CROSS-REFERENCE TO RELATED APPLICATIONS
BACKGROUND OF THE INVENTION
FIELD OF THE INVENTION
[0002] The present invention relates to a gaming machine such as a slot machine in which
a game is conducted using a game media (game valuable) such as a coin and the like,
a game control method for the gaming machine, and a game system comprising the gaming
machine and a control device.
DISCUSSION OF THE BACKGROUND
[0003] Conventionally, in a facility in which gaming machines such as a slot machine are
installed, a game is played by inserting various kinds of game media such as a coin,
cash and the like into a gaming machine. Each gaming machine pays out a dividend to
a player according to a prize wining state (a result of playing the game) generated
while the game is in progress.
[0004] In a casino where plural slot machines are installed, a credit spent in each slot
machine is partly reserved and in a case where the reservation reaches a predetermined
amount, one of the slot machines provides a so-called "jackpot" paying out a big amount,
which is not paid out in an ordinary hit (
JP-A 2003-117053). In such slot machines, a hit in each machine usually occurs on a preset probability
and a player advances a game with expectation of the hit to be encountered. One of
the slot machines has a chance to hit a jackpot at a timing in a lottery different
from a common lottery in which a hit based on the above-mentioned probability is set
in the slot machines. Generally, plural casinos are interconnected in a network in
order to increase a payout amount in a jackpot.
[0005] Furthermore, a system has been available in which a host computer and plural gaming
machines are 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 each gaming machine
added up, but a part of a total number of inserted coins in the plural gaming machines
are separately added up as a bonus pool. The host computer gives a bonus qualification
to a gaming machine in which the number of inserted coins reaches a predetermined
number. The host computer transmits a command to one gaming machine selected from
gaming machines having bonus qualification, when a value of the bonus pool reaches
a predetermined threshold value. The gaming machine which received the command is
enabled to play a bonus game high in gambling characteristic.
[0006] In a slot machine described in
JP-A 2003-117053, however, it is a player who plays a game in a gaming machine selected in a lottery
that enjoys a profit from a jackpot. Hence, there has arisen a case where a player
having spent many coins cannot enjoy a jackpot at all, but another player who has
just started the game acquires a jackpot profit.
[0007] In the system described in
U.S. Patent No. 5,820,459 as well, a chance to acquire the profit of a bonus game is one of gaming machines
in which a total number of inserted coins reaches a predetermined number. A chance
to acquire the profit of a bonus game is not always given to a player having spent
many coins. Therefore, in the system described in
U.S. Patent No. 5,820,459, there has arisen a case where a player having spent many coins cannot secure the
profit of a bonus game and another player who has just started the game acquires a
bonus game profit, in a similar way to that in a slot machine described in
JP-A 2003-117053.
[0008] In the system described in U.S Patent No.
5,820,459, part of the number of inserted coins in each of plural gaming machines is added
up as a bonus pool. Hence, in a case where an operation rate of the gaming machines
in the system is low, a player, who has spent many of coins, has had a possibility
not to be rewarded by the profit of a bonus game since the value of the bonus pool
does not reaches a predetermined threshold value. Moreover, since the bonus game in
the system described in
U.S. Patent No. 5,820,459 is high in gambling characteristic, there has arisen a case where the profit of the
bonus game cannot be acquired sufficiently by a player, even when he is given a chance
capable of acquiring the profit.
[0009] If such circumstances occur, a player who has spent many coins may feel unpleasant
against the game, build up distrust thereto, or lose interest in or a concern on the
game.
SUMMARY OF THE INVENTION
[0011] The present invention has been made in light of the above-mentioned problems and
it is an object of the present invention to provide: a gaming machine capable of preventing
a player who has spent many of the game media such as coins from feeling unpleasant
against a game, building up a distrust thereto, or losing interest in or a concern
on the game; a game control method related to the gaming machine; and a gaming machine
system equipped with the gaming machine and a control device.
[0012] In order to solve the above-mentioned problems, the present invention provides the
following configuration:
- (1) A gaming machine 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 advantageous
to a player when the determined winning combination is a special winning combination;
means for determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination; and
means for, when the number of games accumulatively counted each time a game is played
reaches a set value set as an object of comparison with the number of games, generating
a second special game state where the number of game media to be paid out is determined
according to a number obtained by accumulatively counting a part of the number of
game media to be paid out according to the regular winning combination.
[0013] According to the configuration (1), when the number of games reaches the set value
set as the object of comparison with the number of games (e.g., "600"), the second
special game state is generated where the number of game media to be paid out is determined
according to the number obtained by accumulatively counting a part of the number of
game media to be paid out according to the regular winning combination. Therefore,
even when the first special game state is not generated for a long period of time
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 thus the player can make profit for playing the game.
[0014] Further, the larger the number of regular winning combinations having been won until
generation of the second special game state is, the larger the number of game media
that can be obtained in the second special game state becomes. Therefore, even when
the first special game state is not generated for a long period of time, so long as
a large number of regular winning combinations have been won, the player can receive
a return according to his or her game results in the second special game state, for
example by obtaining a large number of game media.
[0015] Consequently, it is possible to prevent the player, who has consumed a large number
of game media, from raising discomfort or distrust toward the game and from losing
an interest in the game.
[0016] The present invention provides the following configuration:
(2) A gaming machine connected through a communication line to a control device which
counts the number of games 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 advantageous
to a player when the determined winning combination is a special winning combination;
means for determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination;
means for transmitting an identification information of the 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 device when the
number of games accumulatively counted by the control device based on the identification
information of the gaming machine reaches a set value set as an object of comparison
with the number of games; and
means for generating a second special game state based on the command signal where
the number of game media to be paid out is determined according to a number obtained
by accumulatively counting a part of the number of game media to be paid out according
to the regular winning combination.
[0017] According to the configuration (2), upon reception of a command signal transmitted
from the control device when the number of games counted by the control device reaches
the set value, the second special game state is generated where the number of game
media to be paid out is determined according to the number obtained by accumulatively
counting a part of the number of game media to be paid out according to the regular
winning combination. In the second special game state, the larger the number of winning
combinations having been won until generation of the second special game state is,
the larger the number of game media that can be obtained by the player in the second
special game state becomes. Therefore, even when a large number of game media are
consumed for a long period of time without generation of the first special game state,
the second special game state is generated as long as the game is played such that
the number of games reaches the set value, allowing the player to receive a return
according to his or her game results. Consequently, it is possible to prevent the
player, who has consumed a large number of game media, from raising discomfort or
distrust toward the game and from losing an interest in the game.
[0018] The present invention provides the following configuration:
(3) A gaming machine 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 advantageous
to a player when the determined winning combination is a special winning combination;
means for determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination;
means for accumulatively counting a part of the number of game media to be paid out
according to the regular winning combination;
means for counting accumulatively the number of games each time a game is played;
means for determining whether or not the number of games has reached a set value set
as an object of comparison with the number of games; and
means for, when the number of games is determined to have reached the set value, generating
a second special game state where the number of game media to be paid out is determined
according to a number obtained by accumulatively counting a part of the number of
game media to be paid out according to the regular winning combination.
[0019] According to the configuration (3), a part of the number of game media to be paid
out is accumulatively counted according to the regular winning combination each time
the regular winning combination is won. Further, the number of games is accumulatively
counted each time a game is played. It is then determined whether or not the number
of games has reached the set value, and when the number of games is determined to
have reached the set value, the second special game state is generated where the number
of game media to be paid out is determined according to the number obtained by accumulatively
counting a part of the number of game media to be paid out according to the regular
winning combination. In the second special game state, the more often the second special
game state is generated, the larger the number of game media that can be obtained
by the player in the second special game state becomes. Therefore, even when a large
number of game media are consumed for a long period of time without generation of
the first special game state, the second special game state is generated as long as
the game is played such that the number of games reaches the set value, allowing the
player to receive a return according to his or her game results. Consequently, it
is possible to prevent the player, who has consumed a large number of game media,
from raising discomfort or distrust toward the game and from losing an interest in
the game.
[0020] The present invention provides the following configuration:
(4) The gaming machine according 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 the second special game state in a case where the number of inserted
game media for the game played by the player is equal to the upper limit value when
the number of games reaches the set value.
[0021] According to the configuration (4), the player can be urged to insert the game media
up to the upper limit, thereby enabling a facility such as a casino to increase its
profit.
[0022] The present invention provides the following configuration:
(5) A gaming machine equipped with a processing device and a storage device,
wherein
the processing device executes:
a processing 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 advantageous to a player when the determined winning
combination is a special winning combination, and executing the program;
a processing determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination; and
a processing reading from the storage device, when the number of games accumulatively
counted each time a game is played reaches a set value set as an object of comparison
with the number of games, a program for generating a second special game state where
the number of game media to be paid out is determined according to a number obtained
by accumulatively counting a part of the number of game media to be paid out according
to the regular winning combination, and executing the program.
[0023] According to the configuration (5), when the number of games reaches the set value,
the second special game state is generated where the number of game media to be paid
out is determined according to the number obtained by accumulatively counting a part
of the number of game media to be paid out according to the regular winning combination.
In the second special game state, the larger the number of winning combinations having
been won until generation of the second special game state is, the larger the number
of game media that can be obtained by the player in the second special game state
becomes. Therefore, even when a large number of game media are consumed for a long
period of time without generation of the first special game state, the second special
game state is generated as long as the game is played such that the number of games
reaches the set value, allowing the player to receive a return according to his or
her game results. Consequently, it is possible to prevent the player, who has consumed
a large number of game media, from raising discomfort or distrust toward the game
and from losing an interest in the game.
[0024] The present invention provides the following configuration:
(6) A gaming machine equipped with a processing device and a 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 executes:
a processing 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 advantageous to a player when the determined winning
combination is a special winning combination, and executing the program;
a processing determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination;
a processing transmitting an identification information of the gaming machine stored
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
number of games accumulatively counted by the control device based on the identification
information of the gaming machine reaches a set value set as an object of comparison
with the number of games; and
a processing reading from the storage device a program for generating a second special
game state based on the command signal where the number of game media to be paid out
is determined according to a number obtained by accumulatively counting a part of
the number of game media to be paid out according to the regular winning combination,
and executing the program.
[0025] According to the configuration (6), upon reception of a command signal transmitted
from the control device when the number of games counted by the control device reaches
the set value, a second special game state is generated where the number of game media
to be paid out is determined according to the number obtained by accumulatively counting
a part of the number of game media to be paid out according to the regular winning
combination. In the second special game state, the larger the number of winning combinations
having been won until generation of the second special game state is, the larger the
number of game media that can be obtained by the player in the second special game
state becomes. Therefore, even when a large number of game media are consumed for
a long period of time without generation of the first special game state, the second
special game state is generated as long as the game is played such that the number
of games reaches the set value, allowing the player to receive a return according
to his or her game results. Consequently, it is possible to prevent the player, who
has consumed a large number of game media, from raising discomfort or distrust toward
the game and from losing an interest in the game.
[0026] The present invention provides the following configuration:
(7) A gaming machine equipped with a processing device and a storage device,
wherein
the processing device executes:
a processing 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 advantageous to a player when the determined winning
combination is a special winning combination, and executing the program;
a processing determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination;
a processing accumulatively counting a part of the number of game media to be paid
out according to the regular winning combination;
a processing counting accumulatively the number of games each time a game is played;
a processing determining whether or not the number of games has reached a set value
set as an object of comparison with the number of games; and
a processing reading from the storage device, when the number of games is determined
to have reached the set value, a program for generating a second special game state
where the number of game media to be paid out is determined according to a number
obtained by accumulatively counting a part of the number of game media to be paid
out according to the regular winning combination, and executing the program.
[0027] According to the configuration (7), a part of the number of game media to be paid
out is accumulatively counted according to the regular winning combination each time
the regular winning combination is won. Further, the number of games is accumulatively
counted each time a game is played. It is then determined whether or not the number
of games has reached the set value, and when the number of games is determined to
have reached the set value, the second special game state is generated where the number
of game media to be paid out is determined according to the number obtained by accumulatively
counting a part of the number of game media to be paid out according to the regular
winning combination. In the second special game state, the more often the second special
game state is generated, the larger the number of game media that can be obtained
by the player in the second special game state becomes. Therefore, even when a large
number of game media are consumed for a long period of time without generation of
the first special game state, the second special game state is generated as long as
the game is played such that the number of games reaches the set value, allowing the
player to receive a return according to his or her game results. Consequently, it
is possible to prevent the player, who has consumed a large number of game media,
from raising discomfort or distrust toward the game and from losing an interest in
the game.
