U.S. patent application number 11/262945 was filed with the patent office on 2007-03-15 for gaming machine, game control method and game system.
This patent application is currently assigned to Aruze Gaming America, Inc.. Invention is credited to Kazuo Okada.
Application Number | 20070060283 11/262945 |
Document ID | / |
Family ID | 37808502 |
Filed Date | 2007-03-15 |
United States Patent
Application |
20070060283 |
Kind Code |
A1 |
Okada; Kazuo |
March 15, 2007 |
Gaming machine, game control method and game system
Abstract
A gaming machine of the present invention includes: output means
capable of outputting an image or a sound; 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, when the
number of games accumulatively counted each time a game is played
reaches a set value that is an object of comparison with the number
of games and that is selected from plural candidate values
determined stepwise in advance, generating a second special game
state that is a game state advantageous to a player and in which a
degree of advantage corresponding to the set value is determined;
and means for notifying that the second special game state has been
generated based on the set value by outputting an image or a sound
with the output means when the second special game state is
generated.
Inventors: |
Okada; Kazuo; (Tokyo,
JP) |
Correspondence
Address: |
OBLON, SPIVAK, MCCLELLAND, MAIER & NEUSTADT, P.C.
1940 DUKE STREET
ALEXANDRIA
VA
22314
US
|
Assignee: |
Aruze Gaming America, Inc.
Las Vegas
NV
|
Family ID: |
37808502 |
Appl. No.: |
11/262945 |
Filed: |
November 1, 2005 |
Current U.S.
Class: |
463/17 |
Current CPC
Class: |
G07F 17/3244 20130101;
G07F 17/3267 20130101 |
Class at
Publication: |
463/017 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Aug 30, 2005 |
WO |
PCT/JP05/15782 |
Claims
1. A gaming machine comprising: output means capable of outputting
an image or a sound; 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, when the number of games
accumulatively counted each time a game is played reaches a set
value that is an object of comparison with said number of games,
and that is selected from plural candidate values stepwise
determined in advance, generating a second special game state that
is a game state advantageous to a player and in which a degree of
advantage corresponding to the set value is determined; and means
for notifying that said second special game state has been
generated based on said set value by outputting an image or a sound
with said output means when said second special game state is
generated.
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: output
means capable of outputting an image or a sound; 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 transmitting identification information of a gaming
machine to said control device through said communication line each
time a game is played; means for receiving a command signal
transmitted from said control device when said number of games
counted accumulatively by said control device based on said
identification information of the gaming machine reaches a set
value that is an object of comparison with said number of games,
and that is selected from plural candidate values stepwise
determined in advance; means for generating a second special game
state that is a game state advantageous to a player, and in which a
degree of advantage corresponding to said set value is determined,
based on said command signal; and means for notifying that said
second special game state has been generated based on said set
value by outputting an image or a sound with said output means when
said second special game state is generated.
3. A gaming machine comprising: output means capable of outputting
an image or a sound; 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 counting accumulatively
the number of games each time a game is played; means for selecting
a set value that is an object of comparison with said number of
games from plural candidate values stepwise determined in advance;
means for determining whether or not said number of games has
reached said set value; means for generating a second special game
state that is a game state advantageous to a player and in which a
degree of advantage corresponding to said set value is determined,
when said number of games is determined to have reached said set
value; and means for notifying that said second special game state
has been generated based on said set value by outputting an image
or a sound with said output means when said second special game
state is generated.
4. The gaming machine according to claim 1, wherein the larger a
set value said number of games reaches, said means for generating
said second special game state generates a second special game
state in which a larger degree of advantage is determined.
5. The gaming machine according to claim 1, wherein reception means
that can accept for one game an insertion of game media up to a
predetermined upper limit value is provided, and said means for
generating said second special game state generates a second
special game state in a case where the number of inserted game
media for the game played by the player is equal to said upper
limit when said number of games reaches said set value.
6. A gaming machine equipped with a processing device, a storage
device and an image or sound output device, wherein said processing
device executes: a processing determining one winning combination
selected from plural winning combinations determined in advance by
executing a lottery program stored in said storage device; a
processing reading from said 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 said program; a
processing reading from said storage device a program for
generating a second special game state that is a game state
advantageous to a player and in which a degree of advantage
corresponding to the set value is determined when the number of
games counted accumulatively each time a game is played reaches a
set value that is an object of comparison with said number of
games, and that is selected from plural candidate values stepwise
determined in advance, and executing said program; and a processing
reading from said storage device notification data for notifying
that said second special game state has been generated based on
said set value when said second special game state is generated,
and outputting an image or a sound with said output device based on
said notification data.
