number of inse rted game media and the number of payouts in the game played by a player becomes equal to or less than a set value that is an object of comparison with the payment balance in terms ot the game media; and a processing reading from the stor age device a program for generating a second special game state Anwhich aprobability of hitt ing the special winning combination by executing the lottery program is set relatively high, based on the command signal, and executing the program. {0045]
A ccording to the configuration (177), when the payment balance in terms of the game media becomes equal to or less than a set value that is an object of compari son with the payment balance in terms of the game media, the second special game state inwhich a probability of generating the first special game state is set relatively high is generated.
Hence, evenif the first special game state isnot generated for a long period leading to the spending of many of the game media, The second special game state is necessarily generated as long as the game is played such that thie payment balance in terms of the game media becomes equal to or less than the set value, and in the first special game state generated during the second special game state, aplayer can surely receive the return for the fact that a game is played until th e payment balance in texms of the game media becomes equal to- or less than the set value. Therefore, it can be prevented for a player who has spent many of the game media from feeling umpleasant against the game, building up distrust thereto, or l.osing interest in or a concern on the game. foo467]
The present invention provides the following configuration: (18) A gaming machine equipped with a processing device and a storage device, wherein the processing device executes: aprocessing determining one winning combination selected from plural winning combinations determined in advance by executing a lottery program stored in the =storage device; a processing reading from the storage device a program for generating a first special game state that is a game state advanttageous to a player when the determined wi _nning combination is a special winning combination, and execu ting the program; a processing counting a payment balance in terms of the game media accumulatively each time a game is played; aprocessingdeterminingwhetherornot t he paymentbalance in terms of the game media is equal to or les.s than a set value that i s set as an object of comparison with tlhe payment balance in terms of the game media; and a processing reading from said storage device a program for gemerating a second special game state inwlhich aprobability of hitting said special winning combination by executing said lottery program is set relatively high when tthe payment balance in terms of the game media is determined to bee equal to or less than tthe set value, and executing the program.
[0047]
According to the configuration (18), when the payment balance in terms of the game medi a becomes equal to or less than a set value that is an object of comparison with the paymemt balance in terms of the game media, the second special game state inwhich a probability of generating the first special game state 5S is set relatively high is genexated.
Hence, evenif the first special game state isnot generat ed for a long period leading to the spending of many of the game media, the second special game state is necessarily generat ed as long as the game is played such that the payment balance in terms of the game media becomes equal to or less than the s et value, and in the first special game state generated during t he second special game state, aplayer can surely receive the return for the fact that a game is played until the payment balan ce in terms of the game media becomes equal to or less than the set value. Therefore, it can be prevented for a player who mas spent many of the game media from feeling unpleasant agairast the game, building up distrust thereto, or losing intercst in or a concern on the game.
[0048]
The present invention provides the following configuration: (19) The gaming machine according to any one of the above (16) to (18), wherein the processing device executes a processing finishing t=he second special game state when a player hits the special winning combination by the lottery during generation of the secord special game state.
[0049]
According to the configuration (19), the second special game state continues until the first special game state Dis generated. Hence, even if the first special game state is rot generated for a long period leading to the spending of many of the game media, the second special game state is generated as long as the game is played such that the payment balance in terns of the game media becomes equal to or less than the set valwe,
and in the first special game state gesnerated during the second special game state, a player can surely receive the return for the fact that a game is played until the payment balance in terms of the game media becomes equal to or less than a set value.
As a result, it can be prevented for &a player who has spent many of the game media from feeling unpleasant against the .game, building up distrust thereto, or losi ng interest in or a concern on the game. 0050]
The present invention provides the following configuration: (20) The gaming machine accord ing to any one of the above (16) to (18), wherein the processing device executes a program for generating the second special game state when tlhe payment balance in terms of the game media becomes equal to or less than the set value in a case where the number of inser ted game media for a game plaved by the player is the upper 1i mit value of the number of game media to be inserted for one e«jame.
[0051]
According to the configuration. (20), a player can be urged to insert game media up to the upper limit, thereby enabling increase in profit in a facility s—uch as a casino.
[0052]
The present invention providess the following configuration: (21) A gaming machine compris=sing: means for generating a game sta_te advantageous to a player when the player hits a predetermin ed lottery; means for setting a hitting probability of the lottery high according to the number of games=s played by the player; and means for returning the hitting probability toanoriginal probability when the player hits the lottery while the hitting probability is set high.
Accord ing to the configuration (21), the hitting probability for a game state advantage ous to a player is set high accordimg to the number of games p=layed by a player, and thestateinwhichthehittingprobability is sethighiscontinued until an advantageous game state is gene=rated. Therefore, the rlayer who ha s spent many game media can surely receive a return for playing the game for a long period of time. As a result, it can be pre vented for a player who has spent many of the game media from ff eeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the game.
[0054]
The pr esent invention provides t—he following configuratio n: (22) A gaming machine comprisincs: means £or generating a game state a dvantageous to a player when the pla yer hits a predetermined l.ottery:; means for setting a hitting probability of the lottery high accordirag to the payment balance in terms of the game media of the playe r; and means £or returning the hitting prosbability to anocriginal probability when the player hits the lot-tery while the hitting probability is set high.
[0055]
AccordDing totheconfiguration (22) , ahittingprobability for a game state advantageous to a playes is set high according to the paymerat balance in terms of the grame media of a player, and the state in which the hitting prob ability is set high is continued until an advantageous game s tate is generated.
Therefore, the player who has spent many game media can surely receive a ret-urn for the fact. As a result, it can be prevented for a player who has spent many of the g ame media from feeling unpleasant against the game, building up distrust thereto, or losing intere=st in or a concern on the game.
[0056]
The present invention provides tZhe following configuration: (23) A game control method comprising: a step of generating a game state advantageous to a player when the player hits a predetermined lottery; a step of setting a hitting probability of the lottery high according to the numbex of games played by the player; and a step of returning the hitting probability to an original probability when the player hits the lottery while the hitting probability is set high.
[0057]
According totheconfi guration (23), ahittingprobability for a game state advantageous to a player is set high according to the number of games played by a player, and the state in which the hitting probability is set high is continued until an advantageous game state is generated. Therefore, the player who has spent many game media can surely receive a return for playing the game for a long period of time. As a result, it can be prevented for a player who has spent many of the game media from feeling unpleas ant against the game, building up distrust thereto, or losing interest in or a concern on the game.
[0058]
The present invention provides the following configuration: (24) A game control method comprising: a step of generating a game state advantageous to a player when the player hits a predetermined lottery; a step of setting a hitting probability of the lottery high according to the payment balance in terms of the game media of a player; and a step of returning the hitting probability to anoriginal probability when the player hits the lottery while the hitting probability is set high.
[0059]
According totheconfiguration (24), ahittingprobability for a game state advantageous to a player is set high according to th e payment balance in terms of the game media of a player, and t he state in which the hittin g probability is set high is conti nued until an advantageous game state is generated.
Thereafore, the player who has sperht many game media can surely recei_ve a return for the fact. As a result, it can be preventized for a player who has spent many off the game media from feeling unple=asant against the game, buil_ ding up distrust thereto, or losirag interest in or a concern on the game.
[006]
The present invention prov-ides the following confi_guration: (25) A game system equipped with a gaming machine and a contr-ol device, wherein the control device includes: means for transmitting a signal to the gaming machine according to the number of games played in the gaming mach ine by a player, and the gaming machine includes: means for generating a game state advantageous to ~the player when the player hits a predetermined lottery; means for setting a hittin g probability of the lott ery high based on the signal received. from the control device; and means for returning the hitt ing probability toanorigi nal probability when the player hits the lottery while the hitt ing probability is set high.
[00671]
According to theconfigurati.on (25), ahittingprobabil ity for =a game state advantageous to &a player is set high accord. ing to time number of games played by a player, and the state in wh ich the kitting probability is set kigh is continued until an advamtageous game state is gener-ated. Therefore, the pla. yer who as spent many game media car surely receive a return for play=zing the game for a long peri. od of time. As a result, it can koe prevented for a player wlmo has spent many of the game media from feeling unpleasant against the game, building up distrust thereto, or losing interest in or a concern on the ga me.
[0062]
The present imvention provides the following configuration: (26) A game system equipped with a gaming machine:arad a control device, wherein the control device includes: means for tramsmitting a signal to the gaming mach. ine according to the payment balance in terms of the game medias of the player in the gaming machine, and the gaming ma chine includes: means for generating a game state advantageous to the player when the pla yer hits a predetermined lottery; means for setting a hitting probability of the lottery high based on the signal received from the control device; and means for retuxning the hitting probability toanorigi nal probability when the player hits the lottery while the hitting probability is set high.
[0063]
According tothe configuration (26), ahittingprobability for a game state advantageous to a player is set high according to the payment balance in terms of the game media of a player, and the state in which the hitting probability is set high is continued until an advantageous game state 1s generated_
Therefore, the player who has spent many game media can surely receive a return for the fact. As a result, it can be preverated for a player who has spent many of the game media from feeling unpleasant against the game, building up distrust thereto , or losing interest in or a concern on the game.
[0064]
As a result, according to the present invention, it can be prevented for a player who has spent many of the game mexdia from feeling unpleasant against the game, building up dist=ust thereto, or losing interest in or a concern on the game.
BRIEF DESCRIPTION OF THE DRAWINGS
Fig. 1 is a schematic diagram showing the entire construction of a game system according to one embodiments of the present invention; ;
Fig. 2 is aperspec tive viewschematically showing a gaming machine according to on e embodiment of the present invention;
Fig. 3 is a schematic view showing the symbol sequence depicted on the outer <ircumferential surface of each reel;
Fig. 4disablock diagram showingthe internal construct-ion of the gaming machine shown in Fig. 2;
Fig. S5isablock diagram showing the internal construction of a control device according to one embodiment of the present invention:
Fig. 6 is a figure schematically showing an example of correspondence table between a gaming machine identification number and a game history;
Fig. 7 is a flowchart showing a procedure in an authentication reading processing for a game program and a game system programexecuted by a motherboard and a gaming board shown in Fig. 4;
Fig. 8 is a flowchart showing a subroutine of a game runode selection processing;
Figs. 9A and 9B are figures showing an image displayed on the lower image display panel when a game mode selection processing is executed ;
Fig. 10 is a flowchart showing a subroutine of a game execution processing;
Fig. 11 is a flowchart showing a subroutine of a lottery processing;
Fig. l2 isa figure describingarelationshipamongwinrming combinations of plural kinds, establishment possibility of each winning combination and the number of coin-out in the present embodiment;
Fig. 13 is a flowchart showing a subroutine of a reel rotating control processing;
Figs. 14A to 14 D are side views for describing a rotating operation of the reel;
Fig. 15 is a schematic diagram showing a correspondence table between the number of steps and the code No.: ;
Fig. 16 is flowschart showing a subroutine of a borus game processing;
Fig. 17 is a flowchart showing a subroutine of & return mode processing;
Fig. 18 isa figuredescribingarelationshipamong winning combinations of plural kinds, establishment possibility of each winning combination and the number of coin-out in a lottery processing of a retwirn mode;
Fig. 19 is a fl owchart showing a subroutine of a counting processing; and
Fig. 20 is a flowchart showing another example of a subroutine of a game execution processing. .
DESCRIPTION OF THE EMBODIMENTS
[0065]
Fig. 1 is a s<hematic diagram showing the entire construction of a game system according to one embod iment of the present inventi on.
A game system 100 includes: plural gaming mach ines 10; and a control device 200 connected to the gaming machines 10 through a predeterm ined communication line 101. Such a game system 100 may be con structed in one recreation facility capable of playing various Kinds of games such as a bar, a ca sino and the like, or betweem plural recreation facilities. When the game system is constructed in one recreation facility, the game system 100 may be constructed on each floor or section of the recreation facility. The communication line 101 is not particularly limited, and may be wired or wireless, arad either a dedicated line or a switched line can be used.
[0066]
In the embodiment, the gamingmachine 10 isa slot machine.
Inthepresent invention, however, agamingmachine isrot limited to a slot machine, and for example, a so-called sin gle gaming machine such ass a video slot machine, a video card gama ng machine and the like may be adopted, and a so-called mass game (multi~terminal gaming machine) such as a racing garme, a bingo game, a public lottery and the like, which is a game that takes a predetermined time for a result to be displayed, rmay also be adopted.