[0028] The present invention provides the following configuration:
(8) The gaming machine according to any of the configurations (5) to (7), wherein
the processing device executes a program for generating the second special game state
when the number of games reaches the 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.
[0029] According to the configuration (8), the player can be urged to insert the game media
up to the upper limit, thereby enabling a facility such as a casino to increase its
profit.
[0030] The present invention provides the following configuration:
(9) A gaming machine 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 advantageous
to a player when the determined winning combination is a special winning combination;
means for determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination; and
means for, when a payment balance in terms of the game media falls to or below a set
value set as an object of comparison with the payment balance, generating a second
special game state where the number of game media to be paid out is determined according
to a number obtained by accumulatively counting a part of the number of game media
to be paid out according to the regular winning combination.
[0031] According to the configuration (9), when the payment balance in terms of the game
media falls to or below the set value set as an object of comparison with the payment
balance (e.g., "-600"), the second special game state is generated where the number
of game media to be paid out is determined according to the number obtained by accumulatively
counting a part of the number of game media to be paid out according to the regular
winning combination. Therefore, even when the first special game state is not generated
for a long period of time 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 terms of the game media falls to or below the set value, and thus the player
can make profit for playing the game.
[0032] Further, the larger the number of regular winning combinations having been won until
generation of the second special game state is, the larger the number of game media
that can be obtained in the second special game state becomes. Therefore, even when
the first special game state is not generated for a long period of time, so long as
a large number of regular winning combinations have been won, the player can receive
a return according to his or her game results in the second special game state, for
example by obtaining a large number of game media.
[0033] Consequently, it is possible to prevent the player, who has consumed a large number
of game media, from raising discomfort or distrust toward the game and from losing
an interest in the game.
[0034] The present invention provides the following configuration:
(10) A gaming machine connected through a communication line to a control device which
counts a payment balance in terms of 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 advantageous
to a player when the determined winning combination is a special winning combination;
means for determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination;
means for, each time a game is played, transmitting the payment balance in the game
in terms of the game media in addition to an identification information of the gaming
machine to the control device through the communication line;
means for receiving a command signal transmitted from the control device when the
payment balance in terms of the game media accumulatively counted, based on the identification
information of the gaming machine and the payment balance in the game in terms of
the game media, by the control device reaches a set value set as an object of comparison
with the payment balance in terms of the game media; and
means for generating a second special game state based on the command signal where
the number of game media to be paid out is determined according to a number obtained
by accumulatively counting a part of the number of game media to be paid out according
to the regular winning combination.
[0035] According to the configuration (10), upon reception of the command signal transmitted
from the control device when the payment balance in terms of the game media counted
by the control device falls to or below the set value, the second special game state
is generated where the number of game media to be paid out is determined according
to the number obtained by accumulatively counting a part of the number of game media
to be paid out according to the regular winning combination. In the second special
game state, the larger the number of winning combinations having been won until generation
of the second special game state is, the larger the number of game media that can
be obtained by the player in the second special game state becomes. Therefore, even
when a large number of game media are consumed for a long period of time without generation
of the first special game state, the second special game state is generated as long
as the game is played such that the payment balance in terms of the game media falls
to or below the set value, allowing the player to receive a return according to his
or her game results. Consequently, it is possible to prevent the player, who has consumed
a large number of game media, from raising discomfort or distrust toward the game
and from losing an interest in the game.
[0036] The present invention provides the following configuration:
(11) A gaming machine 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 advantageous
to a player when the determined winning combination is a special winning combination;
means for determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination;
means for accumulatively counting a part of the number of game media to be paid out
according to the regular winning combination;
means for counting accumulatively a payment balance in terms of the game media each
time a game is played;
means for determining whether or not the payment balance in terms of the game media
has fallen to or below a set value set as an object of comparison with the payment
balance in terms of the game media; and
means for, when the payment balance in terms of the game media is determined to have
fallen to or below the set value, generating a second special game state where the
number of game media to be paid out is determined according to a number obtained by
accumulatively counting a part of the number of game media to be paid out according
to the regular winning combination.
[0037] According to the configuration (11), a part of the number of game media to be paid
out is accumulatively counted according to the regular winning combination each time
the regular winning combination is won. Further, the payment balance in terms of the
game media is accumulatively counted each time a game is played. It is then determined
whether or not the payment balance in terms of the game media has fallen to or below
the set value, and when the payment balance in terms of the game media is determined
to have fallen to or below the set value, the second special game state is generated
where the number of game media to be paid out is determined according to the number
obtained by accumulatively counting a part of the number of game media to be paid
out according to the regular winning combination. In the second special game state,
the more often the second special game state is generated, the larger the number of
game media that can be obtained by the player in the second special game state becomes.
Therefore, even when a large number of game media are consumed for a long period of
time without generation of the first special game state, the second special game state
is generated as long as the game is played such that the payment balance in terms
of the game media falls to or below the set value, allowing the player to receive
a return according to his or her game results. Consequently, it is possible to prevent
the player, who has consumed a large number of game media, from raising discomfort
or distrust toward the game and from losing an interest in the game.
[0038] The present invention provides the following configuration:
(12) The gaming machine according to any of the configurations (9) to (11), 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 the second special game state in a case where the number of inserted
game media for the game played by the player is equal to the upper limit value when
the payment balance in terms of the game media falls to or below the set value.
[0039] According to the configuration (12), the player can be urged to insert the game media
up to the upper limit, thereby enabling a facility such as a casino to increase its
profit.
[0040] The present invention provides the following configuration:
(13) A gaming machine equipped with a processing device and a storage device,
wherein
the processing device executes:
a processing 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 advantageous to a player when the determined winning
combination is a special winning combination, and executing the program;
a processing determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination; and
a processing reading from the storage device, when a payment balance in terms of the
game media accumulatively counted each time a game is played falls to or below a set
value set as an object of comparison with the payment balance in terms of the game
media, a program for generating a second special game state where the number of game
media to be paid out is determined according to a number obtained by accumulatively
counting a part of the number of game media to be paid out according to the regular
winning combination, and executing the program.
[0041] According to the configuration (13), when the payment balance in terms of the game
media falls to or below the set value, the second special game state is generated
where the number of game media to be paid out is determined according to the number
obtained by accumulatively counting a part of the number of game media to be paid
out according to the regular winning combination. In the second special game state,
the larger the number of winning combinations having been won until generation of
the second special game state is, the larger the number of game media that can be
obtained by the player in the second special game state becomes. Therefore, even when
a large number of game media are consumed for a long period of time without generation
of the first special game state, the second special game state is generated as long
as the game is played such that the payment balance in terms of the game media falls
to or below the set value, allowing the player to receive a return according to his
or her game results. Consequently, it is possible to prevent the player, who has consumed
a large number of game media, from raising discomfort or distrust toward the game
and from losing an interest in the game.
[0042] The present invention provides the following configuration:
(14) A gaming machine equipped with a processing device and a storage device, and
connected through a communication line to a control device which counts the payment
balance in terms of game media accumulatively for every gaming machine of plural gaming
machines,
wherein
the processing device executes:
a processing 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 advantageous to a player when the determined winning
combination is a special winning combination, and executing the program;
a processing determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination;
a processing transmitting the numbers of the game media inserted and paid out in the
game in addition to an identification information of the gaming machine stored 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 accumulatively counted, based on the identification
information of the gaming machine and the numbers of the game media inserted and paid
out in the game, by the control device falls to or below a set value set as an object
of comparison with the payment balance in terms of the game media; and
a processing reading from the storage device a program for generating a second special
game state based on the command signal where the number of game media to be paid out
is determined according to a number obtained by accumulatively counting a part of
the number of game media to be paid out according to the regular winning combination,
and executing the program.
[0043] According to the configuration (14), upon reception of the command signal transmitted
from the control device when the payment balance in terms of the game media counted
by the control device falls to or below the set value, the second special game state
is generated where the number of game media to be paid out is determined according
to the number obtained by accumulatively counting a part of the number of game media
to be paid out according to the regular winning combination. In the second special
game state, the larger the number of winning combinations having been won until generation
of the second special game state is, the larger the number of game media that can
be obtained by the player in the second special game state becomes. Therefore, even
when a large number of game media are consumed for a long period of time without generation
of the first special game state, the second special game state is generated as long
as the game is played such that the payment balance in terms of the game media falls
to or below the set value, allowing the player to receive a return according to his
or her game results. Consequently, it is possible to prevent the player, who has consumed
a large number of game media, from raising discomfort or distrust toward the game
and from losing an interest in the game.
[0044] The present invention provides the following configuration:
(15) A gaming machine equipped with a processing device and a storage device,
wherein
the processing device executes:
a processing 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 advantageous to a player when the determined winning
combination is a special winning combination, and executing the program;
a processing determining the number of game media to be paid out according to a regular
winning combination when the determined winning combination is the regular winning
combination other than the special winning combination;
a processing accumulatively counting a part of the number of game media to be paid
out according to the regular winning combination;
a processing counting accumulatively a payment balance in terms of the game media
each time a game is played;
a processing determining whether or not the payment balance in terms of the game media
has fallen to or below a set value set as an object of comparison with the payment
balance in terms of the game media; and
a processing reading from the storage device, when the payment balance in terms of
the game media is determined to have fallen to or below the set value, a program for
generating a second special game state where the number of game media to be paid out
is determined according to a number obtained by accumulatively counting a part of
the number of game media to be paid out according to the regular winning combination,
and executing the program.
[0045] According to the configuration (15), a part of the number of game media to be paid
out is accumulatively counted according to the regular winning combination each time
the regular winning combination is won. Further, the payment balance in terms of the
game media is accumulatively counted each time a game is played. It is then determined
whether or not the payment balance in terms of the game media has fallen to or below
the set value, and when the payment balance in terms of the game media is determined
to have fallen to or below the set value, the second special game state is generated
where the number of game media to be paid out is determined according to the number
obtained by accumulatively counting a part of the number of game media to be paid
out according to the regular winning combination. In the second special game state,
the more often the second special game state is generated, the larger the number of
game media that can be obtained by the player in the second special game state becomes.
Therefore, even when a large number of game media are consumed for a long period of
time without generation of the first special game state, the second special game state
is generated as long as the game is played such that the payment balance in terms
of the game media falls to or below the set value, allowing the player to receive
a return according to his or her game results. Consequently, it is possible to prevent
the player, who has consumed a large number of game media, from raising discomfort
or distrust toward the game and from losing an interest in the game.
[0046] The present invention provides the following configuration:
(16) The gaming machine according to any of the configurations (13) to (15), wherein
the processing device executes a program for generating the second special game state
when the payment balance in terms of the game media falls to or below the 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.
[0047] According to the configuration (16), the player can be urged to insert the game media
up to the upper limit, thereby enabling a facility such as a casino to increase its
profit.
[0048] The present invention provides the following configuration:
(17) A gaming machine comprising:
means for accumulatively counting a part of the number of game media to be paid out,
the number being determined according to a lottery result; and
means for paying out to a player the accumulatively counted number of game media when
the number of games played by the player reaches a predetermined set value.
[0049] According to the configuration (17), a part of the number of game media to be paid
out is accumulatively counted, the number being determined according to the lottery
result, and when the number of games played by the player reaches the predetermined
set value, the accumulatively counted number of game media are paid out to the player.
Consequently, it is possible to prevent the player, who has consumed a large number
of game media, from raising discomfort or distrust toward the game and from losing
an interest in the game.
[0050] The present invention provides the following configuration:
(18) A gaming machine comprising:
means for accumulatively counting a part of the number of game media to be paid out,
the number being determined according to a lottery result; and
means for paying out to a player the accumulatively counted number of game media when
a payment balance in terms of the game media of the player falls to or below a predetermined
set value.