7. A gaming machine equipped with a processing device, a storage
device and an image or sound output 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 said processing device executes: a processing
determining one winning combination selected from plural winning
combinations determined in advance by executing a lottery program
stored in said storage device; a processing reading from said
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
said program; a processing transmitting an identification
information on a gaming machine stored in said storage device to
said control device through said communication line each time a
game is played; a processing receiving a command signal transmitted
from said control device when said number of games counted
accumulatively by said control device based on said identification
information on the gaming machine reaches a set value that is an
object of comparison with said number of games and that is selected
from plural candidate values stepwise determined in advance; a
processing reading from said storage device a program for
generating a second special game state that is a game state
advantageous to a player and in which a degree of advantage
corresponding to said set value is determined based on said command
signal, and executing said program; and a processing reading from
said storage device notification data for notifying that said
second special game state has been generated based on said set
value when said second special game state is generated, and
outputting an image or a sound with said output device based on
said notification data.
8. A gaming machine equipped with a processing device, a storage
device and an image or sound output device, wherein said processing
device executes: a processing determining one winning combination
selected from plural winning combinations determined in advance by
executing a lottery program stored in said storage device;. a
processing reading from said 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 said program; a
processing counting the number of games accumulatively each time a
game is played; a processing selecting a set value that is an
object of comparison with said number of games from plural
candidate values stepwise determined in advance; a processing
determining whether or not said number of games has reached said
set value; a processing reading from said storage device a program
for generating a second special game state that is a game state
advantageous to a player and in which a degree of advantage
corresponding to said set value is determined when said number of
games is determined to have reached said set value, and executing
said program; and a processing reading from said storage device
notification data for notifying that said second special game state
has been generated based on said set value when said second special
game state is generated, and outputting an image or a sound with
said output device based on said notification data.
9. The gaming machine according to claim 6, wherein the larger a
set value said number of games reaches, said processing device
executes a program for generating said second special game state in
which a larger degree of advantage is determined.
10. The gaming machine according to claim 6, wherein said
processing device executes a program for generating said second
special game state when said number of games reaches said set value
in a case where the number of inserted game media for a game played
by the player is the upper limit value of the number of game media
to be inserted for one game.
11. A gaming machine comprising: means for giving a stepwise
different profit to a player according to the number of games
played by the player; and means for notifying to the player by
outputting an image or a sound different according to said number
of games that said stepwise different profit is given according to
said number of games played by the player.
12. A game control method comprising: a step of giving a stepwise
different profit to a player according to the number of games
played by the player; and a step of notifying to the player by an
image or a sound different according to said number of games that
said stepwise different profit according to said number of games
played by the player is given.
13. A game system equipped with a gaming machine and a control
device, wherein said control device includes: means for
transmitting a signal to said gaming machine according to the
number of games played in said gaming machine by a player, and said
gaming machine includes: means for giving a stepwise different
profit according to said number of games based on said signal
received from said control device; and means for notifying to the
player by an image or a sound different according to said number of
games that said stepwise different profits according to said number
of games is given.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims benefit of priority based on
PCT/JP2005/015782 filed on Aug. 30, 2005. The contents of this
application are incorporated herein by reference in their
entirety.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] 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.
[0004] 2. Discussion of the Background
[0005] 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.
[0006] 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.
[0007] 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. Pat. No. 5,820,459). In this system, not
only is the number of coins inserted into each gaming machine added
up, but 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.
[0008] 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.
[0009] In the system described in U.S. Pat. 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. Pat. 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 abonus game profit, in a similar way
to that in a slot machine described in JP-A 2003-117053.
[0010] In the system described in U.S Pat. 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. Pat. 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.
[0011] 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.
[0012] The contents of JP-A 2003-117053 and U.S. Pat. No. 5,820,459
are incorporated herein by reference in their entirety.
SUMMARY OF THE INVENTION
[0013] 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 agame, 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.