[0067]
In the gaming machine 10, a coin, a note or an electronic valuable information corresponding thereto is used as a game media. In the present invention, however, the game media is not particularly limited, and for example, a medal , a token, an electronic money and a ticket can be used. The ticket is not particular ly limited and may include, for exampl e€, a ticket with a bar code as described later, and of the lik e tickets.
[0068]
The control device 200 controls plural gamin g machines 10. Especiall y, in the present embodiment, the contzrol device 200 controls a transition to a return mode in each of the gaming machines 10. The return mode corresponds to the second special game state in tthe present invention and the probabi3 ity of the generatingof t he bonus game becomes relativelyhighir the return mode. The con trol device 200 may be a device whic h controls the return rate by controlling the transition to the return mode.
In such a construction, the control device 200 may Ibe a device which controls the return rates of each of the gamimg machines 10individuallsy, or adevicewhichcontrolsthe return »ate across all gaming machines 10 collectively.
[0069]
The contxol device 200 may further function as & so-called hole server which is installed in a recreation facil ity having plural gaming machines 10, or as a server which co llectively controls plural recreation facilities. Moreover, every gaming machine 10 has its own identification numloer, and the source of data transmitted to the control device 200 from each of the gaming mac hines 10 is distinguished therein by their identifica tionnumbers. The identificatiormnumber is also used to designate a transmission destination of data transmitted to the gaming machine 10 from the control device 200.
[0070]
The identification number of a gaming rmachine corresponds to the idemtification information on a garning machine of the present inwention. The identification information on a gaming machine of the present invention is not particularly limited, and exampless thereof may include: a letter, a symbol, a figure, a combinat ion thereof, and the like.
[0071]
Fig. 2is aperspectiveviewschematica lly showinga gaming machine acecording to one embodiment of the present invention.
The gaming machine 10 includes: a cabinet 11; a top box 12 placed ©n the upper side of the cabinet 11; and a main door 13 provided at the front face of the cabimet 11. Inside the cabinet 11 , three reels 14 (14L, 14C and 14R) are rotatably installed. Twenty two designs (hereinafte r, also referred to as symbols ) are depicted as symbol sequences on the outer circumferemtial surface of each of the reels 14.
[0072]
A lower image display panel 16 is provided over the reels 14 in the rmnain door 13. The lower image display panel 16 is provided with a transparent liquid crystal panel, and various kinds of imformation, representation image and the like associated with the game are displayed while the game is played.
A nurnber-of-credits display section 31 and a number-of-prayouts display section 32 are £ormed on the lower imagedispl aypanellé6. Thenumberofcreditesdcoinsisdisplayed as an images on the number-of-credits display section 31. The number of <oins to be paid out is shown a s an image on the number —of-payouts display section 32, when a combination of symbol s stop displayed on a winning line L is a predetermined combin ation.
[0073] ‘Three display windows 15 (15L, 15C and 15RD , the back faces of which are visually recognizable, are formed ora the lower;image display panel 16, and through each of the display windows 15, three of the symbols depicted on the outer c ircumferential surfac e of each of the reels 14 are displayed. «One winning line
Ltraversinghorizontally the three display windows 15 is formed on the lower image display panel 16. The winning line L defines a combination of symbols. When a combination of symbols stop displayed on the winning line L is a predetermined combination, the nurnber of coins corresponding to the comb=ination and the number of inserted coins (the number of BETs ) is paid out.
[0074]
Moreover, in the present invention, for- example, when: plural winning lines L which traverse horizonta lly or obliquely the three display windows 15 are formed; the wzinning lines L, the number thereof which becomes effective set to be dependent on the number of coin-in, become effective; arad a combination of symkools stop displayed on the winning line: L which became effective is a predetermined combination, the number of coins corresponding to the stop-displayed combinatiora maybe paidout.
[0075] 2A touch panel 69, which is not shown in the figure, is providexd on the front face of the lower image display panel 16 and the player can input various kinds of commarads by operating the touch panel 69.
[0076]
Provided below the lower image display panel 16 are: a controll panel 20 constituting of plural button s 23 to 27 which are inputted by the player, commands associate=d with progress of the game; a coin receiving slot 21 accepting coins into the cabinet 11; and a note identifier 22.
[ 0077}
The control panel 20 is provi ded with: a spin button 23; a change button 24; a CASHOUT buttor 25; a 1-BET button 26; and a maximum BET button 27. The spinbutton 23 is used for inputting a command to start the rotating off the reels 14. The change
I>utton 24 is used in a case where a p layer requests an attendant of a recreation facility to exchange money. The CASHOUT button 25 is used for inputting a command to pay out credited coins to a coin tray 18. [ 0078]
The 1-BET button 26 is used for inputting a command to
I»>et one coin of the credited coins. The maximum BET button 27 is used for inputting a command to bet the maximum number of coins that can be bet on one game (50 coins in the present eembodiment) of the credited coins . [ 0079]
In the present invention, insertion of a game media means that a game media is bet on a game. For example, when coins inserted into the coin receiving s lot 21 are directly bet on a game, insertion of coins into the coin receiving slot 21 corresponds to insertion of a game media. However, when coins inserted into the coin receivingslot: 21 are temporarilycredited, and the credited coins are bet on a game by operating the 1-BET utton26or themaximumBET button27, asinthepresent embodiment, t he bet of the credited coins on the game corresponds to insertion of a game media. [ 0080]
The note identifier 22 is used not only for discriminating a false note from a true note but also for accepting the true note into the cabinet 11. The note identifier 22 may be configured such that a ticket 39 wi th a bar code which will be described latercanberead. Abelly glass 34onwhichcharacters and the like of the gaming machine 110 are depicted is provided on the front face of the lower portion of the main door 13, that is, below the control panel 20.
[0081]
An upper image display panel 33 is provided at the front faceof atopbox 12. The upper imagedisplay panel 33 is provided withaliquidcrystal panel and, forexample , an image to introduce the contents of the game or explain a game rule is displayed thereto. .
[0082]
A speaker 29 is provided in the to-p box 12. A ticket printer 35, a card reader 36, a data display 37 and a keypad 38 are provided beneath the upper image d_isplay panel 33. The ticket printer 35 prints on a ticket a b ar code in which data such as the number of credits, date, time, ddentification number of the gaming machine 10 and of the like data are encoded, and outputs the ticket 39 with a bar code. _A player can make the ticket 39 with a bar code to be read by a second gaming machine and play a game in the second gaming machine, or exchange in a predetermined place (tor example, at a cashier in the casino) of a recreation facility the ticket 39 witch a bar code to notes.
[0083]
The card reader 36 is used for reading data from a smart card and writing data onto a smart card_- The smart card is a card to be carried by a player, and for exaduwple, data to identify a player and data concerning a history of a game played by a player are stored thereon. Data correspo nding to a coin, a note oracreditmayalsobe storedonthe smartcard. Asanalternative of a smart card, a magnetic stripe card. may be adopted. The data display 37 is a fluorescent displays and the like, and it is used, for example, to display data resad by the card reader 36 and data inputted by a player from the keypad 38. The keypad 38 is used for inputting a command or d.ata to issue a ticket and the like.
[0084]
Fig. 3 is a schematic view showin g the symbol sequence depicted on the outer circumferential surface of each reel.
Twenty two symbols each are depicted on the outer circumferential sur face of the left reel 14L, the middle reel 14 C and the right re el 14 R. A sequence of the s-ymbols depicted on the outer circum ferential surface of each of the reels 14 is different from o ne another. The sequences of the symbols are combinations of the following symbols: “J2«CKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, ORANGE” and “APPLE”.
[0085]
When the same t—hree symbolsofoneof the symbols of "JACKPOT 7, “BLUE 7”, “BELL”, “CHERRY”, "STRAWBERRY", “PL_.UM” and “ORANGE” are stop displayed o nthe winning line L, a predetermined number of credits is added to the account of the plasyer as a credit owned by the player ( see Fig. 12). As for “CHERR_Y” and “ORANGE”, even if one or two of one of the symbols are stop displayed, a predetermined number of credits are added to the account of the player as credit s owned by the player accord=ing to the number of the symbols stop displayed (see Fig. 12). (0086]
The symbol sequence “APPLE” is a bonus game trigger (a symbol to transit tec a bonus game). When thre e of the “APPLE” are stop displayed on the winning line L, a g=me state shifts to a bonus game. The bonus game corresponds to t=he first special game state. In the present embodiment, a bonu_s game is a free game (a game in which apredetermined number ther eof canbe played without inserting «coins for BET).
[0087]
In the preserat invention, the first special game state is not particularl= limited as far as it is a game state advantageous to the player. A game state that is advantageous to the player is no-t particularly limited as f£ar as it is more advantageous than &n ordinary game state (a game state other than the first special game state or the seccond special game state) and examples thereof include: a state where more of the game media can be ea_rned than in an ordinary gamme state, a state where the game medias can be earned on a probabi lity higher than in an ordinary game state, a state where the number of the game media spent by a player is less than in an ordinary game state and of the like state. Mor especifically, examples of the first special game state include a free game, a second game, a mystery bonus and the like.
[0088] ;
The sequence of syml>ols depicted on each of the reels 14 are, when the spin button 23 is pressed after the 1-BET button or the maximum BET button 27 is pressed to start a game, scroll displayedby scrolling downwards in the displaywindows 15during the rotating of the reels 14, and after a predetermined time elapses, the rotating of the reels 14 comes to a stop, and thus the sequence of symbols are stop displayed in the displaywindows 15. Various kinds of winning combinations (see Fig. 12) are predetermined based on combinations of symbols and when a combination of symbols corresponding to a winning combination stops on the winning line L, the number of payout coins corresponding to the winning combination is added to credits owned by the player. Whem a bonus game trigger has been established, a bonus game is generated.
[0089]
When a return mode flag which will be described later has been set to the state “ON”, a game state shifts to a return mode after the symbols are stop displayed as described above. When a bonus game has been generated, the game state shifts to the return mode after the bonus game is over. The return mode corresponds to the second special game state. In the present embodiment, if a game state shifts to the return mode, the probability of the generating of the bonus game becomes relatively high (see Fig. 14).
[0080]
Fig. 4 is ablockdiagxram showing the internal construction of the gaming machine shown in Fig. 2.
A gaming board 50 inc ludes: CPU (Central Processing Unit) 51, ROM 55 and boot ROM 52 wh ich are interconnected to one another by an internal bus; a card slo t 53S which accepts a memory c ard 53; an IC socket 54S which accepts GAL (Generic Array Log ic) 54. {0091}
The memory card 53 is con stitutedof non-volatile memor ies such as CompactFlash (registered trademark) and stores a g ame program and a game system pro gram. The game program conta ins a lottery program. The lottery program is a program for determining symbols (code Nos. corresponding to the symbo 1s) on each of the reels 14 which are to be stop displayed on the winning line L. The lottery program contains one or more of symbol weighting determinati on data, each corresponding to respective plural kinds of pasout rates (for example, 80%, 84% and 88%). The symbol weighting determination data is datza showing a correspondence relationship between a code No. ( see
Fig. 3) of each symbol and one or plural random number val-ues from a predetermined numerical value range (0 to 255), for each of the three reels 14. A payout rate is determined based on data for setting a payout rat e outputted from the GAL 54, and the lottery is executed based on symbol weighting determinat ion data corresponding to the pa yout rate.
[0092]
The card slot 53S is comfigured so that the memory card 53 can be inserted therein or d rawn out therefrom, and connected to a motherboard 40 through IDE bus. Therefore, a kind or contents of a game played in th e gaming machine 10 can be chan«ged by drawing out the memory card 53 from the card slot 535, writ ing a different game program and game system program thereon, and inserting the memory card 53 imto the card slot 53S thereafter.
Moreover, a kindor contents of agame played in the gamingmach ine 10 can also be changed by changing a memory card 53 on which a game program and a game system programare stored toa different memory card 53 on which a diffe rent game program and game system program are stored. The game program includes a programrela-ted to progress in a game; a programm for generating the first special
= 20086/01142 game st=te; and a program for generating tine second special game state. The game program further includes : image data and sound data outputted while a game is played and image data and sound data us ed as notification data.