[0051] According to the configuration (18), a part of the number of game media to be paid
out is accumulatively counted, the number being determined according to the lottery
result, and when the payment balance in terms of the game media of the player falls
to or below the predetermined set value, the accumulatively counted number of game
media are paid out to the player. Consequently, it is possible to prevent the player,
who has consumed a large number of game media, from raising discomfort or distrust
toward the game and from losing an interest in the game.
[0052] The present invention provides the following configuration:
(19) A game control method comprising:
a step of accumulatively counting a part of the number of game media to be paid out,
the number being determined according to a lottery result; and
a step of paying out to a player the accumulatively counted number of game media when
the number of games played by the player reaches a predetermined set value.
[0053] According to the configuration (19), a part of the number of game media to be paid
out is accumulatively counted, the number being determined according to the lottery
result, and when the number of games played by the player reaches the predetermined
set value, the accumulatively counted number of game media are paid out to the player.
Consequently, it is possible to prevent the player, who has consumed a large number
of game media, from raising discomfort or distrust toward the game and from losing
an interest in the game.
[0054] The present invention provides the following configuration:
(20) A game control method comprising:
a step of accumulatively counting a part of the number of game media to be paid out,
the number being determined according to a lottery result; and
a step of paying out to a player the accumulatively counted number of game media when
the payment balance in terms of the game media of the player falls to or below a predetermined
set value.
[0055] According to the configuration (20), a part of the number of game media to be paid
out is accumulatively counted, the number being determined according to the lottery
result, and when the payment balance in terms of the game media of the player falls
to or below the predetermined set value, the accumulatively counted number of game
media are paid out to the player. Consequently, it is possible to prevent the player,
who has consumed a large number of game media, from raising discomfort or distrust
toward the game and from losing an interest in the game.
[0056] The present invention provides the following configuration:
(21) A game system equipped with a gaming machine and a control device,
wherein
the control device includes
means for transmitting a signal to the gaming machine when the number of games played
in the gaming machine by a player reaches a predetermined set value, and
the gaming machine includes:
means for accumulatively counting a part of the number of game media to be paid out,
the number being determined according to a lottery result; and
means for, according to the signal received from the control device, paying out to
the player the accumulatively counted number of game media.
[0057] According to the configuration (21), a part of the number of game media to be paid
out is accumulatively counted, the number being determined according to the lottery
result, and when the number of games played by the player reaches the predetermined
set value, the accumulatively counted number of game media are paid out to the player.
Consequently, it is possible to prevent the player, who has consumed a large number
of game media, from raising discomfort or distrust toward the game and from losing
an interest in the game.
[0058] The present invention provides the following configuration:
(22) A game system equipped with a gaming machine and a control device,
wherein
the control device includes
means for transmitting a signal to the gaming machine when the payment balance in
terms of the game media of the player in the gaming machine falls to or below a predetermined
set value, and
the gaming machine includes:
means for accumulatively counting a part of the number of game media to be paid out,
the number being determined according to a lottery result; and
means for, according to the signal received from the control device, paying out to
the player the accumulatively counted number of game media.
[0059] According to the configuration (22), a part of the number of game media to be paid
out is accumulatively counted, the number being determined according to the lottery
result, and when the payment balance in terms of the game media of the player falls
to or below the predetermined set value, the accumulatively counted number of game
media are paid out to the player. Consequently, it is possible to prevent the player,
who has consumed a large number of game media, from raising discomfort or distrust
toward the game and from losing an interest in the game.
[0060] As a result, according to the present invention, 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.
BRIEF DESCRIPTION OF THE DRAWINGS
[0061]
Fig. 1 is a schematic diagram showing the entire construction of a game system according
to one embodiment of the present invention;
Fig. 2 is a perspective view schematically showing a gaming machine according to one
embodiment of the present invention;
Fig. 3 is a schematic view showing the symbol sequence depicted on the outer circumferential
surface of each reel;
Fig. 4 is a block diagram showing the internal construction of the gaming machine
shown in Fig. 2;
Fig. 5 is a block 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 program executed by a mother board and a gaming
board shown in Fig. 4;
Fig. 8 is a flowchart showing a subroutine of a game mode 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. 12 is a figure describing a relationship among winning 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 14D 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 a flowchart showing a subroutine of a bonus game processing;
Fig. 17 is a flowchart showing a subroutine of a return mode processing;
Figs. 18A and 18B are figures showing an example of image displayed on the lower image
display panel when a game state shifts to the return mode (when the second special
game state is generated);
Fig. 19 is a flowchart 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
[0062] Fig. 1 is a schematic diagram showing the entire construction of a game system according
to one embodiment of the present invention.
A game system 100 includes: plural gaming machines 10; and a control device 200 connected
to the gaming machines 10 through a predetermined communication line 101. Such a game
system 100 may be constructed in one recreation facility capable of playing various
kinds of games such as a bar, a casino and the like, or between 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,
and either a dedicated line or a switched line can be used.
[0063] In the embodiment, the gaming machine 10 is a slot machine. In the present invention,
however, a gaming machine is not limited to a slot machine, and for example, a so-called
single gaming machine such as a video slot machine, a video card gaming machine and
the like may be adopted, and a so-called mass game (multi-terminal gaming machine)
such as a racing game, a bingo game, a public lottery and the like, which is a game
that takes a predetermined time for a result to be displayed, may also be adopted.
[0064] 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 particularly limited and may include,
for example, a ticket with a bar code as described later, and of the like tickets.
[0065] The control device 200 controls plural gaming machines 10. Especially, in the present
embodiment, the control 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 the present invention and many coins are paid out in the return mode. The
control device 200 may be a device which controls the return rate by controlling the
transition to the return mode. In such a construction, the control device 200 may
be a device which controls the return rates of each of the gaming machines 10 individually,
or a device which controls the return rate across all gaming machines 10 collectively.
[0066] The control device 200 may further function as a so-called hole server which is installed
in a recreation facility having plural gaming machines 10, or as a server which collectively
controls plural recreation facilities. Moreover, every gaming machine 10 has its own
identification number, and the source of data transmitted to the control device 200
from each of the gaming machines 10 is distinguished therein by their identification
numbers. The identification number is also used to designate a transmission destination
of data transmitted to the gaming machine 10 from the control device 200.
[0067] The identification number of a gaming machine corresponds to the identification information
on a gaming machine of the present invention. The identification information on a
gaming machine of the present invention is not particularly limited, and examples
thereof may include: a letter, a symbol, a figure, a combination thereof, and the
like.
[0068] Fig. 2 is a perspective view schematically showing a gaming machine according to
one embodiment of the present invention.
The gaming machine 10 includes: a cabinet 11; a top box 12 placed on the upper side
of the cabinet 11; and a main door 13 provided at the front face of the cabinet 11.
Inside the cabinet 11, three reels 14 (14L, 14C and 14R) are rotatably installed.
Twenty-two designs (hereinafter, also referred to as symbols) are depicted as symbol
sequences on the outer circumferential surface of each of the reels 14.
[0069] A lower image display panel 16 is provided over the reels 14 in the main door 13.
The lower image display panel 16 is provided with a transparent liquid crystal panel,
and various kinds of information, representation image and the like associated with
the game are displayed while the game is played.
A number-of-credits display section 31 and a number-of-payouts display section 32
are formed on the lower image display panel 16. The number of credited coins is displayed
as an image on the number-of-credits display section 31. The number of coins to be
paid out is shown as an image on the number-of-payouts display section 32, when a
combination of symbols stop displayed on a winning line L is a predetermined combination.
[0070] Three display windows 15 (15L, 15C and 15R), the back faces of which are visually
recognizable, are formed on the lower image display panel 16, and through each of
the display windows 15, three of the symbols depicted on the outer circumferential
surface of each of the reels 14 are displayed. One winning line L traversing horizontally
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 number of coins corresponding
to the combination and the number of inserted coins (the number of BETs) is paid out.
[0071] Moreover, in the present invention, for example, when: plural winning lines L which
traverse horizontally or obliquely the three display windows 15 are formed; the winning
lines L, the number thereof which becomes effective set to be dependent on the number
of coin-in, become effective; and a combination of symbols stop displayed on the winning
line L which became effective is a predetermined combination, the number of coins
corresponding to the stop-displayed combination may be paid out.
[0072] A touch panel 69, which is not shown in the figure, is provided on the front face
of the lower image display panel 16 and the player can input various kinds of commands
by operating the touch panel 69.
[0073] Provided below the lower image display panel 16 are: a control panel 20 constituting
of plural buttons 23 to 27 which are inputted by the player, commands associated with
progress of the game; a coin receiving slot 21 accepting coins into the cabinet 11;
and a note identifier 22.
[0074] The control panel 20 is provided with: a spin button 23; a change button 24; a CASHOUT
button 25; a 1-BET button 26; and a maximum BET button 27. The spin button 23 is used
for inputting a command to start the rotating of the reels 14. The change button 24
is used in a case where a player 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.
[0075] The 1-BET button 26 is used for inputting a command to bet 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 embodiment) of
the credited coins.
[0076] 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 slot 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 receiving slot 21 are
temporarily credited, and the credited coins are bet on a game by operating the 1-BET
button 26 or the maximum BET button 27, as in the present embodiment, the bet of the
credited coins on the game corresponds to insertion of a game media.
[0077] 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 with a bar code which will be described
later can be read. A belly glass 34 on which characters and the like of the gaming
machine 10 are depicted is provided on the front face of the lower portion of the
main door 13, that is, below the control panel 20.
[0078] An upper image display panel 33 is provided at the front face of a top box 12. The
upper image display panel 33 is provided with a liquid crystal panel and, for example,
an image to introduce the contents of the game or explain a game rule is displayed
thereto.
[0079] A speaker 29 is provided in the top box 12. A ticket printer 35, a card reader 36,
a data display 37 and a key pad 38 are provided beneath the upper image display panel
33. The ticket printer 35 prints on a ticket a bar code in which data such as the
number of credits, date, time, identification 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 (for example,
at a cashier in the casino) of a recreation facility the ticket 39 with a bar code
to notes.
[0080] 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 example,
data to identify a player and data concerning a history of a game played by a player
are stored thereon. Data corresponding to a coin, a note or a credit may also be stored
on the smart card. As an alternative of a smart card, a magnetic stripe card may be
adopted. The data display 37 is a fluorescent display and the like, and it is used,
for example, to display data read by the card reader 36 and data inputted by a player
from the key pad 38. The key pad 38 is used for inputting a command or data to issue
a ticket and the like.
[0081] Fig. 3 is a schematic view showing the symbol sequence depicted on the outer circumferential
surface of each reel.
Twenty two symbols each are depicted on the outer circumferential surface of the left
reel 14L, the middle reel 14 C and the right reel 14 R. A sequence of the symbols
depicted on the outer circumferential surface of each of the reels 14 is different
from one another. The sequences of the symbols are combinations of the following symbols:
"JACKPOT 7", "BLUE 7", "BELL", "CHERRY", "STRAWBERRY", "PLUM", "ORANGE" and "APPLE".
[0082] When the same three symbols of one of the symbols of "JACKPOT 7", "BLUE 7", "BELL",
"CHERRY", "STRAWBERRY", "PLUM" and "ORANGE" are stop displayed on the winning line
L, a predetermined number of credits is added to the account of the player as a credit
owned by the player (see Fig. 12). As for "CHERRY" 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 credits owned by the player according to the number
of the symbols stop displayed (see Fig. 12).
[0083] The symbol sequence "APPLE" is a bonus game trigger (a symbol to transit to a bonus
game). When three of the "APPLE" are stop displayed on the winning line L, a game
state shifts to a bonus game. The bonus game corresponds to the first special game
state. In the present embodiment, a bonus game is a free game (a game in which a predetermined
number thereof can be played without inserting coins for BET).
[0084] The bonus game trigger in the present embodiment corresponds to the special winning
combination in the present invention. Further, a winning combination constituted by
"JACKPOT 7", "BLUE 7", "BELL", "CHERRY", "STRAWBERRY", "PLUM", or "ORANGE" corresponds
to the regular winning combination in the present invention. It should be noted that
the special winning combination in the present invention is not necessarily one kind
but can be set as appropriate.
[0085] In the present invention, the first 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 probability 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. More specifically, examples of the first special game state include
a free game, a second game, a mystery bonus and the like.
[0086] The sequence of symbols 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 displayed by scrolling downwards in the display windows 15 during 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 display windows 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. When a bonus game
trigger has been established, a bonus game is generated.
[0087] 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, a predetermined
payout number of coins are paid out. In the return mode, the coins are paid out in
number corresponding to the above-mentioned number (hereinafter also referred to as
reservoir value) obtained by accumulatively counting a part of the number of coins
to be paid out according to the regular winning combination.
[0088] In the present invention, the second special game state is not particularly limited
as far as it is a game state where the coins are paid out in number corresponding
to the number obtained by accumulatively counting a part of the number of coins to
be paid out according to the regular winning combination. Examples of the second game
state include a free game, a second game, a mystery bonus game and the like.
[0089] In the present invention, the second special game state may be a game state of the
same kind as the first special game state, or a game state of a kind different from
the first game state as in the present embodiment. When the second special game state
is made to be a game state different from the first special game state, games can
be high in versatility, which can enhance a sense of expectation for the second special
game state. Moreover, a game state of the second special game state may be an exclusive
game state generated only when the second special game state occurs. In such a situation,
a sense of expectation for the second special game state can be further enhanced.
[0090] Fig. 4 is a block diagram showing the internal construction of the gaming machine
shown in Fig. 2.
A gaming board 50 includes: CPU (Central Processing Unit) 51, ROM 55 and boot ROM
52 which are interconnected to one another by an internal bus; a card slot 53S which
accepts a memory card 53; an IC socket 54S which accepts GAL (Generic Array Logic)
54.
[0091] The memory card 53 is constituted of non-volatile memories such as CompactFlash (registered
trademark) and stores a game program and a game system program. The game program contains
a lottery program. The lottery program is a program for determining symbols (code
Nos. corresponding to the symbols) 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
determination data, each corresponding to respective plural kinds of payout rates
(for example, 80%, 84% and 88%). The symbol weighting determination data is data showing
a correspondence relationship between a code No. (see Fig. 3) of each symbol and one
or plural random number values 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 rate outputted from the GAL 54, and the lottery is executed based on symbol
weighting determination data corresponding to the payout rate.
[0092] The card slot 53S is configured so that the memory card 53 can be inserted therein
or drawn out therefrom, and connected to a mother board 40 through IDE bus. Therefore,
a kind or contents of a game played in the gaming machine 10 can be changed by drawing
out the memory card 53 from the card slot 53S, writing a different game program and
game system program thereon, and inserting the memory card 53 into the card slot 53S
thereafter. Moreover, a kind or contents of a game played in the gaming machine 10
can also be changed by changing a memory card 53 on which a game program and a game
system program are stored to a different memory card 53 on which a different game
program and game system program are stored. The game program includes a program related
to progress in a game; a program for generating the first special game state; and
a program for generating the second special game state. The game program further includes
image data and sound data outputted while a game is played.
[0093] GAL 54 is one kind of PLD having an OR fixed array structure. GAL 54 is equipped
with a plurality of an input port and an output port and when a predetermined data
is inputted to the input port, data corresponding to the input data is outputted from
the output port. The data outputted from the output port is the above-mentioned data
for setting a payout rate.
The IC socket 54S is configured such that GAL 54 can be mounted thereto or demounted
therefrom, and connected to the mother board 40 through PCI bus. Therefore, data for
setting a payout rate outputted from GAL 54 can be 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 socket 54S thereafter. Moreover, data for setting a payout rate can also be changed
by changing GAL 54 to a different GAL 54.
[0094] CPU 51, ROM 55 and boot ROM 52 interconnected to each other by the internal bus are
connected to the mother board 40 by PCI bus. The PCI bus not only conducts signal
transmission between the mother board 40 and the gaming board 50, but also supplies
electric power to the gaming board 50 from the mother board 40. ROM 55 stores country
identification information and an authentication program therein. Boot ROM 52 stores
a preliminary authentication program, a program for CPU 51 to activate the preliminary
authentication program (a boot code) and the like therein.
[0095] The authentication program is a program to authenticate a game program and a game
system program (an alteration check program). The authentication program is stated
along a procedure for confirmation and certification that the game program and the
game system program that are objects of an authentication capture processing are not
altered, that is, a procedure for conducting authentication of the game program and
the game system program (an authentication procedure). The preliminary authentication
program is a program for authenticating the above-mentioned authentication program.
The preliminary authentication program is stated along a procedure for certification
that an authentication program that is an object of an authentication processing is
not altered, that is, a procedure for authenticating the authentication program (an
authentication procedure).
[0096] The mother board 40 is constructed with a general-purpose mother board commercially
available (a printed circuit board on which basic parts of a personal computer are
mounted) and includes: a main CPU 41; ROM (Read Only Memory) 42; RAM (Random Access
Memory) 43 and a communication interface 44. The main CPU 41 is the processing device
of the present invention.
[0097] ROM 42 is constituted of a memory device such as a flash memory and stores thereon
a program such as BIOS (Basic Input/Output System) executed by the main CPU 41 and
permanent data. When BIOS is executed by the main CPU 41, not only is an initialization
processing for predetermined peripheral devices conducted, but a capture processing
for the game program and the game system program stored on the memory card 53 is also
started via the gaming board 50. In the present invention, contents of ROM 42 may
be rewritable or not rewritable.
[0098] RAM 43 stores data and a program used at the time of operation of the main CPU 41.
RAM 43 can store the authentication program read through the gaming board 50 together
with the game program and the game system program. RAM 43 is the storage device of
the present invention.
[0099] 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 it should
be shifted to a return mode corresponding to the second special game state or not.
The storage region of the return mode flag is constituted of a storage region with,
for example, a predetermined number of bits and the return mode flag is turned "ON"
or "OFF" according to storage contents in the storage region. If the return mode flag
is set to the state "ON", the game state thereafter shifts to the return mode without
fail. RAM 43 further stores data on the number of credits, the number of coin-in or
coin-out for one game, and the like.
[0100] The communication 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 number of coin-out together with the gaming machine identification number
of the gaming machine 10 to the control device 200 each time a game is played. The
number of games, an accumulative number of coin-in and an accumulative number of coin-out
are made to be associated with each gaming machine identification number, and stored
in the control device 200. Further, a part of the number of coin-out in the game is
stored as a reservoir value. In the control device 200, when the number of games of
one gaming machine 10 reaches a predetermined set value (e.g., 600), a return command
signal is transmitted from the control device 200. In the return command signal, the
reservoir value, having been made to be associated with the gaming machine identification
number of the gaming machine 10 and stored, is included as data. When the main CPU
41 receives the return command signal through the communication interface 44, the
return mode flag is set to the state "ON" and store the reservoir value in the RAM
43 as data.
[0101] Both a body PCB (Printed Circuit Board) 60 and a door PCB 80 which will be described
later are connected to the mother board 40 by USB. A power supply unit 45 is also
connected to the mother board 40. When electric power is supplied from the power supply
unit 45 to the mother board 40, not only is the main CPU 41 of the mother board 40
activated, but CPU 51 is also activated 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.
The main CPU 41 executes a game program and a game system program stored in RAM 43
based of an input signal inputted to the main CPU 41, and thereby performs a predetermined
computational processing, stores results of thereof into RAM 43 and transmits a control
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, a touch panel 69, a note identifier 22, a ticket printer 35, a card
reader 36, a key switch 38S and a data display 37 are connected to the body PCB 60.
The lamp 30 is lit up in a predetermined pattern based on a control signal outputted
from the main CPU 41.
[0104] The sub CPU 61 controls the rotation and stopping of the reels 14 (14L, 14C and 14R).
A motor driving circuit 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 circuit 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 (70L, 70C and 70R) which rotate each of the reels
14, are connected to the motor driving circuit 62. The stepping motor 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 be adopted instead of a stepping motor. When a DC motor is 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
rotational 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 71 are connected
to the sub CPU 61. The index detecting circuit 65 is used for detecting positions
(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 reels 14. The position change
detecting circuit 71 detects the change of stoppage positions of the reels 14, for
example, in a case where the stoppage position is changed by force by a player as
if the combination of symbols was in a wining state, despite the fact that the combination
of symbols is not actually in a wining state, and of the like cases. The position
change detecting 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 predetermined space on the inner side of the reel 14.
[0108] The hopper 66 is installed in the cabinet 11 and pays out a predetermined number
of coins from a coin payout exit 19 to a coin tray 18 based on a control signal outputted
from the main CPU 41. A coin detecting section 67 is installed inside the coin payout
exit 19 and when detecting that a predetermined number of coins has been paid out
from the coin payout exit 19, outputs an input signal to the main CPU 41.
[0109] The graphic board 68 controls, based on a control signal outputted from the main
CPU 41, image displays on the upper image display panel 33 and the lower image display
panel 16. The number of credits stored in RAM 43 is displayed on the number-of-credits
display section 31 of the lower image display panel 16. The number of coin-out is
displayed on 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 temporarily stores image data generated by VDP, and of the like equipments.
Note that image data used in generating image data with VDP is read from the memory
card 53 and contained in a game program stored in RAM 43.
[0110] The note identifier 22 not only discriminates a true note from a false note, but
also accepts the true note into the cabinet 11. The note identifier 22, when accepting
a true note, outputs an input signal to the main CPU 41 based on a face amount of
the note. The main CPU 41 stores the number of credits corresponding to the amount
of the note transmitted with 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 obtained by encoding data such as the number of credits,
date and time, the identification number of the gaming machine 10, and of the like
data stored in RAM 43, and outputs the ticket 39 with 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 provided on the key pad 38, and when the key pad 38 is operated
by a player, 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 read by
the card reader 36 and data inputted by a player through the key pad 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 control 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 25S corresponding to the CASHOUT button
25, a 1-BET switch 26S corresponding to the 1-BET button 26, and a maximum BET switch
27S corresponding to the maximum BET button 27. When the buttons 23 to 27 are operated
by a player, each of the switches 23S to 27S corresponding thereto outputs input signals
to the main CPU 41.
[0113] The coin counter 21C is installed inside the coin receiving slot 21, and discriminates
whether a coin inserted by a player into the coin receiving slot 21 is true or false.
Coins other than the 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 coin counter 21C as true coins into a cash
box (not shown in the figure) 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 works as a
backlight installed on the back face sides of the lower image display panel 16 and
the upper image display panel 33 and is lit up based on a control signal outputted
from the main CPU 41.
[0115] Fig. 5 is a block diagram showing the internal construction of a control device according
to one embodiment of the present invention.
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 interface 44 of
the gaming machine 10 through the communication line 101. ROM 202 stores a system
program for controlling operations of the control device, a permanent data, and the
like. RAM 203 temporarily stores data received from each of the gaming machines 10
and data such as results of the computational operation. Moreover, a game history
of a gaming machine 10 is stored in the hard disc drive 205, by being associated with
the gaming machine identification number of each of the gaming machines 10.
[0116] Fig. 6 is a figure schematically showing an example of correspondence table between
a gaming machine identification number and a game history.
Each of the gaming machine identification numbers is associated with a game history
based on the number of games, an accumulative number of coin-in, an accumulative number
of coin-out, a payment balance in terms of the coins and a return rate of coin-out.
Further, each of the gaming machine identification numbers is also associated with
a reservoir value. This reservoir value is the number obtained by accumulatively counting
a part of the number of coin-out according to the regular winning combination (in
the present embodiment, 10% of the number of coin-out).
[0117] When CPU 201 receives the number of coin-in, the number of coin-out and the gaming
machine identification number from the gaming machine 10 through the communication
interface 204, a game history corresponding to the gaming machine identification number
is updated. More specifically, 1 is added to the number of games, the number of coins
inserted is added to the accumulative number of coin-in and the number of coins paid
out is added to the accumulative number of coin-out. Further, a payment balance in
terms of the coins and a return rate are calculated based on the accumulative number
of coin-in and the accumulative number of coin-out. Furthermore, 10% of the number
of coin-out is added to the reservoir value. For example, when the number of coin-out
is 100, 10 is added to the reservoir value. When CPU 201 determines that the number
of games updated has reached a set value, CPU 201 employs the reservoir value at that
point as the number of coin-out in the return mode.