[0093]
G_AL 54 isone kind of PLD having an OR f£ixed array structure.
GAL 54 i sequippedwith a plurality of an imput port and an output port anc when a predetermined data is input—ted to the input port, data corresponding to the input data is out: putted from the output port. “The data outputted from the output port is the above-m_entioned data for setting a payosut rate.
T he IC socket 54S is configured su.ch that GAL 54 can be mounted. thereto or demounted therefrom, and connected to the motherb-oard 40 through PCI bus. Therefore, data for setting a payou t rate outputted from GAL 54 can Moe changed by drawing out GAL 54 from the IC socket 54S, rewriting a program stored on GAL 54, mounting GAL 54 is to the IC scocket 54S thereafter.
Moreove-r, data for setting a payout rate can also be changed by chan_ging GAL 54 to a different GAL 54.
[0094]
C PU 51, ROM 55 and boot ROM 52 intercronnected to each other by the Dinternal bus are connected to the motherboard 40 by PCI bus. The PCI bus not only conducts signal. transmission between the mot herboard 40 and the gaming board 50, but also supplies electri.c power to the gaming board 50 froem the motherboard 40.
ROM 55 stores country identification irmformation and an authent-ication program therein. Boot R OM 52 stores a prelimi_nary authentication program, a porogram for CPU 51 to activat.e the preliminary authentication program (a boot code) and thes like therein.
[0095]
T he authentication program is a pr=ogram to authenticate a game gorogram and a game system program (an alteration check programm). The authentication program i s stated along a procedwre for confirmation and certificcation that the game pro gram and the game system program that are objects of am aut hentication capture processi ng are not altered, that is, a pro cedure for conducting authent ication of the game program ard the game system program (an autchentication procedure). The pre liminary authentication program is a program for aut.henticating the above-mentioned authentication program -.
The- preliminary authentication program is stated along a promcedure for certification that an authentication program that is an object of an authentication processing is not altered, tha:t is, a procedure for authemticating the authenticatiom program (an authentication proecedure).
[0396]
The motherboard 40 is cons tructed with a general-purpo se mot-herboard commercially availa ble (a printed circuit board «on whi ch basic parts of a persona 1 computer are mounted) and includes: a main CPU 41; ROM (Read Only Memory) 42; RAM (Rand om
Access Memory) 43 and a communi cation interface 44. The ma in
CPTI 41 is the processing devic e of the present invention.
[0097]
ROM 42 is constituted of &= memory device such as a fla sh memory and stores thereon a pr ogram such as BIOS (Basic
Input/Output System) executed b y the main CPU 41 and permane nt datza. When BIOS is executed by the main CPU 41, not only is an initialization processing f or predetermined peripheral dexrices conducted, but a capture processing for the game program ancl the game system program stored on the memory card 53 is al so started via the gaming board 50. In the present inventiom, cortents of ROM 42 may be rewr-itable or not rewritable.
[0098]
RAM 43 storesdataandaprogramusedat thetimeofoperati_on of themain CPU 41. RAM 43 can sttore the authentication progr-am read through the gaming board 50 together with the game progr-am ancd the game system program. RAM 43 is the storage device of the= present invention.
RAM 43 is provided with a storage region for a return mode flag. The return mode flag is a flag to be referred to when a game state is to be selected whether or not it should be shifted to a return mode corresponding to the second special game= state.
The storage region of the return mode flag is constit—uted of a storage region with , for example, a predetermined number of bits and the return mo de flag is turned “ON” or “OFF” aceording to storage contents im the storage region. If the retw rn mode flag is set to the state “ON”, the game state thereafter shifts to the return mode without fail. Furthermore, when a boraus game is executed in the return mode, the return mode flag is turned “OFF”. RAM 43 furthesr stores data on the number of c redits, the number of coin-im or coin-out for one game, and time like.
[0100]
The communicati on interface 44 is used to communicate with the control device 200 through the communication line 101. The main CPU 41 transmits the number of coin-in and the nuamber of coin-out together with the gaming machine identificatiom number of the gaming machine 10 to the control device 200 ea ch time a game is played. The number of games, an accumulative number of coin-in and an accumulative number of coin-out is made to be associated with ea. ch gaming machine identification number, and stored in the comtrol device 200. In the control. device 200, a set value that is an object of comparison with the number of games is prelimina ry determined with respect to each gaming machine identification number, and when the number of ames of one gaming machine 10 reaches a set value determined fZor that gaming machine 10, a xeturn command signal is transmit®-ed from the control device 200. When themain CPU 41 receives th e return command signal through the communicationinterface 44, th _ereturn mode flag is set to the state “ON”.
[0101]
Both a body PCB (Printed Circuit Board) 60 and a door PCR 80 which will bedescribed later are connected to themotlaerboard 40 by USB. A power supply unit 45 is also connected to the motherboard 40. When electric power is supplied from the power supply unit 45 to the motherboard 40, not only is the maim CPU 41 of the motherboard 40 activated, but CPU 51 is also actiwated from electric power supplied through the PCI bus to the gaming board 50.
[0102] .
Equipment and devices which generate input signals to be inputted to the main CPU 41, and equipment and devices of which operations are controlled by a control signal outputted from the main CPU 41 are connected to the body PCB 60 and the door
PCB 80. Themain CPU 41 executes a game program and a game system program stored in RAM 43 based of an input signal inputtesd to the main CPU 41, and thereby performs a predetermined computational proces sing, stores results of thereof into RAM 43 and transmits a comtrol signal to each equipment and device as a control processing for each of the equipment and devices.
[0103]
A lamp 30, a sub CPU 61, a hopper 66, a coin detecting section 67, a graphic board 68, a speaker 29 as an output dewice, a touch panel 6%, a note identifier 22, a ticket printex 35, a card reader 36, a key switch 38S and a data display 377 are connected to the body PCB 60. The lamp 30 is lit up im a predetermined patterm based on a control signal outputted. from the main CPU 41.
[0104]
The sub CPU 61 «controls the rotation and stopping o f the reels 14 (14L, 14C and 14R). Amotor drivingcircuit 62 equipped with FPGA (Field Programmable Gate array) 63 and a driver 64 is connected to the sub CPU 61. FPGA 63 is an electronic cizxcuit such as LSI capable of programming and works as a control circuit of a stepping motor 70. The driver 64 works as an amplifier circuit of a pulse to be inputted to the stepping motor 70. The stepping motors 70 (/0L, 70C and 70R) which rotate each o f the reels 14, are connected to the motor driving circuit 62. The steppingmotor 70 is a. 1-2 phase excitation type stepping motor.
[0105]
In the present invention, an exciting type of the stepping motor is not particularly limited, and for example, a motor of a 2 or 1 phase excitation type can be adopted. A DC motor may
Dbeadoptedinsteadofasteppingmotor. WhenaDCmoto ris adopted, a deviation counter, a D/A converter and a servo amplifier are sequentially connected to the sub CPU 61 in this order and the
DC motor is connected to the servo amplifier. A rotational position of the DC motor is detected by a rotary encoder and a current rotatiomal position of the DC motor is supplied as data from the rotary encoder to the deviation counter.
[0106]
An index detecting circuit 65 and a position change detecting circuit 771 are connected to the sub CPU 61. The index detecting circuit 65 is used for detecting positioms (indexes described later) of the rotating reels 14 and can also detect an out-of-order state of the reels 14. As for the control of the rotating and stopping of the reels 14, detailed description will be given later by making reference to the figures.
[0107]
The position change detecting circuit 71 detects a change of stoppage positions of the reels 14 after the stopping of the rotating of the ree 1s 14. The position change detect ing circuit 71 detects the change of stoppage positions of the reels 14, for example, in a «ase where the stoppage position is changed by force by a player as if the combination of symkools was in awining state, des pite the fact that the combinatior of symbols is not actually in a wining state, and of the like <ases. The position change dettecting circuit 71 is configured to be capable of detecting the change of stoppage position of the reel 14 by, for example, detecting fins (not shown in the figure) attached with a predetermimed space on the inner side of the reel 14.
[0108]
The hopper 66 is installed in the cabinet 11 a nd pays out a predetermined number of coins from a coin payout exit 19 to a coin tray 18 bas ed on a control signal outputted from the main
CPU 41. A coin detecting section 67 is installed insides the coinpayout exit 19 andwhendetecting that apredeterminednu mber of coins has been paid out from the coin payout exit 19, outzputs an input signal to the main CPU 41.
[0109] :
The graphic board 68 controls, based on a control si gnal outputted from the main CPU 41, image displays on the upper image display panel 33 and the lower image display panel 16 as an om tput device. The number of credits stored in RAM 43 is displ.ayed on the number-of- credits display section 31 of the lower i mage display panel 16. The number of coin-out is displayed or the number-of-payouts display section 31 of the lower image display panel 16.
The graphic board 68 is equipped with VDP (Video Display
Processor) which generates image data based on a control signal outputted from the main CPU 41 and a video RAM which temporaarily stores image data generated by VDP, and of the like equipme=nts.
Note that image data used in generating image data with VIDP is read from the memory card 53 and contained in a game prcoogram stored in RAM 43. (0110]
The note identifier 22 not only discriminates a true note froma false note, but also accepts the true note into the caloinet 11. The note identifier 22, when accepting a true note, outputs an input signal to the main CPU 41 based on a face amourat of the note. The main CPU 41 stores the number of cre=dits corresponding to the amount of the note transmitted witka the input signal.
[0111]
The ticket printer 35, based on a control signal outputted from the main CPU 41, prints on a ticket a bar code obtamined by encoding data such as the number of credits, date and tzime, the identification number of the gaming machine 10, and off the like data stored in RAM 43, and outputs the ticket 39 wi_th a bar code.
The card reader 36 transmits to the main CPU 41 data read from the smart card and writes data onto the smart card based on a control signal from the main CPU 41. The key switch 38S is prov ided on the keypad 38, and when the keypad 38 is operated by a pl ayer, outputs a predetermined input signal to the main
CPU 41. The data display 37 displays, based on a control signal outputted from the main CPU 41, data re ad by the card reader 36 and data inputted by a player through the keypad 38. (0112]
The control panel 20, a reverter 21S, a coin counter 21C and a cold cathode tube 81 are connected to the door PCB 80.
The cortrol panel 20 is provided with a spin switch 23s corresponding to the spin button 23, a change switch 24s corresponding to the change button 24, a CASHOUT switch 258 corresponding to the CASHOUT button 25, a 1-BET switch 26S corresponding to the 1-BET button 26, and a maximum BET switch 27S corxesponding toc themaximum BET buttom27. When the buttons 23 to 2 7 are operated by a player, each of the switches 235 to 27S cor responding thereto outputs input signals to the main CPU 41.
[0113]
The coin counter 21Cis installed inside the coinreceiving slot 21 , and discriminates whether a coim inserted by a player into th e coin receiving slot 21 is true or false. Coins other than th e true ones are discharged from the coin payout exit 19.
The coin counter 21C also outputs an input signal to the main
CPU 41 when a true coin is detected.
[0114]
The reverter 21S operates based on a control signal outputted from the main CPU 41 and distributes coins recognized by the —oin counter 21C as true coins into a cash box (not shown in the £igure) or the hopper 66, which are disposed in the gaming machine 10. In other words, when the hopper 66 is filled with coins, true coins are distributed into the cash box. On the other hand, when the hopper 66 is not filled with coins, true coins are distributed into the hopper 66. The cold cathode tube 81 wo rks as a backlight installed on the back face sides of the lower image display panel 16 and the upper imag e display panel
S 33 and is lit up based on a control signal outputted from the main CPU 41. d
[0115]
Fig. 5isablockdiagram showing the intern al construction of a control device according to one embodiment. of the present inven tion.
A control device 200 includes: CPU 201 as a processing device; ROM 202; RAM 203 as a temporary storage device; a communication interface 204; and a hard disc drive 205. The communication interface 204 is connected to the communication inter face 44 of the gaming machine 10 through the communication line 101. ROM 202 stores a system program fox controlling opera tions of the control device, a permanent dat a, and the like.
RAM 203 temporarily stores data received from each of the gaming machines 10 and data such as results of the c omputational opera tion. Moreover, a game history of a gamin g machine 10 is stored in the hard disc drive 205, by being associated with the gaming machine identification number of each of the gaming machimes 10. (0116 ]
Fig. 6 is a figure schematically showings an example of correspondence table between a gaming machine identification numbex and a dame history.
Each of the gaming machine identificaticon numbers correspond to a game history based on the number of games, an accumulative number of coin-in, an accumulative number of coln-out, a payment balance in terms of the coirms and a return rate of coin-out.
[01171]
A set value that is an object of comparison swith the number of games is determined for each of the gaming machine ldentificationnumbers. Inthepresentembodiment, description will be given of a case in which “600” is determined as a set value... {0118}
In the present in<ention, the values or number of the set values is not particularly limited, and may be set according to circumstances. Moreover, the set value does not need to be set individually for eachof the gamingmachines 10, buat assigned to plural gaming machi nes 10 collectively.
[0119]
When CPU 201 receives the number of coin-in, the number of coin-out and the gam ing machine identification rmumber from the gaming machine 10 through the communication interface 204, agame historycorresponding tothe gamingmachine iden tification number is updated. Mor e specifically, 1 is added to the number of games, thenumberof coins inserted is added tothe ac cumulative number of coin-in and t he number of coins paid out ¥s added to the accumulative number of coin-out. Furthermore, a payment balance in terms of the coins and a return rate are calculated basedon the accumulative number of coin-in and the ac cumulative number of coin-out. When CPU 201 determines that the number of games updated has reached a set value, it sends a retuarn command signal to the gaming machine 10.
[0120]
Next, descriptiom will be given of a processing performed in the gaming machine 10.
Fig. 7 is a flow chart showing a procedure im an authentication reading processing for a game program and a game system program executed by amotherboard and a gaming Imoard shown in Fig. 4. Note that t he memory card 53 is inserted into the card slot 53S on the gaming board 50 and GAL 54 is mounted to the IC socket 5485.
[0121]
When a power suppl y switch is turned on in the power supply unit 45, the motherboard 40 and the gaming board 50 are activated
(steps S1-1 and S2-1). When the motherboard 40 and the gaming board 50 are activated, separate processing are performed at the same time. That is, in the gam.ing board 50, CPU 51 reads a preliminary authentication program stored in the boot ROM 52 and performs the preliminary authen tication which in advance, prior to capturing the authenticat ion program into the motherboard 40, confirms or certificates that the program is not altered according to the read poreliminary authentication program (step $2-2). On the cther hand, in the motherboard 40, the main CPU 41 executes BIOS stored in ROM 42 to expand on RAM 43 compressed data incorporated in B IOS (step S1-2). Then, the main CPU 41 executes BIOS expanded on RAM 43 to perform diagnosis on and initialization of various kinds of the peripheral devices (step S1-3).
[0122]
Then, since ROM 55 on the gaming board 50 is connected to the main CPU 41 through PCI bus, the main CPU 41 not only performs reading of the authentica%tion program stored in ROM 55, but also stores the read authentication program into RAM 43 (stepS1l-4). Onthisoccasion, themainCPU41l takes a checksum according to ADDSUM method (a standa rd check function) with the help of the function of a standard BI®S of BIOS, and by performing aconfirmationprocessing forwhether or not storage is conducted without error, stores the authentication program into RAM 43.
[0123]
Then, after confirming what i=s connected to the IDE bus, the main CPU 41 accesses the memory card 53 inserted into the card slot 53S through the IDE bus, and conducts reading of the game program and the game system pr ogram from the memory card 53. In this case, the main CPU 41 reads 4 bites at a time of data constituting the game program a nd the game system program.
Next, themain CPU 41 authenticates b y confirming and certifying according to the authentication pro«gram stored in RAM 43, that the read game program and game system porogramhas not been altered (step S1-5). When the authentication processing is normally complested, the main CPU 41 writes ancl stores in RAM 43 the game program and the game system programm that have been an object of autthentication (have been authenticated) (steps S1 to S6).
Then, main CPU 41 accesses through th.e PCI bus to GAL 54 mounted to the IC socket 54S, reads data for setting a payout rate from
GAL 54 and writes and stores the da ta in RAM 43 (step S1-7).
Then, the main CPU 41 not only reads t—hrough the PCI bus country identd fication information stored im ROM 55 on the gaming board 50, but also stores the read country identification information into RAM 43 (step S1-8). [01247
After the processing is over, tthemain CPU 41 sequentially reads and executes the game program aand the game system program to such that a game is progressed.
[01257]
After the processing shown in. Fig. 7 is over, the main
CPU 471 performs a game mode selection processing.
Fig. 8 is a flowchart showing a subroutine of a game mode selection processing.
The main CPU 41 conducts a processing for adding credits stored in RAM 43 as an interrupt processing when it receives a dete ction signal outputted from the coin counter 21C in a case where the coin counter 21C detects a coin inserted into the coin receiwing slot 21 while executing t-he subroutine.
Figs. 9A and 9B are figures showing an image displayed on the lower image display panel when a game mode selection processsing is executed. [012610
To begin with, the main CPU 41 conducts a processing to displayon the lower imagedisplaypane=1l16an image for requesting to the player selection of a game mode (step S3). In this processsing, the main CPU 41 transmitcs a depiction command for the ga_me mode selection image to the graphic board 68. On the graphi_c board, VDP extracts image da ta from RAM 43 and expands the daa ta on the video RAM to produces image data for one frame and to output the image data to the lower image display panel 16, based on the depiction command. As a result, for example, an images as shown in Fig. 9A is displayed on t=he lower side display panel 1 6.
[0127]
Fdg.9%Aisafigureshowingan example «of gamemode selection image di splayedon the lower image display poanel. Inthe figure, numeric.al reference 15 (15L, 15C and 15K} indicates display windows . An image showing “Select a modes !!” is displayed in the uppe=r portionof the lower image display panel 16. The image is an immage for requesting a player to select a game mode.
Moreovex, images showing “INSURANCE” ancl “NO INSURANCE” are displayed in the lower portion of the lowe image display panel 16. The images are images indicating games mode options and the player touches a predetermined site of t=he touch panel 69 correspeonding to a display region of the ME mage, and is thereby enabled to input a command for selecting a game mode.
[0128]
The option “INSURANCE” corresponds t=o the with-insurance mode. M™M predetermined number of credits (for example, number of creddts equivalent to 1 dollar) is reegquired for selecting the witkh-insurance mode. As an alternat ive of the number of credits. 2 note or a coin equivalent to t he number of credits may be directly inserted. In a case wher e the with-insurance mode hass been selected, when the number o¥ games reaches a set value (f£or example, 600) without a bonus game being generated, the retiorn mode flag is set to the state “ON” and a game state shifts t=o the return mede. In the payout return mode, the probability of the generating of the boraus game becomes relativealy high, and the return mode is contz inued until the bonus game is generated. In other words, in the wwith-insurance mode, a game c=an be played in a state where an Znsurance is carried for compoensating all or part of a loss ari_sing in a case where no bonuss game has arisen for a long time. On the other hand, an opticen “NO INSURANCE” corresponds to the without-insurance mode. In a case where the withou t-insurance mode has been selecte=ed, the return mode flag is not set to the state of “ON” and a cgame state does not shift to the payout return mode even if no onus game has arisen for a& long time after the without-insurance mode is selected.
[0129] ;
After the processing in step S3, themain CPU 41 determines whether or not the with-insurance rmode has been selected (step
S4). ©I"n a case where it is determi ned that the with-insurance mode has been selected, the main CEU conducts a processing for subtracting a predetermined numbe x of credit from the number of credits stored in RAM 43 (step S55). Thereafter, the game execut don processing in the with—-IJdnsurance mode is conducted (step S6). hile detailed description of the above-mentioned processing will be given later by making reference to Fig. 10, when played in the with-insurance mode, an image showing “INSURED” isdisplayedintheupper left of the lower imagedisplay panel 1 6, as shown in Fig. 9B. Th e image is an image showing that a game mode is in the with-i nsurance mode.
[0130]
On the other hand, in the ca se where, in step S4, it is determi_ned that the without-insura nce mode has been selected, the mai n CPU 41 conducts the game execution processing in the withoutz-insurance mode (step S7). Since this processing is a process ing almost the same as the g ame execution processing in the witth-insurance mode (see Fig. 10) except that neither a processs ing related to transition to the return mode nor a process.ingrelatedtocounting of the number of games is conducted, descripstion thereof is omitted here. When the processing in step S6 or S7 has been executed, the process is returned to step
S3 ther eafter. {0131]
F ig. 10 is a flowchart showing a subroutine of a game executi on processing in the with-in surance mode that is called and executed in step S6 of the subroutine shown in Fig. 8 .
In the game execution processing, the main CPU 41 at first determines whether or not a coin is BET (step S10). In thae processing, the main CPU 41 de termines whether or not an inpuat signal outputted from the 1-BEET switch 26S or the maximum BET switch 27S has been received =when the 1-BET button 26 or the maximum BET button 27 is oper-ated, respectively. If it is determined that a coin has not been BET, the process returms to step S10.
[0132]
On the other hand, if itt is determined in step S10 that acoinisBET, themainCPU41 condluctsaprocessing for subtracting the number of credits stored im RAM 43 according to the number of BET coins (step S11). In a c ase where the number of BET coirs is more than the number of credits stored in RAM 43, the process returns to step S10 without conducting subtraction on the number of credits stored in RAM 43. I n a case where the number of BEZT coins exceeds theupper limit (50 coins inthepresent embodiment) up to which a BET is possible im one game, the process advances to step S12 without conducting = processing for subtracting th.e number of BET coins from the rwumber of credits stored in RAM 43. (0133]
Then, the main CPU 41 det ermines whether or not the spim button 23 has been turned ON ( step S12). In the processing , the main CPU 41 d determines, whean the spin button 23 is pressed , whether or not an input signal outputted from the spin switch 23S has been received.
If it is determined that the spin button 23 has not beer turned ON, the process returns t—o step S10. Note that in a case where the spin button has not keen turned ON (for example, in a case where a command of termirating a game has been inputted without turning ON the spin bu-tton), the main CPU 41 cancels a result of the subtracting pr-ocessing in step S11.
In the present embodiment, description will be given of a case in which: after a coin is BET (step S10), a processi ng for conducting subtract ion on the number of credits (step S1 1) is conducted prior to the determination on whether or not t he spin button has been turned ON (step S12). However, the present invention is not limited to this example. For example, a processing for subtract ion on the number of credits (step S1 1) maybe conductedafterac oinisBET (step S10), determinedwheth.er or not the spin button 23 has been turned ON (step S12), and when determined that the spin button 23 has been turned ON (Y ES in step S12).
[0135]
Meanwhile, in step S12 of Fig. 10, if it is determin ed that the spin button 23 has been turned ON therein, the ma in
CPU 41 conducts a lottersy processing (step S13). In the lottery processing, the main CPU 41 (processing device) executes a lottery program stored in RAM 43 (storage device) to thereby determine a code No. of tthe stopped reels 14. Thus, acombinati on of symbols stop displayed is determined. Detailed descripti on of the processing will be given later by making reference to
Figs. 11 and 12. When tthe processing in step S13 is execute d, themain CPU 41 works as winning combination determination mea ns for determining a winning combination by a lottery. In tke present embodiment, description will be given of a case whe re a combination of symbols stop displayed is determined, and o ne winning combinationofpluralwinningcombinationsisdetermin_ed thereafter. However, in the present invention, one winnirmg combination selected from plural winning combinations may at first be determined by a lottery, and the combination of symbo ls to be stop displayed may be determined thereafter, based on t he determined winning combination.
[0136]
Then, the main CPU 41 conducts a reel rotating contr ol processing (step S14). The processing is a processing whic h, after all of the reels 1.4 starts to rotate, stops the rotati ng of eachof thereels 14 stach that acombination of symbol sequences corresponding to the wi nning combination determined in step S13 is stop displayed on thie winning line L. Detailed description of the processing will be given later by making refexence to
Figs. 13 to 15.