[0118] Next, description will be given of a processing performed in the gaming machine 10.
Fig. 7 is a flowchart showing a procedure in an authentication reading processing
for a game program and a game system program executed by a mother board and a gaming
board shown in Fig. 4. Note that the memory card 53 is inserted into the card slot
53S on the gaming board 50 and GAL 54 is mounted to the IC socket 54S.
[0119] When a power supply switch is turned on in the power supply unit 45, the mother board
40 and the gaming board 50 are activated (steps S1-1 and S2-1). When the mother board
40 and the gaming board 50 are activated, separate processing are performed at the
same time. That is, in the gaming board 50, CPU 51 reads a preliminary authentication
program stored in the boot ROM 52 and performs the preliminary authentication which
in advance, prior to capturing the authentication program into the mother board 40,
confirms or certificates that the program is not altered according to the read preliminary
authentication program (step S2-2). On the other hand, in the mother board 40, the
main CPU 41 executes BIOS stored in ROM 42 to expand on RAM 43 compressed data incorporated
in BIOS (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).
[0120] 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 authentication program stored
in ROM 55, but also stores the read authentication program into RAM 43 (step S1-4).
On this occasion, the main CPU 41 takes a checksum according to ADDSUM method (a standard
check function) with the help of the function of a standard BIOS of BIOS, and by performing
a confirmation processing for whether or not storage is conducted without error, stores
the authentication program into RAM 43.
[0121] Then, after confirming what is 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 program from the memory card 53. In
this case, the main CPU 41 reads 4 bites at a time of data constituting the game program
and the game system program. Next, the main CPU 41 authenticates by confirming and
certifying according to the authentication program stored in RAM 43, that the read
game program and game system program has not been altered (step S1-5). When the authentication
processing is normally completed, the main CPU 41 writes and stores in RAM 43 the
game program and the game system program that have been an object of authentication
(have been authenticated) (steps S1 to S6). Then, main CPU 41 accesses through the
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 data in RAM 43 (step S1-7). Then, the main CPU
41 not only reads through the PCI bus country identification information stored in
ROM 55 on the gaming board 50, but also stores the read country identification information
into RAM 43 (step S1-8).
[0122] After the processing is over, the main CPU 41 sequentially reads and executes the
game program and the game system program to such that a game is progressed.
[0123] After the processing shown in Fig. 7 is over, the main CPU 41 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 detection signal outputted from the coin counter 21C
in a case where the coin counter 21C detects a coin inserted into the coin receiving
slot 21 while executing the subroutine.
Figs. 9A and 9B are figures showing an image displayed on the lower image display
panel when a game mode selection processing is executed.
[0124] To begin with, the main CPU 41 conducts a processing to display on the lower image
display panel 16 an image for requesting to the player selection of a game mode (step
S3). In this processing, the main CPU 41 transmits a depiction command for the game
mode selection image to the graphic board 68. On the graphic board, VDP extracts image
data from RAM 43 and expands the data on the video RAM to produce 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 image as shown in Fig. 9A is displayed
on the lower side display panel 16.
[0125] Fig. 9A is a figure showing an example of game mode selection image displayed on
the lower image display panel. In the figure, numerical reference 15 (15L, 15C and
15R) indicates display windows. An image showing "Select a mode !!" is displayed in
the upper portion of the lower image display panel 16. The image is an image for requesting
a player to select a game mode. Moreover, images showing "INSURANCE" and "NO INSURANCE"
are displayed in the lower portion of the lower image display panel 16. The images
are images indicating game mode options and the player touches a predetermined site
of the touch panel 69 corresponding to a display region of the image, and is thereby
enabled to input a command for selecting a game mode.
[0126] The option "INSURANCE" corresponds to the with-insurance mode. A predetermined number
of credits (for example, number of credits equivalent to 1 dollar) is required for
selecting the with-insurance mode. As an alternative of the number of credits, a note
or a coin equivalent to the number of credits may be directly inserted. In a case
where the with-insurance mode has been selected, when the number of games reaches
a set value (for example, 600) without a bonus game being generated, the return mode
flag is set to the state "ON" and a game state shifts to the return mode. In the payout
return mode, the player can receive payout of coins corresponding to the reservoir
value. In other words, in the with-insurance mode, a game can be played in a state
where an insurance is carried for compensating all or part of a loss arising in a
case where no bonus game has arisen for a long time. On the other hand, an option
"NO INSURANCE" corresponds to the without-insurance mode. In a case where the without-insurance
mode has been selected, the return mode flag is not set to the state of "ON" and a
game state does not shift to the payout return mode even if no bonus game has arisen
for a long time after the without-insurance mode is selected.
[0127] After the processing in step S3, the main CPU 41 determines whether the with-insurance
mode has been selected or not (step S4). In a case where it is determined that the
with-insurance mode has been selected, the main CPU conducts a processing for subtracting
a predetermined number of credit from the number of credits stored in RAM 43 (step
S5). Thereafter, the game execution processing in the with-insurance mode is conducted
(step S6).
While 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" is displayed in the upper left of the lower image display panel 16, as shown
in Fig. 9B. The image is an image showing that a game mode is in the with-insurance
mode.
[0128] On the other hand, in the case where, in step S4, it is determined that the without-insurance
mode has been selected, the main CPU 41 conducts the game execution processing in
the without-insurance mode (step S7). Since this processing is a processing almost
the same as the game execution processing in the with-insurance mode (see Fig. 10)
except that neither a processing related to transition to the return mode nor a processing
related to counting of the number of games is conducted, description thereof is omitted
here. When the processing in step S6 or S7 has been executed, the process is returned
to step S3 thereafter.
[0129] Fig. 10 is a flowchart showing a subroutine of a game execution processing in the
with-insurance 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 the processing, the main CPU 41 determines whether an
input signal outputted from the 1-BET switch 26S or the maximum BET switch 27S has
been received or not when the 1-BET button 26 or the maximum BET button 27 is operated,
respectively. If it is determined that a coin has not been BET, the process returns
to step S10.
[0130] On the other hand, if it is determined in step S10 that a coin is BET, the main CPU
41 conducts a processing for subtracting the number of credits stored in RAM 43 according
to the number of BET coins (step S11). In a case where the number of BET coins 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. In a case
where the number of BET coins exceeds the upper limit (50 coins in the present embodiment)
up to which a BET is possible in one game, the process advances to step S12 without
conducting a processing for subtracting the number of BET coins from the number of
credits stored in RAM 43.
[0131] Then, the main CPU 41 determines whether the spin button 23 has been turned ON or
not (step S12). In the processing, the main CPU 41 d determines, when the spin button
23 is pressed, whether an input signal outputted from the spin switch 23S has been
received or not.
If it is determined that the spin button 23 has not been turned ON, the process returns
to step S10. Note that in a case where the spin button has not been turned ON (for
example, in a case where a command of terminating a game has been inputted without
turning ON the spin button), the main CPU 41 cancels a result of the subtracting processing
in step S11.
[0132] In the present embodiment, description will be given of a case in which: after a
coin is BET (step S10), a processing for conducting subtraction on the number of credits
(step S11) is conducted prior to the determination on whether the spin button has
been turned ON or not (step S12). However, the present invention is not limited to
this example. For example, a processing for subtraction on the number of credits (step
S11) may be conducted after a coin is BET (step S10), determined whether the spin
button 23 has been turned ON or not (step S12), and when determined that the spin
button 23 has been turned ON (YES in step S12).
[0133] Meanwhile, in step S12 of Fig. 10, if it is determined that the spin button 23 has
been turned ON therein, the main CPU 41 conducts a lottery 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 the stopped
reels 14. Thus, a combination of symbols stop displayed is determined. Detailed description
of the processing will be given later by making reference to Figs. 11 and 12. When
the processing in step S13 is executed, the main CPU 41 works as winning combination
determination means for determining a winning combination by a lottery. In the present
embodiment, description will be given of a case where a combination of symbols stop
displayed is determined, and one winning combination of plural winning combinations
is determined thereafter. However, in the present invention, one winning combination
selected from plural winning combinations may at first be determined by a lottery,
and the combination of symbols to be stop displayed may be determined thereafter,
based on the determined winning combination.
[0134] Then, the main CPU 41 conducts a reel rotating control processing (step S14). The
processing is a processing which, after all of the reels 14 starts to rotate, stops
the rotating of each of the reels 14 such that a combination of symbol sequences corresponding
to the winning combination determined in step S13 is stop displayed on the winning
line L. Detailed description of the processing will be given later by making reference
to Figs. 13 to 15.
[0135] Then, the main CPU 41 determines whether a bonus game trigger has been established
or not, that is whether "APPLE" is stop displayed in the display window 15 or not
(step S15). If it is determined that the bonus game trigger has been established,
the main CPU 41 (processing device) reads a program for conducting a bonus game from
RAM 43 (storage device) to execute a bonus game processing (step S16). Here, the first
special game state is generated. Detailed description of 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 functions as means for generating the first special game
state.
[0136] On the other hand, if it is determined that the bonus game trigger has not been established,
the main CPU 41 determines whether a regular winning combination has been established
or not (step S17). If it is determined that a regular winning combination has been
established, the main CPU 41 determines the number of coin-out corresponding to the
number of coin-in and the winning combination (step S18). At this time, the main CPU
41 functions as a means for determining the number of coin-out. Subsequently, the
main CPU 41 pays out the determined number of coins (step S19). In a case where coins
are reserved, the main CPU 41 conducts a processing to add the coins to the number
of credits 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. In that situation, the coin detecting section
67 counts the number of coins paid out from the hopper 66 and when the number of counts
reaches a designated number, transmits a payout completion signal to the main CPU
41. Thus, the main CPU 41 stops the driving of the hopper 66 to terminate the coin
payout processing.
[0137] It should be noted that in the present embodiment, an explanation is given concerning
the case where the coins, in number equal to the number of coin-out which was determined
in step S18, are paid out in step S19. However, the present invention is not limited
to this example. For example, coins in number obtained by subtracting the number of
coins to be added to the reservoir value from the number of coin-out which was determined
in step S18, may be paid out.
[0138] When the processing in step S16 or S19 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 whether or not the return
mode flag stored in RAM 43 is set to the state "ON" (step S20). If it is determined
that the return mode flag has been set to the state "ON", the main CPU 41 (processing
device) reads from RAM 43 (storage device) a program for shifting a game state to
the return mode, executes the return mode processing, to thus shift a game state to
the return mode (step S21). Here, the second special game state has been generated.
Detailed description will be given of the payout return mode processing later using
Fig. 17. The main CPU 41, when executing the processing in step S21, functions as
means for generating the second special game state.
[0139] If the processing in step S21 has been executed, or if it is determined that the
return mode flag has not been set to the state "ON" in step S20, the main CPU 41 determines
(step S22) whether or not the bonus game has been executed (step S16) or whether or
not a game state has shifted to the return mode (step S21).
[0140] If it is determined 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 S23).
The counting processing is a processing conducted between the gaming machine 10 and
the control device 200. The number of coin-in and the number of coin-out for one game
together with the gaming machine identification number are transmitted to the control
device 200. In the control device 200, the number of games, an accumulative number
of coin-in, an accumulative number of coin-out and the like are updated with respect
to each gaming machine identification number. Further, 10% of the number of coin-out
is added to the reservoir value.
When the number of games reaches a set value, the reservoir value at that point is
employed as the number of coin-out in the return mode, and a return command signal
is transmitted to the gaming machine 10 from the control device 200. The return command
signal includes the reservoir value as data. The main CPU 41, when receiving the return
command signal, sets the return mode flag to the state "ON", and the reservoir value
is stored in the RAM 43 as data. Detailed description of the counting processing will
be given later by making reference to Fig. 19. After the processing in step S23 is
executed, the main CPU 41 returns the process to the processing in step S10, and subsequently
executes a game in the with-insurance mode.
[0141] On the other hand, when it is determined that a bonus game has been executed or a
game state has shifted to the payout return mode, the present 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.