[0137] ;
Then, the main CPU 41 determines whether or not a bonus game trigger has been established, that is whether or not= “APPLE” is stop displayed in the display window 15 (step S15) . If it is determined that the Jonus game trigger has been estaklished, themain CPU41 (process ingdevice) reads aprogram for cornducting a bonus game from RAM 43 (storage device) to execute a bonus game processing (step $16). Here, the first special game state is generated. Detaileddescriptionof the bonus game processing will be given later by making reference to Fig. 16. When the processing in step S16 is executed, the main CPU 41 fwunctions as means for generatiing the first special game states. {0138}
On the other hand, if it is determined that the bonus game trigger has not been established, the main CPU 41 determines whether or not a winnin g combination has been established (step 517). If it is determined that a winning combination has been established, the main CPU 41 conducts payout of a coin corresponding to the rumber of coin-in and the winning combination (step S18).
Inacasewhere co ins are reserved, themain CPU 41 <onducts a processing to add th e coins to the number of credit s stored in RAM 43. On the other hand, in a case where payout of a coin is conducted, the main CPU 41 transmits a control signal to the hopper 66 and conducts payout of a predetermined number of coins.
Inthat situation, thec oindetecting section 67 counts tlhe number of coins paid out from t he hopper 66 and when the number of counts reaches adesignatednumber, transmits apayout completion signal to the main CPU 41. Thus, the main CPU 41 stops the driving of the hopper 66 to terminate the coin payout proce ssing.
[0139]
When the processimg in step S16 or S18 is executed, or when it is determined that no winning combination has been established (that a winning combination has failed to be established) in step S17, the main CPU 41 determines whetlner or not the return mode fl ag stored in RAM 43 is set to the.state “ON” (step S19). If it jis determined that the return mode £1 ag has been set tothe state “ON”, themain CPU 41 (processingdevice) reads from RAM 43 (storage device) a program for shifting a gane state to the return mode , executes the return mode processirg, to thus shift a game stat e to the return mode (step S20). Her—e, the second special game state has been generated. Detail ed description will be giveen of the payout return mode processi_ng later using Fig. 17. The main CPU 41, when executing the processing in step S20, functions as means for generating t=he second special game state. (0140]
If the processing in step S20 has been executed, or if it is determined that tlhe return mode flag has not been set to the state “ON” in step S 19, the main CPU 41 determines whether or not the bonus game (step S16) has been executed or whetker or not a game state has shifted to the return mode (step S20) (step S21). (0141]
Ifitisdetermined that a bonus game has not been executed, or that a game state has not shifted to the payout return mode, the main CPU 41 executes a counting processing (step S22m.
The counting processing is a processing conducted between the gaming machine 10 amd the control device 200. The numkoer of coin-in and the numbex of coin-out for cne game together wD th the gaming machine ident ification number are transmitted to t-he control device 200. In the control device 200, the number of games, an accumulative number of coin-in, an accumulative numloer of coin-out and the like are updated with respect to each gam=ng machine identification number.
[0142]
When the number of games reaches a set value, a return command signal is transmitted to the gaming machirme 10 from the control device 200. The main CPU 41, when receiving the return command signal, sets the return mode flag to the state “ON”.
Detailed description of the counting processing will be:given later by making reference to Fig. 19. After the processing in step S22 is executed, the main CPU 41 returns the process to the processing in step S10 and subsequently execlates a game in the with-insurance mode.
[0143]
On the other hand, when it is determined that a bonus game has been executedor a game state has shifted to the payout return mode, the presen t subroutine is completed and the process returns to the processing shown in Fig. 8. As a result, a player can once again select whether a game is to be played by the with-insurance mode or the without-insurance mode.:
[0144]
Fig. 11 is a flowchart showing a subroutine of a lottery processing called and executed in step S13 of the subroutine shown in Fig. 10. The processing is a processing conducted by executing a lottery program stored in RAM 43 witha the main CPU 41. The main CPU 41 executes a random number gener ating program included in the lottery program, and a random number value from the numerical value range of 0 to 255 is selected thereby such that each of the selected random number values correspond to each of the three reels 14 (step S31). Inthepresemntembodiment, description will be given of a case where randorn numbers are generated on a program (a case where so-called so ftware random numbers are used). In the present invention, however, a random number generator may be used, and random numbers may be extracted therefrom (so-called hardware random numbers may be used).
[0145]
After the random number values are selected , the main CPU 41 (processing device) refers to symbol weighting determination data corresponding to payout rate settingdatawhich is outputted from GAL 54 and stored in RAM 43, and determines, based on the selected three random number values, code Nos. (see Fig. 3) for each of the reels 14 (step S32). The code Nos. of the reels 14 correspond to code Nos. of the symbols stop displayed on the winning line I. The main CPU 41 determines code Nos. o f the reels 14 totherebydetermine awinningcombination. Forex ample, in a case where code Nos. of the reels 14 are determined “007”, “00 and “00”, it means that the main CPU 41 determined a wi mning combination as “JACKPOT”. Based on the code Nos. deterdmined for each of the reels, a reel rotating control processing which will be described later is conducted. On this occasion , the mainCPU41l functions aswinning combinationdeterminationm eans. (0146]
Here, description of a winning combination in the present embodiment wil 1 be given.
Fig. lz isa figuredescribingarelationship among wimning combinations of plural kinds, establishment possibility off each winning combin ation and the number of coin-out in the present embodiment. The establishment possibilities of each off the winning combinations shown in Fig. 12 are of a case where a payout rate is set to 88% in a game other than a bonus game. The establishment possibilities shown in the figure show possibilities of the establishment of each of the shown wining combinations ir such a case that code Nos. of each of the reels l4aredeterminedbasedon the selected three randomnumber values by referring to a symbol weighting determinationdata. In other words, the random number values are not made to correspord to each of the wimning combinations.
[0147]
An establishment possibility of a bonus game trigger is 0.5%. If a player hits the bonus game trigger, three “APPLE” symbols are stop displayed on the winning line L and a I»onus game 1s generated. In the bonus game, executed is a free game of which the number of games is determined by a lottery.
(0148)
Mn establishment possibility of “JACKPOT 7” is 0.5%. If the wiraning combination has been esta blished, three “JACKPOT 77 symb ols are stop displayed on the wimning line L, and 30 coins per one coin-in are paid out. The lower the establishment possibility of the winning combination is, the higher the number of coin—out is set. When a combination of symbols stop displayed is not hitting any of the winning combinations shown in Fig. 12, thi.s is a failure, and there is ¥10 coin-out.
[0149]
F'ig. 13 is a flowchart showing a reel rotating control processing called and executed in ste=p S15 of the subroutine shown in Fig. 10. This processing is a processing conducted betweern the main CPU 41 and the sub CPU 61.
[0150]
T"he main CPU 41 transmits to the sub CPU 61 a start signal that st arts the rotating of reels (step S40). The sub CPU 61 conducts a reel rotating processing wh en it receives the start signal from the main CPU 41 (step S51). In the processing, the sub CPU 61 supplies a pulse to the mo tor driving circuit 62.
The pul sse outputted from the sub CPU 61 i samplified by the driver 64 and supplied to each of the stepping motors 70 (70L, 70C and 70R). As aresult, the steppingmotors Z70rotate, therebymaking the reels 14 (14L, 14C and 14R) to ro tate. A stepping motor 70 is a 1-2 phase excitation type ste pping motor which has a step angle of 0.9 degree and requires the number of steps of 400 for one rotation. Hence, if 400 pu lses are supplied to the stepping motor 70, the reels 14 rotatCe once.
[0151]
W hen the reels 14 start to rotate , the sub CPU 61 supplies to the anotor driving circuit 62 pulse s at a lower frequency, and the pulse frequency is gradually rai sed. Arotational speed of the reels 14 is thereby increased. W hen a predetermined time elapses , the pulse frequency is controlled to be constant. As a resul t, the reels 14 rotate at a constant speed.
[0152]
Here, description of a rotational operation of the reels 14 wi ll be given, by using Fig. 14.
Figs. 14A to 14D are side views for describirg a rotating operation of a reel 14.
As shown in Fig. 147A, a semicircular metal plate l4a is attached to the side surface of a reel 14. The metzal plate 14a rotates together with the reel 14. Twenty two symb ols (see Fig. 3) are depicted on the circumferential surface of the reel 14.
Three symbols of the twenty two symbols depicte d on the circumferential surface of the reel 14 can be wv isually recognizable through the display window 15 formed in front of thereelld. Thearrowmarkofaheavylineinthefiguireindicates a rotating direction of the reel 14. A proximity sensor 65a is provided on the side of the reel 14. The proximity sensor 65a i s used to detect the metal plate 14a. The proximity sensor 65a does not rotate nor move even if the reel 1 4 rotates.
[01533]
Fig. 14A shows a position of the meal plate 14a when the metal plate 14a starts being detected by the proximity sensor 65a ( hereinafter also referred to as a position A) —= If the reel 14 rotates when the metal plate 14a is at the position A, the metal plate 14a moves to a position shown in Fig. 14B. Fig. 14B shows a position of the metal plate 14a when th _e metal plate l4a is being detected by the proximity sensor 65a (hereinafter also referred to as a position B). If the reel 14 rotates when the metal plate 14a is at the position B, the me®al plate 14a moves to a position shown in Fig. 14C. Fig. 14C shows a position of the metal plate 14a when the metal plate 14a w ill no longer be detected by the proximity sensor 65a (hereimafter also refexred to as a position C).
[0154]
If the reel 14 rotates when the metal plate 14a is at the position C, the metal plate l4a moves to a positzion shown in
Fig. 14D. Fig. 14D shows a position of the metal >late 14a when the metal plate 14a is not detected by the proximity sensor 65a (hereinafter also referred to &s a position D). If the reel 14 further rotates, a position of the metal plate 14a retwyarns tothepositionA. Asdescribedakoove, togetherwiththerotatEing of the reel 14, the metal plate 1.4a changes its position in the order from the position A, to tke position B, to the positzion
C, to the position D, to the position A and so forth.
[0155]
The proximity sensor 65a constitutes an index detect=ing circuit 65 (see Fig. 3). When it is referred to as “High” at a state where the proximity sensor 65a detects the metal pMlate 14a, and as “Low” at a state wher e the proximity sensor 65a does not detect the metal plate 14a, a state of the index deteci=ing circuit 65 is “High” during the period when the metal plate 14a moves from the position A to the position B and to the positEion
C, and a state of the index detec ting circuit 65 is “Low” duming the period when the metal plate 14a moves from the positieon C to the position D and to the posi tion A. The sub CPU 61 assZigns a rise from “Low” to “High” as an index (origin) 1 and a fall from “High” to “Low” as an index (origin) 2 to thereby recogrmize the rotating position of the r eel 14.
[0156]
The main CPU 40, after transmitting in step 40 a skart signal to the sub CPU 61, execute s representation to be execuated while the reels are rotating ( step S41). The process is a processing which conducts display of an image on the lower irmage display panel 16 and output of a sound from the speaker 29 over aperiod (for example, 3 seconds) determinedaccordingtoare=sult and the like of the lottery pro cessing (step S13 in Fig. 110).
[0157]
Then, the main CPU 40 dete=rmines whether or not it is the timing at which a command is tobe issued soas to stop the rotating of the reel 14 (step S42).
The timingatwhichacommaradisissuedsoastostoprota—tion of a reel 14 is a timing before the time when the representa—tion to be executed while the reels are rotating i s terminated, which is an interval having the minimum time nece=ssary for stopping the rotatingof thereel 14. Note that themimimumtime necessary fox stopping therotatingof thereel 14 isdet ermined in advance.
[07158]
If it is determined in step S42 that it is not the timing at which the command to stop the rotating o f the reel 14 is to be issued, the process returns to the processing in step 542 andthe representation tobe executedwhile th ereelsarerotating comtinues tobe conducted. Ontheotherhand. ifitisdetermined in step S42 that it is the timing at which %he command to stop the rotating of the reel 14 is to be issued, the main CPU 41 transmits to the sub CPU 61 a code No. of the reel which is stored in RAM 43 (step S43). When the sub CPU 61 areceives a code No. of the reel from the main CPU 41, the code INo. is converted to a stopping position of the reel (the numbe=x of steps) from an index, based on a correspondence table bet-ween the number or st eps and the code Nos. stored in ROM (not s hown in the figure) in cluded in the sub CPU 61 (step S52). [0 159]
Fig. 15 is a schematic diagram showirag a correspondence table between the number of steps and the code No.. Each of th e code Nos. are related to an index and the number of steps.
Each code No. corresponds to the symb-ols depicted on the ci rcumferential surfaces of the reels 14 (see Fig. 3) and symbols of code Nos. “00” to “10” correspond to the dindex 1. Moreover, symbols of code Nos. “11” to “21” correspond to the index 2.
Th e number of steps in the correspondence —table shown in Fig. 15 is the number of steps with the index 1 as a reference. For ex ample, if a code No. is “08”, a stopping position of the reel is at 145 steps fromtheindex1l. IfacodeNo .is"“12”, astopping po sition of the reel is at 218 steps frome the index 1. (0 160]
Then, the sub CPU 61 executes a reel Stopping processing (s tep S53). In the processing, the sub CPW 61 detects a rise in the index detecting circuit 65 from “Low” to “High” (the index 1) on each of the reels 14, and supplies to the motor driving circusit 65 pulses corresponding to the number of steps which were converted in step S52 from a code No. at a timing at which theinedexl isdetected, andsupplyofpu lses isceasedthereafter. [ole1] ;
For example, when, in step S52 , the stopping positions of the reels are determined to be 145 steps from the index 1, the swmb CPU 61 supplies 145 pulses to the motor driving circuit 65 at a timing at which the index 1 is detected, and the supply of pul ses is terminated thereafter. Furthermore, when, in step
S52, t—he stopping positions of the reels are determined to be 218 steps from the index 1, the sub CPU 61 supplies 218 pulses to the motor driving circuit 65 at a timing at which the index 1 is d_etected. As a result, the reel s 14 stop at the code No. deterrmined in step 32 of Fig. 11 and the combination of symbols corresponding to the winning combinat ion determined in step S32 of Fig. 11 is stop displayed on the win ning line L. On the other hand, themainCPU41l terminates the rep resentationtobe executed while the reels are rotating. After the processing in steps
S44 an«dS53 areover, thepresent reel rostating control processing is completed. [01621
Moreover, when an index corresponding to the code No. transmitted in step S43 is different from an index detected by the irmdex detecting circuit 65 when tthe rotating of the reels 14 stop, this means that an out-of-or der state occurred on the reels 14; therefore, the main CPU 41 conducts a processing for displaying an error message on the 1 ower image display panel 16 to temporarily stop a game.
For example, in a case where, even though a processing for stzopping the reel 14L was executed at the code No. 12 corressponding to the index 2, the in. dex 1 is detected by the index detecting circuit 65 when the rotating of the reel 14L stops, the game is temporarily stopped.
{0163]
Fiow. 16 is a flowchart showing a suloroutine of a bonus game proce=ssing called and executed in step S 16 of the subroutine shown in Fig. 10. In the bonus game processing, firstly, the main CPU 41 determines a number T of bonus games from 10 to 25 games, ba sed on a random number value obta ined by executing a random number generation program included in a lottery program stored im RAM 43 {step S60). The main CPUJ 41 stores as data into RAM «43 the number of games of the determined bonus games.
[0164]
Nexzt, the main CPU 41 conducts a lotte ry processing (step
S61) and a reel rotating control processimg (step S63). The processirmg in step S61 is a processing alm ost the same as the processimmg described using Fig. 11. The processing in step S63 is aproce ssingalmost the same as the processing describedusing
Fig. 13. Since descriptions of these processing have already been give=n, descriptions thereof are omit ted herein.
[0165]
The n, the main CPU 41 determines whe ther or not a bonus game trigger has been established, that is, wvhether or not three “APPLE” ame stop displayed in the display wirhdows 15 (step S64).
If it is determined that the bonus game t rigger has been establish_ed, the number t of additional game=s of the bonus game is determ-ined in a lottery (step S65) and th e determined number t of addit-ional games is added to the numbe=r T of games of the bonus gam e (step S66). Thus, when a bonus game is hit during the bonus game, a remaining number of bonums games increases.
More spec ifically, for example, in a case where a game state shifts to 20 bonus games for the first time , and hits 17 bonus games upomn conducting 12 of the bonus games, another 25 bonus games (20 bonus games — 12 bonus games + 1.7 bonus games) are to be con ducted.
[0166]
If aa bonus game trigger has not been es tablished, themain
CPU 41 det ermines whether or not a winning combination has been estaMlished (step S67). If it is determined that the winning comb inationhasbeenestablished, t hemainCPU41 conducts payout of coins corresponding to the numbesr of coin-in and the winning comb ination (step S68). Since the processing is similar to the processing in step S18 and descript-ion thereof has already been. givem, the description of the present processing is omitted herein.
[01677]
In a case where the processirig in step S66 or S68 has been. execmited, or if it is determined Din step S67 that any winning comb dination has not been establisled (if it is determined that a fad.lure has occurred), the main CPU 41 reads the number T of bonu=s games stored in RAM 43, and «one bonus game is subtracted from the read number T of bonus gz=mes. The number T of bonus game=s after the subtraction is ag=in stored into RAM 43 (step
S69) .
[0168]
Then, themain CPU 41 determi nes whether or not the number
T of bonus games reaches the number- of games determined in step
S60 (step S70). More specificall y, it is determined whether or not the number T of games stored in RAM 43 has become 0, and if tlhe number T of games is not 0, that is, if it is determined that the number of bonus games played does not reach the number of gammes which were determined in step 560, the process returns to st.ep S61 and the above-mentioned processing is repeated. On the other hand, if the number T of games is 0, that is, if it is de=termined that the number T of games has reached the number of gammes which were determined in step S60, a number-of-games reset= signal is transmitted to the c ontrol device 200 (step S71), and tthe present subroutine is commpleted thereafter. The numbezr-of-games reset signal incE udes the gaming machine identzification information of the gaming machine 10, and CPU 201 0 fthe control device 200, when reeceiving the number-of-games reset=z signal, resets to 0 the numbe r of games of which is stored in tlae hard disc drive 205 by beimg made to correspond to the gaming machine identification information included in tthe number-of-games reset signal .
[0169]
Fig. 17 is a flowchart showing a subroutine of a return mode processingcalled and executed in step S20 of the subroutine shown in Fig. 10. ‘
The processing in steps S76 to S84 are processing almost the same as the processing dtescribed using Fig. 12. Since descriptions of these proces sing have already been given, descriptions thereof are omitted herein. (0170]
Here, in a lottery processing executed in step S79, each winning combination is estal»lished with a establishment possibility showed in Fig. 1.8.
Fig. 18 isa figuredescr ibingarelationship among wining combinations of plural kinds, establishment possibility of each winning combination and the number of coin-out in a lottery processing of a return mode.
As shown in Fig. 18, the establishment possibility of the bonus game trigger is set hi gher than the establishment possibility of the bonus game trigger shown in Fig. 12. In the present embodiment, a case in which the establishment possibilities of the winning «<ombinations other than the onus game trigger arethe sameas in Fig. 12willbedescribed. However, the establishment possibilities of the winning combinations other than the bonus game trigger may also be set relatively high compared with those of Fig. 12.
[0171]
In a case where the processing in step S82 or S84 has been executed, or if it is determined in step S83 that any wimning combination has not been estaXlished (if it is determined that a failure has occurred), the main CPU 41 determines wheth er or not the bonus game has been executed (step S85).
[0172]
When it is determined that the bonus game has not been executed, the main CPU 41 returns the processing to step S76 .
On the other hand, the main CPU 41 sets the return mode fla g to the state “OFF” (step 86). In the processing of step 86 , themainCPU41 functions asmeans for finishingthesecondspecia 1 game state when a playex hits a special winning combination b y a lottery during generation of the second special game state .
Thereafter, the present subroutine is completed.
[0173]
Fig. 19isa flowchart showing a countingprocessingcalle d and executed in step S22 of the subroutine shown in Fig. 10 .
The processing is a processing conducted between themai n
CPU 41 of a gaming machine 10 and CPU 201 of the control device 200. Here, a set value 600” is set to each of the plural gamin g machines 10 (see Fig. 6).
[0174]
To begin with, the main CPU 41 transmits by the communication interface 44 the number of coin-in and the numbe-x of coin-out stored in RAM 43 together with the gaming machin e identification number to the control device 200 through th e communication line 101 (step S90). The number of coin-in and the number of coin-out transmitted to the control device 20+0 from the gaming machine 10 are those of the game concerned. .
The processing in step S90 is a processing in which th.e main CPU 41 (processing device) transmits the identificatio-n information of the gaming machine 10 stored in the main RAM 4 3 (storage device) to the control device 200 through the communication line 101, each time a game is played. When th_e processing in step S90 is executed, the main CPU 41 function. s as means for transmitting the identification information of th e gaming machine 10 to the control device 200 through the communication line 101 .
[0175]
On the other hand , the CPU 201 of the control device 200 , when receiving from the gaming machine 10 the number of coin-in_, the number of coin-out and the gaming machine identificatio n number through the communication line 101 by the communication interface 204, updates the number of games, the accumulative number of coin-in and the accumulative number of coin-out corresponding to the received gaming machine identification number (step S100), by choosing the data, which are made to correspond to eachof the gamingmachine identificat ionnumbers, of the number of games, the accumulative number of <oin-in, the accumulative number of coin-out stored in the hard disc drive 205 (see Fig. 6).
[0176]
Then, CPU 201 determined whether or not the nurnber of games after the updating has reached the set value (step S101). If it is determined that the number of games after the updating has not reached the set value, the subroutine is terminated.
[0177]
On the other hand, if it is determined in step S101 that the number of games after the updating has reached the set value,
CPU 201 transmits a return command signal through the communication line 101 by the communication inte rface 204 to the gaming machine 10 in which the number of games has reached the set value (step S103). Thereafter, CPU 201 re sets to 0 the number of games stored in the hard disc drive 205 which are made to correspond to the gaming machine identificati on number of the gaming machine 10 (step S104). Thereafter, the present processing is terminated.
[0178]
The main CPU 41 of the gaming machine 10, wheen receiving the return command signal transmitted from the control device 200 in step S103, sets the return mode flag to the state “ON” (step S81). The processing in step S91 is a processing for receiving a command signal transmitted from the control device 200 when the numb er of games accumulatively countedloy the control device 200 based on the identification information of the gaming machine 10 reaches a set value that is an object of comparison with the number of games. In step S91, the main CPU 41 functions as means for receiving a command signal transmitted from the control device 200. Thereafter, the present processing -is terminated.
[0179]
In the pre sent embodiment, description has been giver of a case where a game state shifts to the return mode when the number of games reaches a set value (see Fig. 18). The pres-ent inventionis, however, not limited to this example. For exampele, in a case where the number of inserted game media for a gFame played by the player is at the upper limit value that cara be accepted in one game when the number of games reaches the set value, the second special game state may be generated (the grame state shifts to the return mode). This is because in such a case, a player can be urged to insert game media up to the uroper limit and a faci lity such as a casino and the like can incre=ase a profit.
Moreover, in a case where the second special game state is generated when the number of inserted game media is at the upper limit value, the second special game state may be genera ted not when the number of games reaches the set value, but wrhen the number of inserted game media is at the upper limit va lue for a game played by a player when the number of games in whaich insertion of game media is conducted to the upper limit va lue reaches a set value. This is because, in such a case, it can be prevented from a small number of game media to be inser-ted in a game, thereby leading to a fact that the second spectial game state is generated by the spending cof only a small number of game media in total.
[0180]
A gaming machine 10 according to the present embodiment includes the maim CPU 41 (processing device) and RAM 43 (stor-age device), and is a gaming machine 10 connected through th.e communication line 101 to the control device 200 which accumulatively counts the number of games in each gaming mach ine 10 of plural gaming machines 10, and wherein the main CPU 41 executes: a processing determining cone winning combination selected fromplural winning combinati ons determined in advance by execu ting a lottery program stored in RAM 43 (see Fig. 11); a processing reading from RAM 43 a progr-am for generating a bonus game (the first special game state) when the determined winning combinat. ion is a special winning combination, “bonus game trigger’, and executing the program (s ee Fig. 16); a processing transmit ting through the communicatio n line 101 to the control device 200 the identification informat ion of the gaming machine 10 stored in RAM 43 each time a game is played (step S90 in Fig. 19); a pxocessing for receiving a command signal transmitted from the control device 200 when the number of games accumula tivelycounted, basedon the identification information of the gaming machine, by the control device 200 reaches a set value that is an object of comparison with the number of games (step S91 in Fig. 19); a processing reading from RAM 43 a program for performing transition to the return mode (the generating of thesecond special game state) inwhicThaprobabilityofhitting the spec ial winning combination, “bonus game trigger”, by executing the lottery program is set r elatively high, based on the command signal, and executing the program (see Fig. 17); and a processing finishing the return mode when a player hits the specdal winning combination, “bonus game trigger”, by the lottery during generation of the return mode (step S86 in Fig. 17).