[0142] 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 with the main CPU 41.
The main CPU 41 executes a random number generating 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). In the present embodiment, description will be given
of a case where random numbers are generated on a program (a case where so-called
software 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).
[0143] After the random number values are selected, the main CPU 41 (processing device)
refers to symbol weighting determination data corresponding to payout rate setting
data which 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 L. The main CPU 41 determines code Nos. of the
reels 14 to thereby determine a winning combination. For example, in a case where
code Nos. of the reels 14 are determined "00", "00" and "00", it means that the main
CPU 41 determined a winning combination as "JACKPOT". Based on the code Nos. determined
for each of the reels, a reel rotating control processing which will be described
later is conducted. On this occasion, the main CPU 41 functions as winning combination
determination means.
[0144] Here, description of a winning combination in the present embodiment will be given.
Fig. 12 is a figure describing a relationship among winning combinations of plural
kinds, establishment possibility of each winning combination and the number of coin-out
in the present embodiment. The establishment possibilities of each of 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 winning combinations
in such a case that code Nos. of each of the reels 14 are determined based on the
selected three random number values by referring to a symbol weighting determination
data. In other words, the random number values are not made to correspond to each
of the winning combinations.
[0145] 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 bonus game is generated. In the bonus game, executed is a free game of which
the number of games is determined by a lottery.
[0146] An establishment possibility of "JACKPOT 7" is 0.5%. If the winning combination has
been established, three "JACKPOT 7" symbols are stop displayed on the winning 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. For example,
in the case the number of coin-in is 50, when "JACKPOT 7" is formed, the number of
coin-out is 1500 (= 50 x 30). It should be noted that in this case, a part of the
number of coin-in to be added to the reservoir value is 150 (= 1500 × 10%). When a
combination of symbols stop displayed is not hitting any of the winning combinations
shown in Fig. 12, this is a failure, and there is no coin-out.
[0147] Fig. 13 is a flowchart showing a reel rotating control processing called and executed
in step S15 of the subroutine shown in Fig. 10. This processing is a processing conducted
between the main CPU 41 and the sub CPU 61.
[0148] The main CPU 41 transmits to the sub CPU 61 a start signal that starts the rotating
of reels (step S40). The sub CPU 61 conducts a reel rotating processing when it receives
the start signal from the main CPU 41 (step S51). In the processing, the sub CPU 61
supplies a pulse to the motor driving circuit 62. The pulse outputted from the sub
CPU 61 is amplified by the driver 64 and supplied to each of the stepping motors 70
(70L, 70C and 70R). As a result, the stepping motors 70 rotate, thereby making the
reels 14 (14L, 14C and 14R) to rotate. A stepping motor 70 is a 1-2 phase excitation
type stepping motor which has a step angle of 0.9 degree and requires the number of
steps of 400 for one rotation. Hence, if 400 pulses are supplied to the stepping motor
70, the reels 14 rotate once.
[0149] When the reels 14 start to rotate, the sub CPU 61 supplies to the motor driving circuit
62 pulses at a lower frequency, and the pulse frequency is gradually raised. A rotational
speed of the reels 14 is thereby increased. When a predetermined time elapses, the
pulse frequency is controlled to be constant. As a result, the reels 14 rotate at
a constant speed.
[0150] Here, description of a rotational operation of the reels 14 will be given by reference
to Figs. 14A to 14D.
Figs. 14A to 14D are side views for describing a rotating operation of a reel 14.
As shown in Fig. 14A, a semicircular metal plate 14a is attached to the side surface
of a reel 14. The metal plate 14a rotates together with the reel 14. Twenty-two symbols
(see Fig. 3) are depicted on the circumferential surface of the reel 14. Three symbols
of the twenty-two symbols depicted on the circumferential surface of the reel 14 can
be visually recognizable through the display window 15 formed in front of the reel
14. The arrow mark of a heavy line in the figure indicates a rotating direction of
the reel 14. A proximity sensor 65a is provided on the side of the reel 14. The proximity
sensor 65a is used to detect the metal plate 14a. The proximity sensor 65a does not
rotate nor move even if the reel 14 rotates.
[0151] 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 the metal plate 14a 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 metal 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 will no longer
be detected by the proximity sensor 65a (hereinafter also referred to as a position
C).
[0152] If the reel 14 rotates when the metal plate 14a is at the position C, the metal plate
14a moves to a position shown in Fig. 14D. Fig. 14D shows a position of the metal
plate 14a when the metal plate 14a is not detected by the proximity sensor 65a (hereinafter
also referred to as a position D). If the reel 14 further rotates, a position of the
metal plate 14a returns to the position A. As described above, together with the rotating
of the reel 14, the metal plate 14a changes its position in the order from the position
A, to the position B, to the position C, to the position D, to the position A and
so forth.
[0153] The proximity sensor 65a constitutes an index detecting circuit 65 (see Fig. 3).
When it is referred to as "High" at a state where the proximity sensor 65a detects
the metal plate 14a, and as "Low" at a state where the proximity sensor 65a does not
detect the metal plate 14a, a state of the index detecting circuit 65 is "High" during
the period when the metal plate 14a moves from the position A to the position B and
to the position C, and a state of the index detecting circuit 65 is "Low" during the
period when the metal plate 14a moves from the position C to the position D and to
the position A. The sub CPU 61 assigns 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 recognize the
rotating position of the reel 14.
[0154] The main CPU 40, after transmitting in step 40 a start signal to the sub CPU 61,
executes representation to be executed while the reels are rotating (step S41). The
process is a processing which conducts display of an image on the lower image display
panel 16 and output of a sound from the speaker 29 over a period (for example, 3 seconds)
determined according to a result and the like of the lottery processing (step S13
in Fig. 10).
[0155] Then, the main CPU 40 determines whether it is the timing at which a command is to
be issued so as to stop the rotating of the reel 14, or not (step S42).
The timing at which a command is issued so as to stop rotation of a reel 14 is a timing
before the time when the representation to be executed while the reels are rotating
is terminated, which is an interval having the minimum time necessary for stopping
the rotating of the reel 14. Note that the minimum time necessary for stopping the
rotating of the reel 14 is determined in advance.
[0156] If it is determined in step S42 that it is not the timing at which the command to
stop the rotating of the reel 14 is to be issued, the process returns to the processing
in step S42 and the representation to be executed while the reels are rotating continues
to be conducted. On the other hand, if it is determined in step S42 that it is the
timing at which the 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 receives a code No. of the reel from the main
CPU 41, the code No. is converted to a stopping position of the reel (the number of
steps) from an index, based on a correspondence table between the number or steps
and the code Nos. stored in ROM (not shown in the figure) included in the sub CPU
61 (step S52).
[0157] Fig. 15 is a schematic diagram showing a correspondence table between the number
of steps and the code No.. Each of the code Nos. is related to an index and the number
of steps.
Each code No. corresponds to the symbols depicted on the circumferential surfaces
of the reels 14 (see Fig. 3) and symbols of code Nos. "00" to "10" correspond to the
index 1. Moreover, symbols of code Nos. "11" to "21" correspond to the index 2. The
number of steps in the correspondence table shown in Fig. 15 is the number of steps
with the index 1 as a reference. For example, if a code No. is "08", a stopping position
of the reel is at 145 steps from the index 1. If a code No. is "12", a stopping position
of the reel is at 218 steps from the index 1.
[0158] Then, the sub CPU 61 executes a reel stopping processing (step S53). In the processing,
the sub CPU 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 circuit 65
pulses corresponding to the number of steps which were converted in step S52 from
a code No. at a timing at which the index 1 is detected, and supply of pulses is ceased
thereafter.
[0159] For example, when, in step S52, the stopping positions of the reels are determined
to be 145 steps from the index 1, the sub 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
pulses is terminated thereafter. Furthermore, when, in step S52, the 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 detected.
As a result, the reels 14 stop at the code No. determined in step 32 of Fig. 11 and
the combination of symbols corresponding to the winning combination determined in
step S32 of Fig. 11 is stop displayed on the winning line L. On the other hand, the
main CPU 41 terminates the representation to be executed while the reels are rotating.
After the processing in steps S44 and S53 are over, the present reel rotating control
processing is completed.
[0160] Moreover, when an index corresponding to the code No. transmitted in step S43 is
different from an index detected by the index detecting circuit 65 when the rotating
of the reels 14 stop, this means that an out-of-order state occurred on the reels
14; therefore, the main CPU 41 conducts a processing for displaying an error message
on the lower image display panel 16 to temporarily stop a game.
For example, in a case where, even though a processing for stopping the reel 14L was
executed at the code No. 12 corresponding to the index 2, the index 1 is detected
by the index detecting circuit 65 when the rotating of the reel 14L stops, the game
is temporarily stopped.
[0161] Fig. 16 is a flowchart showing a subroutine of a bonus game processing called and
executed in step S16 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,
based on a random number value obtained by executing a random number generation program
included in a lottery program stored in RAM 43 (step S60). The main CPU 41 stores
as data into RAM 43 the number of games of the determined bonus games.
[0162] Next, the main CPU 41 conducts a lottery processing (step S61) and a reel rotating
control processing (step S63). The processing in step S61 is a processing almost the
same as the processing described using Fig. 11. The processing in step S63 is a processing
almost the same as the processing described using Fig. 13. Since descriptions of these
processing have already been given, descriptions thereof are omitted herein.
[0163] Then, the main CPU 41 determines whether a bonus game trigger has been established
or not, that is, whether three "APPLE" are stop displayed in the display windows 15
or not (step S64). If it is determined that the bonus game trigger has been established,
the number t of additional games of the bonus game is determined in a lottery (step
S65) and the determined number t of additional games is added to the number T of games
of the bonus game (step S66). Thus, when a bonus game is hit during the bonus game,
a remaining number of bonus games increases. More specifically, for example, in a
case where a game state shifts to 20 bonus games for the first time, and hits 17 bonus
games upon conducting 12 of the bonus games, another 25 bonus games (20 bonus games
- 12 bonus games + 17 bonus games) are to be conducted.
[0164] If a bonus game trigger has not been established, the main CPU 41 determines whether
a winning combination has been established or not (step S67). If it is determined
that the winning combination has been established, the main CPU 41 conducts payout
of coins corresponding to the number of coin-in and the winning combination (step
S68). Since the processing is similar to the processing in step S19 and description
thereof has already been given, the description of the present processing is omitted
herein.
[0165] In a case where the processing in step S66 or S68 has been executed, or if it is
determined in step S67 that any winning combination has not been established (if it
is determined that a failure has occurred), the main CPU 41 reads the number T of
bonus games stored in RAM 43, and one bonus game is subtracted from the read number
T of bonus games. The number T of bonus games after the subtraction is again stored
into RAM 43 (step S69).
[0166] Then, the main CPU 41 determines whether the number T of bonus games reaches the
number of games determined in step S60 or not (step S70). More specifically, it is
determined whether the number T of games stored in RAM 43 has become 0 or not, and
if the 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 games which were determined in step
S60, the process returns to step 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 determined that
the number T of games has reached the number of games which were determined in step
S60, a number-of-games reset signal is transmitted to the control device 200 (step
S71), and the present subroutine is completed thereafter. The number-of-games reset
signal includes the gaming machine identification information of the gaming machine
10, and CPU 201 of the control device 200, when receiving the number-of-games reset
signal, resets to 0 the number of games of which is stored in the hard disc drive
205 by being made to correspond to the gaming machine identification information included
in the number-of-games reset signal.
[0167] Fig. 17 is a flowchart showing a subroutine of a return mode processing called and
executed in step S21 of the subroutine shown in Fig. 10.
Firstly, based on a reservoir value, the main CPU 41 extracts image data from image
data which is stored in the RAM 43, and, based on the image data, displays an image
according to the reservoir value on the lower image display panel 16 (step S80).
The image data showing the image according to the reservoir value is included in a
game program which is read from the memory card 53 and stored in the RAM 43. In this
game program, a plurality of kinds of image data are included as image data each showing
an image according to the reservoir value.