[0181]
A gamingmachine 10 is connected t hrough the communication line 101 to the control device 200 which accumulatively counts the number of games for each gaming machine 10 of plural gaming machines 10 wherein: provided are wirning combination determination means (for example, the main CPU 41) for determindngawinningcombinationbylot- tery; means (for example, the main «CPU 41) for generating a bonus game (the first special game stat e) when the determined winning combination is a special winning combination, “bonus game trigger”; means (for example,
the main CPU 41) for transmitting the identification information of the gaming machine 10 through the communicat jon line 101 to the control device 200 each time a game runs; mean s (for example, the main CPU 41) for receiving a command signal tr-ansmitted from the control device 200 when the number of games accumulatively comunted by the control device 200 based on the identification information of the gaming machine reaches a set value; means (for example, the main CPU 41) for generating the second special garue state in which a probability of hitting the special winning cormbination, “bonus game trigger”, by the lot tery is set relatively high, based on the command signal; and means (for example, the main CPU 41) for finishing the re turn mode when a player hits the special winning combination by the lottery during generation of the return mode.
[01182]
According to the gaming machine 10, when. the number of garnes counted by the control device 200 reaches & set value that is an object of comparison with the number of garmes, the return . mocdde in which a probability of generating the bonus game after hitting “bonus game trigger” is setrelativelyhighis generated, andthe returnmode iscontinueduntil thebonus game is generated.
Hence, even if the bonus game is not generated for a long pexiod leading to the spending of many of the grame media, the return mode is generated as long as the game is played such that the number of games reaches the set value, and in the bonus game gererated during the return mode, a player can surely receive the return for the fact that a game is played umtil the number of games reaches a set value. Therefore, it can be prevented forr a player who has spent many of the game medi.a from feeling unpleasant against the game, building up distrwmst thereto, or losing interest in or a concern on the game. [OF 83]
A gaming machine 10 according to the pres ent embodiment is «<onnected to the control device 200 through the communication lime 101 and the control device 200 conducts counting of the number of games in the gaming machine 10 and determiness whether or not the number of games has reached a set value. Th-.e gaming machine 10 is not required to use a network and may be standalone.
[0184]
A standalone gaming machine 10 according to the present invention includes the main CPU 41 (processing device® and RAM 43 (storage device), wherein the main CPU 41 execut es: a processing determining ome winning combination selec-ted from plural winning combination determined in advance by e xecuting a lottery program stored in RAM 43; a processing readling from
RAM 43 a program for gener ating a bonus game (the firsts special game state) when the deterrnined winning combination is &= special winning combination, “borus game trigger”, and executing the program; aprocessingaccurnulativelycounting thenumber— of games each time a game is played; a processing determiningr whether or not the number of game s reaches a set value that i_s set as an object of comparison with the number of games; a pr ocessing reading from RAM 43 a pro gram for executing transition to the return mode (the generating of the second special game state) when it is determined that the number of games has reached the set value, and executing the program; and a processing £ inishing the returnmode when aplayerhits the special winning combination, “bonus game trigger”, by the lottery during generation of the return mode.
[0185]
The gaming machine 10 includes: winning combi nation determination means (for example, the main CPU 41) for determining a winning combination by a lottery; mea.ns (for example, the main CPU 41) for generating a bonus game when the determinedwinningcombinationisaspecial winningcoml>ination, “bonus game trigger”; means (for example, the main CPW 41) for accumulatively counting the number of games each time a game is played; means (for ex ample, main CPU 41) for det-ermining whether or not the number of games reaches a set valiae; means (for example, the main CPW 41) for conducting transiti on to the return mode (the generating of the secon.-d special game state) inwhichaprobabilityofhitting the speci<al winning combination, “bonus game trigger”, by the lottery is se t relatively high when the number of games is determined to have reached a set value; and means (for example, themain CPU 41) foer finishing the return mode when a player hits the special winnimg combination, “bonus game trigger”, by the lottery during generation of the return mode.
[0186]
While the gaming machine 10 according to the present embodiment shifts tothe returnmode (the geeneratingof the second special game state) when the number of gamees reaches a set value, the present invention is not limited to this example. A gaming machine 10 of the present invention may shift to the return mode {the generating of the second special game state) when a payment balance in terms of coins reaches a sef value.
[0187]
Such a gaming machine 10 includes the main CPU 41 (processing device) and RAM 43 (storz=ge device), and is connected through the communication lire 101 to the control device 200 which accumulatively counts t—he payment balance in terms of coins in each gamingmachine 10 of plural gaming machines 10, andwhereinthemainCPU 41 executes: a pprocessingdetermining one winning combination selected from plural winning combinationsdeterminedinadvancebyexec utingalotteryprogram stored in RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first sp ecial game state) when the determined winning combination is = special winning combination, “bonus game trigger”, and executing the program; a processing transmitting through the c¢ ommunication line 101 to the control device 200 the number of coin-in and the number of coin-out in one game which is stored ira RAM 43, together with the identification information of the gaming machine 10, each time a game is played; a processing receZ ving a command signal transmitted from the control device 200 when, a payment balance in terms of coins accumulatively counted by the control devic e 200 basedontheidentificationinfo rmation of the gamingmachin e 10, the number of coin-in and the nuamber of coin-out in the game reaches a value equal to or less —than a set value that is a.n object of comparison with the payment balance in terms of th.e games media; a processing reading from RAM 43 a program for conducting transition to the returr mode (the generating of th.e second special game state) in which a probability of hitting the special winning combination, “bonus game trigger”, by executing the lottery program is set relatively high based on the command signal, and executing the program; and a processing finishing the return mode when a player hits the special winnin ¢ com¥oination, “bonus game trigger’”, by the lottery during generation of the return mode.
[018]
The gaming machine 10 includes: winning combination determination means (for example, the main CPU 41) for determining a winning combinatiom by a lottery; means (for exarnple, the main CPU 41) for generating a bonus game (the firs t special game state) when the determined winning combination i s a sprecial winning combination, “bormus game trigger”; means (fo r exarnple, the main CPU 41) for transmitting through the comrnunicationline 101 to thecontrol device 200 apayment balanc e in terms of coins in a game played, together with the idermtification information of the «gaming machine 10, each time agadue isplayed; means (forexample, themainCPU41l) forreceivin g a command signal transmitted from the control device 200 whe n the payment balance in terms of coins accumulatively counte d by t he control device 200basedon the identificationinformatio n of the gaming machine 10 and the payment balance in terms o f coirms in the game played reaches a set value; means (for example , the main CPU 41) for conducting tr ansition to the return mod.e (the generating of the second special game state) in which a proloability of hitting the special winning combination, “bonu s gamez trigger”, by the lottery is s et relatively high based on the commmand signal, and executing the progmam; means (for example, the main CPU 41) for finishing the retu rn mode when a player hits t he special winning combination, “beonus game trigger”, by the lottery during generation of the return mode. {0189H
According to the gaming machine MR 0, when the payment balance in terms of the game media becomess equal to or less than a set value that is an object of compar ison with the payment balance in terms of the game media, the game state shifts to the re-turn mode in which a probability off generating the bonus game i_s set relatively high, and the ret-urn mode is continued until the bonus game is generated.
Hence, even if the bonus game is no t generated for a long period leading to the spending of many of the game media, the game state shifts to the returnmode as lorag as the game is played such that the payment balance in terms of the game media becomes equal ®to or less than the set value, and in tkhe bonus game generated during the return mode, a player can surely receive the return for tme fact that a game is played unti_1 the payment balance in terms of the game media reaches a set value. Therefore, it can be= prevented for a player who has spent many of the game media from feeling unpleasant against t—he game, building up distrust thereto, or losing interest in or- a concern on the game.
[0190]
The gaming machine 10 is connectesd through the commurnication line 101 to the control device 200 and the control devices 200 counts payment balance in terms. of coins in the gaming machime 10, and determines whether or no t the payment balance in ter ms of coins reaches a set value. The gaming machine 10 is, however, not necessarily required to bee those using a network and ma_.y be standalone.
[0191]
Such a gaming machine 10 includess the main CPU 41 (proce=ssing device) and RAM 43 (storage device), wherein the main CPU 41 executes: a processing determining one winning combination selected from plu ral winning combinations determined in advance by executing a lottery program stored im
RAM 43; a processing reading from RAM 43 a program for generating a bonus game (the first special game state) when the determined winning combination is a speci.al winning combination, “bonus game trigger”, and executing the program; a processing accumulatively counting a payme=nt balance in terms of game media each time a game is played; a p rocessing selecting a set value that is an object of comparison with a payment balance in terms of game media, from plural candi date values stepwise determined in advance; a processing deter mining whether or not a payment balance in terms of game media is equal to or less than a set value; a processing reading froomn RAM 43 a program for conducting transition to the return mode (the generating of the second special game state) inwhich a prrobabilityof hitting the special winning combination, “bonus g-ame trigger”, by executing the lottery program is set relatixsely high when it is determined that az payment balance in terms of game media is equal to ox less than a set value, and execut ing the program; and a processing finishing the return mode when aa player hits the special winning combination, “bonus game trigger”, by the lottery during generation of the return mode .
[0192]
This gaming machine 10 DDincludes: winning combination determination means (for exampole, the main CPU 41) for determining a winning combination by a lottery; means (for example, the main CPU 41) for gemerating a bonus game (the firsts special game state) when the determined winning combination is «a special winning combination, “bonus game trigger”; means (for s=xample, the main CPU 41) for ac cumulatively counting a payment=
Boalance in terms of game media, each time a game is played; means (for example, the main CPU 41) for selecting a set value from plural candidate values stepwise determined in advance; means (for example, the main CPU 41) for determining whether or not =a payment balance in terms of game media is equal to or less than a set value; means (for example, the main CPU 41) for conducting transition to the return mode (the generating of the second special game state) in which a probability of hi tting the special winning combinatzion, “bonus game trigger”, by the lottery program is set relatively high when it is determined that the payment of balance in terms of game media is equaal to or less than a set value; and means (for example, the main CPU 41) for finishing the return mode when a player hits the sp ecial winning combination, “bonus game trigger”, by the lottery during generation of the return mode.
[0193]
In the present embodiment, there has been describe=d the case where the set values of all the gaming machines 10 are set to“600”. However, inthepre sent invention, the gamingmac hines 10 may have different set values respectively. For example, the set value may be select ed from plural candidate va lues stepwise determined in adva nce.
[0194]
In the present embodiment, there has been described the case where the second special game state is continued until the first special game state is generated. However, in the present invention, the second special game state is not limited to this example as longas it iscontinueduntil predetermined condi tions are satisfied. If such configuration is employed, exampl es of the predetermined condition s for finishing the return rmode include elapse of a predeterrmined period, establishment of a predetermined winning combin ation by a predetermined numb» er of times, and the like.
In the present inventi on, the second special game state is not particularly limited as far as it is a game state advantageous to the player. A game state that is advantageous to the player is not particularly limited as far as it is more advantageous than an ordinary game state (a game state other than the first special game state or the second special game state) and examples thereof include: a state where more of the game media can be earned than in an ordinary game state, a state where the game media can be earned on a pmobability higher than in an ordi nary game state, a state where the number of the game media spemt by a player is less than in &n ordinary game state 5) and of the like state. More specifically, examples of the second special gaane state include a free game, a second game, a mystery bonus and. the like.