[0168] Based on the reservoir value stored in RAM 43, the main CPU 41 determines the image
to be displayed on the lower image display panel 16. In the graphic mode 68, VDP extracts
from RAM 43 image data corresponding to the set value, expands the data on the video
RAM, produces image data for one frame and outputs the image data to the lower image
display panel 16. As a result, for example, images as shown in Figs. 18A and 18B are
displayed on the lower image display panel 16.
[0169] Figs. 18A and 18B are figures showing an example of image displayed on the lower
image display panel when a game state shifts to the return mode (when the second special
game state is generated). Numerical reference 15 (15L, 15C and 15R) in the figures
indicates display windows. An image shown in Fig. 18A is an image displayed on the
lower image display panel 16 when a game state shifts to the return mode with a reservoir
value less than a predetermined value (e.g., 2000). On the lower image display panel
16, an image showing "BONUS !!", together with two images showing fireworks are displayed.
An image showing "TIME OF PLAY 600" is also displayed in the lower portion of the
lower image display panel 16. This image is an image showing that the number of games
reached 600.
[0170] An image shown in Fig. 18B is an image displayed on the lower image display panel
16 when a game state shifts to the return mode with a reservoir value equal to or
larger than a predetermined value (e.g., 2000). On the lower image display panel 16,
an image showing "BONUS !!", together with six images showing fireworks are displayed.
An image showing "TIME OF PLAY 600" is also displayed in the lower portion of the
lower image display panel 16.
[0171] As described by means of Figs. 18A and 18B, in the present invention, it is desirable
to change contents of representation in the return mode according to the reservoir
value, since this can enhance an interest in the return mode.
[0172] Then, based on the reservoir value, the main CPU 41 extracts sound data from sound
data stored in the RAM 43, and based on the sound data, outputs from the speaker 29
a sound corresponding to the reservoir value (step S81).
The sound data showing sound according to the reservoir value is included in the game
program which has been read from the memory card 53 and stored in the RAM 43. In this
game program, a plurality of kinds of sound data are included as sound data each showing
sound according to the reservoir value.
[0173] Based on the reservoir value stored in the RAM 43, the main CPU 41 determines the
sound to be outputted from the speaker 29. The main CPU 41 extracts a sound data from
RAM 43, based on the result determined, and converts the sound data to a sound signal
to supply the signal to the speaker 29.
[0174] Then, the main CPU 41 conducts payout of the number of coins, the number corresponding
to the reservoir value stored in the RAM 43 (step S82). The number of coin-out in
step S82 is the number of coin-out in the return mode and equals to the number (reservoir
value) obtained by accumulatively adding a part of the number of coin-out according
to the regular winning combination. The reservoir value is included as data in the
return command signal transmitted to the gaming machine 10 from the control device
200 in step S23 of Fig. 10. The reservoir value is stored as data in the RAM 43 of
the gaming machine 10 which received the return command signal.
[0175] In a case where coins are reserved, the main CPU 41 conducts a processing for adding
the number of credits stored in RAM 43. On the other hand, in a case where the coins
are to be paid out, the main CPU 41 transmits a control signal to the hopper 66 to
conduct a predetermined number of coin-out. In the payout of coins, the coin detecting
section 67 counts the number of coins paid out from the hopper 66 and when the number
of counts reaches a designated number, and transmits a payout completion signal to
the main CPU 41. The main CPU 41 thereby ceases the driving of the hopper 66 to end
the coin-out processing, sets the return mode flag to the state "OFF" (step S83) thereafter,
and thus the present subroutine is completed.
[0176] Fig. 19 is a flowchart showing a counting processing called and executed in step
S23 of the subroutine shown in Fig. 10.
The processing is a processing conducted between the main CPU 41 of a gaming machine
10 and CPU 201 of the control device 200.
[0177] To begin with, the main CPU 41 transmits by the communication interface 44 the number
of coin-in and the number of coin-out stored in RAM 43 together with the gaming machine
identification number to the control device 200 through the communication line 101
(step S90). The number of coin-in and the number of coin-out transmitted to the control
device 200 from the gaming machine 10 are those of the game concerned.
The processing in step S90 is a processing in which the main CPU 41 (processing device)
transmits the identification information of the gaming machine 10 stored in the main
RAM 43 (storage device) to the control device 200 through the communication line 101,
each time a game is played. When the processing in step S90 is executed, the main
CPU 41 functions as means for transmitting the identification information of the gaming
machine 10 to the control device 200 through the communication line 101.
[0178] 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
identification 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 each of the gaming
machine identification numbers, of the number of games, the accumulative number of
coin-in, the accumulative number of coin-out stored in the hard disc drive 205 (see
Fig. 6).
[0179] Next, the CPU 201 reads the reservoir value stored in the RAM 43, and adds a part
(e.g., 10%) of the number of coin-out to the reservoir value, which is then stored
in the RAM 43 again, so that the reservoir value is updated (step S101).
[0180] Then, CPU 201 determines whether the number of games after the updating has reached
the set value or not (step S102). If it is determined that the number of games after
the updating has not reached the set value, the subroutine is terminated.
[0181] On the other hand, if it is determined in step S102 that the number of games after
the updating has reached the set value, CPU 201 transmits a return command signal
showing the reservoir value stored in the hard disc drive 205 in accordance with the
gaming machine identification number of the gaming machine 10 through the communication
line 101 by the communication interface 204 to the gaming machine 10 (step S103).
Thereafter, CPU 201 resets to 0 the number of games stored in the hard disc drive
205 in accordance with the gaming machine identification number of the gaming machine
10 (step S104). In succession thereto, CPU 201 resets the reservoir value to 0 (step
S105).
[0182] The main CPU 41 of the gaming machine 10, when receiving the return command signal
transmitted from the control device 200 in step S103, sets the return mode flag to
the state "ON" (step S91). The processing in step S91 is a processing for receiving
a command signal transmitted from the control device 200 when the number of games
accumulatively counted by the control device 200 based on the identification information
of the gaming machine 10 reaches a set value. In step S91, the main CPU 41 functions
as means for receiving a command signal transmitted from the control device 200. The
main CPU 41 thereafter stores into the RAM 43 data showing the reservoir value included
in the return command signal (step S92). Thereafter, the present processing is terminated.
[0183] In the present embodiment, description has been given of a case where a game state
shifts to the return mode when the number of games reaches a set value (see Fig. 19).
The present invention is, however, not limited to this example. For example, in a
case where the number of inserted game media for a game played by the player is at
the upper limit value that can be accepted in one game when the number of games reaches
the set value, the second special game state may be generated (the game 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 upper limit and a facility such as a casino and the like can
increase 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 generated not when the number of games reaches the set value, but when the
number of inserted game media is at the upper limit value for a game played by a player
when the number of games in which insertion of game media is conducted to the upper
limit value reaches a set value. This is because, in such a case, it can be prevented
from a small number of game media to be inserted in a game, thereby leading to a fact
that the second special game state is generated by the spending of only a small number
of game media in total.
[0184] According to the present embodiment, the gaming machine 10 includes the main CPU
41 (processing device) and RAM 43 (storage device), and
is connected through the communication line 101 to the control device 200 which accumulatively
counts the number of games in each gaming machine 10 of plural gaming machines 10,
wherein
the main CPU 41 executes:
a processing determining one winning combination selected from plural winning combinations
determined in advance by executing a lottery program stored in RAM 43 (see Fig. 11);
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 special winning combination,
"bonus game trigger", and executing the program (see Fig. 16);
a processing determining the number of coin-out according to a regular winning combination
when the determined winning combination is the regular winning combination other than
the special winning combination, "bonus game trigger" (step S18 in Fig. 10);
a processing transmitting through the communication line to the control device 200
the identification information of the gaming machine 10 stored in RAM 43 each time
a game is played (step S90 in Fig. 19);
a processing for receiving a command signal transmitted from the control device when
the number of games accumulatively counted, based on the identification information
of the gaming machine, by the control device 200 reaches a set value (step S91 in
Fig. 19); and
a processing reading, based on the command signal, from RAM 43 a program for performing
transition to the return mode (the generating of the second special game state) wherein
the number of coin-out is determined according to the reservoir value and executing
the program (see Fig. 17).
[0185] The gaming machine 10 is connected through the communication line 101 to the control
device 200 which accumulatively counts the number of games in each gaming machine
10 of plural gaming machines 10
wherein
the gaming machine 10 comprises:
winning combination determination means (for example, the main CPU 41) for determining
a winning combination by lottery;
means (for example, the main CPU 41) for generating a bonus game (the first special
game state) when the determined winning combination is a special winning combination,
"bonus game trigger";
means (for example, the main CPU 41) for determining the number of coin-out according
to a regular winning combination when the determined winning combination is the regular
winning combination other than the 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 communication line 101 to the control device
200 each time a game runs;
means (for example, the main CPU 41) for receiving a command signal transmitted from
the control device 200 when the number of games accumulatively counted by the control
device 200 based on the identification information of the gaming machine reaches a
set value; and
means (for example, the main CPU 41) for generating the second special game state
based on the command signal wherein the number of game media to be paid out is determined
according to the reservoir value.
[0186] According to the gaming machine 10, a game state shifts to the return mode without
fail by receiving a command signal transmitted from the control device 200 when the
number of games counted in the control device 200 reaches a set value. Hence, even
in a case where many coins are spent without the generating of the first special game
state for a long period, the game state shifts to the return mode without fail if
the game is played until the number of games reaches a set value, and a player can
earn a profit from the game.
[0187] Further, the larger the number of regular winning combinations having been won until
the game state shifts to the return mode is, the larger the number of coin-out that
can be obtained in the return mode becomes. Therefore, even when the bonus game is
not generated for a long period of time, so long as a large number of regular winning
combinations have been won, the player can receive a return according to his or her
game results in the return mode, for example by obtaining a large number of coins.
[0188] Therefore, it can be prevented for a player who has spent many coins from feeling
unpleasant against the game, building up distrust thereto, or losing interest in or
a concern on the game.
[0189] A gaming machine 10 according to the present embodiment is connected to the control
device 200 through the communication line 101 and the control device 200 conducts
counting of the number of games in the gaming machine 10 and determines whether the
game state is to be shifted to the return mode or not (whether the second special
game state is to be generated or not). The gaming machine 10 is not required to use
a network and may be standalone.
[0190] 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 executes:
a processing determining one winning combination selected from plural winning combination
determined in advance by executing a lottery program stored in 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 special winning combination,
"bonus game trigger", and executing the program;
a processing determining the number of coin-out according to a regular winning combination
when the determined winning combination is the regular winning combination other than
the special winning combination, "bonus game trigger";
a processing accumulatively counting a part of the number of coin-out according to
the regular winning combination;
a processing accumulatively counting the number of games each time a game is played;
a processing determining whether the number of games reaches a set value or not; and
a processing reading from RAM 43 a program for executing transition to the return
mode (the generating of the second special game state) wherein the number of coin-out
is determined according to the reservoir value when it is determined that the number
of games has reached the set value, and executing the program.
[0191] The gaming machine 10 includes:
winning combination determination means (for example, the main CPU 41) for determining
a winning combination by a lottery;
means (for example, the main CPU 41) for generating a bonus game when the determined
winning combination is a special winning combination, "bonus game trigger";
means (for example, the main CPU 41) for determining the number of game media to be
paid out according to a regular winning combination when the determined winning combination
is the regular winning combination other than the special winning combination, "bonus
game trigger";
means (for example, the main CPU 41) for accumulatively counting a part of the number
of game media to be paid out according to the regular winning combination;
means (for example, the main CPU 41) for accumulatively counting the number of games
each time a game is played;
means (for example, main CPU 41) for determining whether or not the number of games
reaches a set value; and
means (for example, the main CPU 41) for conducting transition to the return mode
(the generating of the second special game state) wherein the number of game media
to be paid out is determined according to the reservoir value when the number of games
is determined to have reached a set value.
[0192] While the gaming machine 10 according to the present embodiment shifts to the return
mode (the generating of the second special game state) when the number of games reaches
a set value, the present invention is not limited to this example. The 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 is equal to or less than
a set value.