[0195]
In t=he present embodiment, descripotion has been given of a case wh ere a game state shifts to thes return mode when the return mocde flag has been set to the state “ON”, without other condition sbeingestablishedthereafter. Thepresent invention is, howev er, not limited to this exampl_.e and, for example, a game stat e€ may shift to the return mode= when a predetermined condition has been met after the return rmode flag is set to the state “ON ”. In such a case, the predet ermined condition for transitio n to the return mode is not part—icularly limited, and may include, for example, establishment o f a bonus game trigger, stop display of a predetermined combinat-ion of symbols, and of the like conditions.
[0196]
In t=he present embodiment, descripstion has been given of a case wheere a game state shifts to thes return mode when the return mocde flag is set to the state “ON”, regardless of the combinatieon of symbols stop displayed thereafter. However, the present irmvention is not limited to this example. For example, a combinat-ion of symbols corresponding to the transition to the return mocde may be set in advance and a. game state may shift to the ret urn mode after the symbols are :stop displayed in that winning ceombination.
[0197]
In tthe present embodiment, descrip tion has been given of a case whe=re symbols are stop displayed (step S14 in Fig. 10), aprocessi ng is conductedbasedon the stop displayedcombination of symbols (steps S15 to S20 in Fig. 10), ==nd the number of games is counted (step S22 in Fig. 10) thereafter. In the pre sent invention, however, no specific limitation is placedon a timing at which counting of the numb er of games is conducted. For example, the timing may be a t iming at which BET of a coin is conducted (after step S10 or S171 in Fig. 10) or a timing at which the spin button is turned ON (&=fter step S12 in Fig. 10): The number of games may be counted at a predetermined timing that is in the period from the time when display of a change in symbol is started, to the time when syml>0l sequences are stop displa yed, and a processing based on the stop displayed combination of symbols has been conducted (for example, a timing at which symbol sequences are stop displayed). Note that a timing at which a payment balance in terms of game rnedia canbe the same as descr ibed above. i 5) [0198]
In the present embodiments, description has been given of a gaming machine 10 in which irs a case where a special winming combination, “bonus game trigger”, has been established (step
S15 in Fig. 10) in the period fr om the time when the return rnode flag is set to the state “ON” (s tep S22 in Fig. 10), to the time when transition to the return mode 1s conducted (step S20 in
Fig. 10), transitions to the return mode is further conducted after the bonus game is generated (step S16 in Fig. 10). That is, a gaming machine according to the present embodiment generates the first special garme state based on the a special winning combination, and further generates the second special game state, in a case where the special winning combinatiom is established in the period from t he time when the number of games reaches a set value, to the time when the second special game state is generated.
[0199]
However, the present invention is not limited to this example. For example, in a ca se where a special winning combination is established in the period from the time when the 3-5 number of games reaches a set value, to the time when the second special game state is generated, omly the first special game state may be generated. In a case where the above embodiment is asdopted, a player can earn a profit in the first special game
Statte or the second special game state without fail when a game is p layed until the number of games reaches the set value. The above embodiment is one of the embodiments of the present inveention. In a case where the above embodiment is adopted for the gaming machine 10, for example, the following processing has only to be conducted instead of the processing shown in Fig. 10. [020 0]
Fig. 20 is a flowchart showirag another example of a subr outine of a game execution processing. In the flowchart shown in Fig. 20, the same numerica 1 references are assigned to s teps which conduct processing similar to those in the flow chart shown in Fig. 10. [020 1]
After the processing in steps S10 to S14 are executed, the main CPU 41 determines whether ox not a bonus game trigger has been established (step S15) and if it is determined that the onus game trigger has been est-ablished, a bonus game processing is executed (step S16). Then, it is determined whether or not a return mode flag is set to the state “ON” (step $25) and if the return mode flag is se=t to “ON”, the return mode flag is set to the state “OFF” (step S26). The processing in step S21 is performed thereafter and thus the present subroutine iscompleted. Sincetheotherprocessingareprocessingsimilar to thmose described in Fig. 10, descrirotions thereof are omitted here . In the subroutine shown in Fig. 20, after a coins is BET (ste S10), in a case where it is determined whether or not the spin button 23 has been turned ON ( step S512), and if it is determined that the spin button has beeen turned ON (YES in step
S12) ~ a processing for subtracting tlhe number of credits (step
S11) may be conducted, as in the subroutine shown in Fig. 10.
A more specific description of t he processing shown in
Fig. 20 will be given here with a case where a set value is 600.
In a case where, in step $22, the number of games reaches 600 and a return mode flag has been establ ished, if a bonus game trigger has been established (step S15) in the 60l1st game, the bonus game is generated (step $16) but t ransition to the return mode iss not performed (steps S25 and S2 6). On the other hand, in a case where a bonus game trigger has not been established in the 601lst game run, transition to the rreturn mode is conducted (steps S19 and S20).
Hence, in a case where the processing shown in Fig. 20 is per formed, a bonus game is generatesd or transition to the return mode is performed without fail, when the number of games reache s a set value. (0203]
In the present invention, in a case where a special winning combin ation has been established in tlhe period from the time when tZhe number of games reaches a set wvalue, to the time when the se cond special game state is gene rated, only the second specia 1 game state may be generated, or alternatively, either the fi rst special game state or the second special game state may be generated depending on a game situation and the like.
[0204]
An embodiment similar to the abowre-mentioned embodiment can alsso be adopted in a case where the second special game state is gen erated according to a payment balance in terms of game media. In other words, in a case whee a special winning combin_ ation has been established in the period from the time when a. payment balance in terms of garme media is equal to or less than a set value, to the time when the second special game state is generated, only the first special game state may be genera: ted, only the second special game state may be generated, or eit her the first special game state or the second special game s tate may be generated depending on a game situation and the li_ke.
[0205]
Although the embodiment according tothe present invention has be en described, the description pre sents only some of the specific examples, and is not intended to limit the present invention in any way and specific constxuctions of each means andthe like canbe properly changed in terms of design. Besides, the ef fects described in the embodiment of the present invention are on_ly the most preferable effects generated from the present invent- ion and effects to be caused by th e present invention is not limmited to those described in the embodiment of the present invent- ion.

Claims (15)

CLAIMS:
1. A gaming machine comprising: winning combination detexmination means for determining a winning combination by a lottery; g means for generating a first special game state that is a game state advantageous to a pl ayer when the determined winning combination is a special winning combination; and means for, when the number of games accumulatively counted each time a game is played reaches a set value that is an object of comparison with said number of games, generating a second special game state inwhich a prosbabilityof hitting said special winning combination by said lettery is set relatively high.
2. A gaming machine con nected through a communication line to a control device which counts the number of games accumulatively for every gamimg machine of plural gaming machines, comprising: winning combination dete rmination means for determining a winning combination by a lo ttery; means for generating a f irst special game state that is a game state advantageous to apl ayer when the determined winning combination is a special winn ing combination; means for transmitting am identification information of a gaming machine to said cont rol device through said communication line each time a game is played; means for receiving a command signal transmitted fromsaid control device when said number of games counted accumulatively by said control device based on said identification information of the gaming machine reaches & set value that is an object of comparison with said number o f games; and means for generating a second special game state in which a probability of hitting said special winning combination by said lottery issetrelativelyhiigh, basedonsaidcommandsignal.
3. A gaming machine comprising: winning combin ation determination means for determining a winning combination by a lottery; means for gene rating a first special game statte that is a game state advantageous to a player when the determined winning combination is a special winning combination; means for count ing accumulatively the number of games each time a game is played; means for determining whether or not said number of games has reached a set value that is set as an object of comparison with said number of games; and means for genexating a second special game state in which a probability of hitting said special winning combi nation by said lottery is set relatively high when said number of games is determined to hawe reached said set value.
4. The gaming machine according to claim 1, further comprising: means for fini shing said second special game s tate when the player hits said special winning combinationby sai d lottery during generation of said second special game stat e.
5. The gaming machine according to claim 1, wherein reception means that can accept for one game an insertion of game mediaup to apredeterminedupper limit value is provided, and said means for generating said second special g ame state generates a second special game state in a case where tthe number of inserted game medi a for the game played by the playe r is equal to said upper limit when said number of games reaches said set value.
6. A gaming machine equipped with a processi ng device and a storage device,
wherein said processing dev.ice executes: aprocessingdetermiming one winningcombination selected from plural winning combi nations determined in advance by 5S executing a lottery progr am stored in said storage device; a processing reading from said storage device a program for generating a first spe cial game state that is a game state advantageous to aplayer when thedeterminedwinning combination is a special winning combi nation, and executing said program; and a processing reading from said storage device a program for generating a second speccial game state inwhich a probability of hitting said special wi.nning combination by executing said lottery program is set relatively high when the number of games counted accumulatively each time a game is played reaches a set value that is an object of comparison with said number of games, and executing said programm.
7. A gaming machine equipped with a processing device and a storage device, and connected through a communication line to a control device whicla counts the number of games accumulatively for every gaming machine of plural gaming machines, wherein said processing dewice executes: aprocessingdetermi ningonewinningcombination selected from plural winning combi nations determined in advance by executing a lottery program stored in said storage device; a processing readin g from said storage device a program for generating a first special game state that is a game state advantageous to aplayer wh en the determinedwinning combination is a special winning combination, and executing said program; a processing transmItting an identification information on a gaming machine stored in the storage device to said control device throughsaid communi cationlineeachtimeagameisplayed;
a processing receiving a command signal transmitted from said control device when said number of games counted accumulatively by said control device based on said identification information on the gaming machine reaches a set value that is an object of comparison with said number of games ; and : a processing reading from said storage device a program for generating a second special game state in which a probability of hitting said special winning combination by executing said lottery program is set relatively high, based on said command signal, and executing said program.
8. A gaming machine equipped with a processing device and a storage device, wherein said processing device executes: aprocessingdetermin ingonewinningcombination selected from plural winning combinations determined in advance by executing a lottery program stored in said storage devices a processing reading from said storage device a program for generating a first special game state that is a game state advantageous to aplayer when the determined winning combination is a special winning combination, and executing said program; a processing counting the number of games accunulatively each time a game is played. a processing determi ning whether or not said number of games has reached a set value that issetasanobjectof comparison with said number of games sz and a processing reading from said storage device a progran for generating a second spec ial game state inwhich a probability of hitting said special winning combination by executing said lottery program is set relatively high when said number of games is determined to have reached said set value, and executing said program.
9. The gaming machine according to claim 6, wherein said processing device executes a processing finishing said second special game state when a player hits said special winning combination by said 1 ottery during generation of said second special game state. :
10. The gaming machine according to claim 6, wherein said processing device executes a program for generating said second special game state when said number of games reaches said set value in a case where the number of inserted game media for a game played by the player is the upper limit value of the number of game media to be inserted for one game.
11. A gaming machine comprising: means for generating a g ame state advantageous to a player when the player hits a predetermined lottery; means for setting a hit ting probability of said lottery high according to the number of games played by the player; and means for returning the hitting probability to anoriginal probability when the player hi ts said lottery while said hitting probability is set high.
12. A game control method comprising: a step of generating a game state advantageous to a player when the player hits a predeetermined lottery: a step of setting a hit ting probability of said lottery high according to the number of games played by the player; and a step of returning the hitting probability to anoriginal probability when the player hi ts said lottery while said hitting probability is set high.
13. A game system equi pped with a gaming machine and a control device,
wherein said control device includes: means for transmitting a signal to said gaming rmachine according to the number of games played in said gaming rmachine by a player, and said gaming machine includes: : means for generating a game state advantageous to the player when the player hits a predetermined lottery: means for setting a hitting probability of said ottery high based on said signal received from said control device; and means for returning the hitting probability to an original probability when the player hits said lottery while said lmitting probability is set high.
14. A gaming machine substantially as herein described with reference to the accompanying drawings.
15. A gaming system substantially as herein de=scribed with reference to the accompanying drawings. DATED THIS 8TH DAY OF FEBRUARY 2006 / ; So & FI R APPLICANTS PATENT ATTORNEYS
ZA200601142A 2005-08-30 2006-02-08 Gaming machine, game control method and game system ZA200601142B (en)

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AU2006200433A1 (en) 2007-03-15
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EP1760674A2 (en) 2007-03-07
JPWO2007026404A1 (en) 2009-03-05
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EA200600754A1 (en) 2007-04-27
WO2007026404A1 (en) 2007-03-08

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