[0193] Such a gaming machine 10 includes: the main CPU 41(processing device) and RAM 43
(storage device), and
is connected through the communication line 101 to the control device 200 which accumulatively
counts the payment balance in terms of coins in each gaming machine 10 of plural gaming
machines 10, and
wherein
the main CPU 41 executes:
a processing determining one winning combination selected from plural winning combinations
determined in advance by executing a lottery program stored in 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 special winning combination,
"bonus game trigger", and executing the program;
a processing determining the number of coin-out according to a regular winning combination
when the determined winning combination is the regular winning combination other than
the special winning combination, "bonus game trigger";
a processing transmitting through the communication line 101 to the control device
200 the number of coin-in and the number of coin-out in one game which is stored in
RAM 43, together with the identification information of the gaming machine 10, each
time a game is played;
a processing receiving a command signal transmitted from the control device 200 when,
a payment balance in terms of coins accumulatively counted by the control device 200
based on the identification information of the gaming machine 10, the number of coin-in
and the number of coin-out in the game reaches a value equal to or less than a set
value; and
a processing reading from RAM 43 a program for conducting transition to the return
mode (the generating of the second special game state) wherein the number of coin-out
is determined according to the reservoir value based on the command signal, and executing
the program.
[0194] The gaming machine 10 includes:
winning combination determination means (for example, the main CPU 41) for determining
a winning combination by a lottery;
means (for example, the main CPU 41) for generating a bonus game (the first special
game state) when the determined winning combination is a special winning combination,
"bonus game trigger";
means (for example, the main CPU 41) for determining the number of coin-out according
to a regular winning combination when the determined winning combination is the regular
winning combination other than the special winning combination, "bonus game trigger";
means (for example, the main CPU 41) for transmitting through the communication line
101 to the control device 200 a payment balance in terms of coins in a game played,
together with the identification information of the gaming machine 10, each time a
game is played;
means (for example, the main CPU 41) for receiving a command signal transmitted from
the control device 200 when the payment balance in terms of coins accumulatively counted
by the control device 200 based on the identification information of the gaming machine
10 and the payment balance in terms of coins in the game played falls to or below
a set value; and
means (for example, the main CPU 41) for, based on the command signal, conducting
transition to the return mode (the generating of the second special game state) wherein
the number of coin-out is determined according to the reservoir value.
[0195] Such gaming machine 10 shifts to the return mode wherein the number of coin-out is
determined according to the reservoir value without fail, in a case where it receives
a command signal transmitted from the control device 200 when a payment balance in
terms of coins counted in the control device 200 falls to or below a set value. In
the return mode, the larger the number of winning combinations having been won until
generation of the return mode is, the more coins the player can obtain. Therefore,
even when the bonus game is not generated for a long period of time and a large number
of coins have been consumed, so long as the game is played such that the payment balance
in terms of coins falls to or below the set value, the game state shifts to the return
mode and the player can receive a return according to his or her game results. Therefore,
it can be prevented for a player who has spent many coins from feeling unpleasant
against the game, building up distrust thereto, or losing interest in or a concern
on the game.
[0196] The gaming machine 10 is connected through the communication line 101 to the control
device 200 and the control device 200 counts payment balance in terms of coins in
the gaming machine 10, and determines whether a game state is to be shifted to the
return mode or not (whether the second special game state is to be generated or not).
The gaming machine 10 is, however, not necessarily required to be those using a network
and may be standalone.
[0197] Such a gaming machine 10 includes: the main CPU 41 (processing device) and RAM 43
(storage device),
wherein
the main CPU 41 executes:
a processing determining one winning combination selected from plural winning combinations
determined in advance by executing a lottery program stored in 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 special winning combination,
"bonus game trigger", and executing the program;
a processing determining the number of coin-out according to a regular winning combination
when the determined winning combination is the regular winning combination other than
the special winning combination, "bonus game trigger";
a processing accumulatively counting a part of the number of coin-out according to
the regular winning combination;
a processing accumulatively counting a payment balance in terms of game media each
time a game is played;
a processing determining whether or not a payment balance in terms of game media is
equal to or less than a set value; and
a processing reading from RAM 43 a program for conducting transition to the return
mode (the generating of the second special game state) wherein the number of coin-out
is determined according to the reservoir value when it is determined that a payment
balance in terms of game media is equal to or less than a set value, and executing
the program.
[0198] This gaming machine 10 includes:
winning combination determination means (for example, the main CPU 41) for determining
a winning combination by a lottery;
means (for example, the main CPU 41) for generating a bonus game (the first special
game state) when the determined winning combination is a special winning combination,
"bonus game trigger";
means (for example, the main CPU 41) for determining the number of coin-out according
to a regular winning combination when the determined winning combination is the regular
winning combination other than the special winning combination, "bonus game trigger";
means (for example, the main CPU 41) for accumulatively counting a part of the number
of coin-out according to the regular winning combination;
means (for example, the main CPU 41) for accumulatively counting a payment balance
in terms of game media, each time a game is played;
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) wherein the number of coin-out is
determined according to the reservoir value when it is determined that the payment
balance in terms of game media is equal to or less than a set value.
[0199] In the present embodiment, description has been given of a case where a game state
shifts to the return mode when the return mode flag has been set to the state "ON",
without other conditions being established thereafter. The present invention is, however,
not limited to this example and, for example, a game state may shift to the return
mode when a predetermined condition has been met after the return mode flag is set
to the state "ON". In such a case, the predetermined condition for transition to the
return mode is not particularly limited, and may include, for example, establishment
of a bonus game trigger, stop display of a predetermined combination of symbols, and
of the like conditions.
[0200] In the present embodiment, description has been given of a case where a game state
shifts to the return mode when the return mode flag is set to the state "ON", regardless
of the combination of symbols stop displayed thereafter. However, the present invention
is not limited to this example. For example, a combination of symbols corresponding
to the transition to the return mode may be set in advance and a game state may shift
to the return mode after the symbols are stop displayed in that winning combination.
[0201] In the present embodiment, description has been given of a case where symbols are
stop displayed (step S14 in Fig. 10), a processing is conducted based on the stop
displayed combination of symbols (steps S15 to S21 in Fig. 10), and the number of
games is counted (step S23 in Fig. 10) thereafter. In the present invention, however,
no specific limitation is placed on a timing at which counting of the number of games
is conducted. For example, the timing may be a timing at which BET of a coin is conducted
(after step S10 or S11 in Fig. 10) or a timing at which the spin button is turned
ON (after 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 symbol sequences are stop displayed, 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 media can be the same as described above.
[0202] In the present embodiment, description has been given of a gaming machine 10 in which
in a case where a special winning combination, "bonus game trigger", has been established
(step S15 in Fig. 10) in the period from the time when the return mode flag is set
to the state "ON" (step S23 in Fig. 10), to the time when transition to the return
mode is conducted (step S21 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 game state
based on the a special winning combination, and further generates the second special
game state, in a case where the special winning combination is established in the
period from the time when the number of games reaches a set value, to the time when
the second special game state is generated.
[0203] However, the present invention is not limited to this example. For example, in a
case where a special winning combination is established in the period from the time
when the number of games reaches a set value, to the time when the second special
game state is generated, only the first special game state may be generated. In a
case where the above embodiment is adopted, a player can earn a profit in the first
special game state or the second special game state without fail when a game is played
until the number of games reaches the set value. The above embodiment is one of the
embodiments of the present invention. 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.
[0204] Fig. 20 is a flowchart showing another example of a subroutine of a game execution
processing. In the flowchart shown in Fig. 20, the same numerical references are assigned
to steps which conduct processing similar to those in the flowchart shown in Fig.
10.
[0205] After the processing in steps S10 to S14 are executed, the main CPU 41 determines
whether a bonus game trigger has been established or not (step S15) and if it is determined
that the bonus game trigger has been established, a bonus game processing is executed
(step S16). Then, it is determined whether a return mode flag is set to the state
"ON" or not (step S25) and if the return mode flag is set to "ON", the return mode
flag is set to the state "OFF" (step S26). The processing in step S22 is performed
thereafter and thus the present subroutine is completed. Since the other processing
are processing similar to those described in Fig. 10, descriptions thereof are omitted
here. In the subroutine shown in Fig. 20, after a coins is BET (step S10), in a case
where it is determined whether the spin button 23 has been turned ON or not (step
S12), and if it is determined that the spin button has been turned ON (YES in step
S12), a processing for subtracting the number of credits (step S11) may be conducted,
as in the subroutine shown in Fig. 10.
[0206] A more specific description of the processing shown in Fig. 20 will be given here
with a case where a set value is 600. In a case where, in step S23, the number of
games reaches 600 and a return mode flag has been established, if a bonus game trigger
has been established (step S15) in the 601st game, the bonus game is generated (step
S16) but transition to the return mode is not performed (steps S25 and S26). On the
other hand, in a case where a bonus game trigger has not been established in the 601st
game run, transition to the return mode is conducted (steps S20 and S21).
Hence, in a case where the processing shown in Fig. 20 is performed, a bonus game
is generated or transition to the return mode is performed without fail, when the
number of games reaches a set value.
[0207] In the present invention, in a case where a special winning combination has been
established in the period from the time when the number of games reaches a set value,
to the time when the second special game state is generated, only the second special
game state may be generated, or alternatively, either the first special game state
or the second special game state may be generated depending on a game situation and
the like.
[0208] An embodiment similar to the above-mentioned embodiment can also be adopted in a
case where the second special game state is generated according to a payment balance
in terms of game media. In other words, in a case where a special winning combination
has been established in the period from the time when a payment balance in terms of
game 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 generated, only
the second special game state may be generated, or either the first special game state
or the second special game state may be generated depending on a game situation and
the like.
[0209] Although this will be a repetition, in the return mode as the second special game
state, a return situation to a player may be simply as such that a predetermined number
of game media is paid out when the number of games reaches a set value (see Fig. 17).
It may alternatively be a situation that when the number of games reaches a set value,
the return mode as the second special game state, allowing a player to have a privilege
in a similar manner to the first special game state such as a free game, a second
game, a mystery game and the like, can be set, and a predetermined number of game
media is paid out by one of the above-mentioned game mode.
In the aforementioned embodiment, both embodiments are exemplified. Both embodiments
correspond to the second special game state in the present invention.
[0210] A timing at which a predetermined number of game media is paid out is not limited
to such a timing at which one game is completed and symbol sequences are stop displayed
as in the mystery game described above, and for example, game media may be immediately
paid out when the number of games reaches a set value.
[0211] Moreover, a method for paying out a predetermined number of game media is also not
particularly limited, and for example, coins may be actually paid out, the number
of credits may be increased, or a ticket such as a ticket with a bar code may be issued.
[0212] However, in order to be able to discriminate and recognize whether a player is paid
out by an ordinary game or a bonus game (the first special game state), or by the
return mode (the second special game state), it is necessary to perform the following
way. That is, in a case where coins are actually paid out in mystery bonus of the
return mode (the second special game state), the timing for payout is required to
be different from those of an ordinary game and bonus game (the first special game
state). Moreover, it is required that payout in an ordinary game and a bonus game
(the first special game state) is performed with actual coins and payout in the return
mode (the second special game state) is performed with a ticket described above. With
such an embodiment adopted, payout in an ordinary game and a bonus game (the first
special game state), and payout in the return mode (the second special game state)
can be discriminated from each other.
[0213] Concerning the embodiment according to the present invention, an explanation was
given of the case where, when the number of games reaches a set value, a game state
shifts to the return mode (the second special game state) wherein the number of game
media to be paid out is determined based on the number obtained by accumulatively
counting a part of the number of game media to be paid out according to the regular
winning combination other than the special winning combination. However, the present
invention is not limited to the above example. In the present invention, there may
be a case where a game state shifts to the return mode (the second special game state)
wherein the number of game media to be paid out is determined based on the number
obtained by accumulatively counting a part of the number of game media to be paid
out according to the regular winning combination and the special winning combination
so as to include a part of the number of coin-out in the bonus game generated by establishment
of the special winning combination "bonus game trigger".
[0214] Although the embodiment according to the present invention has been described, the
description presents only some of the specific examples, and is not intended to limit
the present invention in any way and specific constructions of each means and the
like can be properly changed in terms of design. Besides, the effects described in
the embodiment of the present invention are only the most preferable effects generated
from the present invention and effects to be caused by the present invention is not
limited to those described in the embodiment of the present invention.