[0014] In order to solve the above-mentionedproblems, the present
invention provides the following configuration:
[0015] (1) A gaming machine comprising:
[0016] output means capable of outputting an image or a sound;
[0017] winning combination determination means for determining a
winning combination by a lottery;
[0018] 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;
[0019] means for, when the number of games accumulatively counted
each time a game is played reaches a set value that is an object of
comparison with the number of games, and that is selected from
plural candidate values stepwise determined in advance, generating
a second special game state that is a game state advantageous to a
player and in which a degree of advantage corresponding to the set
value is determined; and
[0020] means for notifying that the second special game state has
been generated based on the set value by outputting an image or a
sound with the output means when the second special game state is
generated.
[0021] According to the configuration (1), when the number of games
reaches a set value that is an object of comparison with the number
of games, which is selected from plural candidate values step wise
determined in advance (for example, "500", "1000" and "2000"), the
second special game state that is a game state advantageous to a
player and in which a determined degree of advantage corresponding
to the set value is generated. Hence, even if the first special
game state is not generated for a long period leading to the
spending of many of the game media, the second special game state
is generated as long as the game is played such that the number of
games reaches the set value and thus a player can make profit for
playing the game.
[0022] When the second special game state is generated, it is
notified by outputting an image or a sound with the output means
that the second special game state has been generated based on the
set value. Therefore, a player can recognize the based set value on
which the second special game state has been generated, that is, to
which set value the number of games played reached generated the
second special game state, by the image or the sound. As a result,
an impression can be made on the player that a return is carried
out as a result of playing the game such that the number of games
reaches the set value.
[0023] Therefore, it can be prevented for a player who has spent
many of the game media from feeling unpleasant against the game,
building up distrust thereto, or losing interest in or a concern on
the game.
[0024] The present invention provides the following
configuration:
[0025] (2) A gaming machine connected through a communication line
to a control device which counts the number of games accumulatively
for every gamingmachineof plural gaming machines, comprising:
[0026] output means capable of outputting an image or a sound;
[0027] winning combination determination means for determining a
winning combination by a lottery;
[0028] 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;
[0029] means for transmitting an identification information of a
gaming machine to the control device through the communication line
each time a game is played;
[0030] means for receiving a command signal transmitted from the
control device when the number of games counted accumulatively by
the control device based on the identification information of the
gaming machine reaches a set value that is an object of comparison
with the number of games, and that is selected from plural
candidate values stepwise determined in advance;
[0031] means for generating a second special game state that is a
game state advantageous to a player, and in which a degree of
advantage corresponding to the set value is determined, based on
the command signal; and
[0032] means for notifying that the second special game state has
been generated based on the set value by outputting an image or a
sound with the output means when the second special game state is
generated.
[0033] According to the configuration (2), the second special game
state is generated by the receiving of a command signal transmitted
from the control device when the number of games counted in the
control device reaches a set value selected from plural candidate
values stepwise determined in advance. It is then notified by
outputting an image or sound with the output means that the second
special game state has been generated based on the set value.
Therefore, it can be prevented for a player who has spent many of
the game media from feeling unpleasant against the game, building
up distrust thereto, or losing interest in or a concern on the
game.
[0034] The present invention provides the following
configuration:
[0035] (3) A gaming machine comprising:
[0036] output means capable of outputting an image or a sound;
[0037] winning combination determination means for determining a
winning combination by a lottery;
[0038] 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;
[0039] means for counting accumulatively the number of games each
time a game is played;
[0040] means for selecting a set value that is an object of
comparison with the number of games from plural candidate values
stepwise determined in advance;
[0041] means for determining whether or not the number of games has
reached the set value;
[0042] means for generating a second special game state that is a
game state advantageous to a player and in which a degree of
advantage corresponding to the set value is determined, when the
number of games is determined to have reached the set value;
and
[0043] means for notifying that the second special game state has
been generated based on the set value by outputting an image or a
sound with the output means when the second special game state is
generated.
[0044] According to the configuration (3), a set value that is an
object of comparison with the number of games is selected from
plural candidate values stepwise determined in advance and the
number of games is counted accumulatively each time a game is
played. Moreover, it is determined whether or not the number of
games reaches the set value, and when it is determined that the
number of games has reached the set value, the second special game
state is generated. It is then notified by outputting an image or
sound with the output means that the second special game state has
been generated based on the set value. Therefore, it can be
prevented from 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.
[0045] The present invention provides the following
configuration:
[0046] (4) The gaming machine according to any of the
configurations (1) to (3), wherein the larger a set value the
number of games reaches, the means for generating the second
special game state generates a second special game state in which a
larger degree of advantage is determined.
[0047] According to the configuration (4), since a larger profit
can be made in the second special game state with larger number of
games, a profit matching the number of games played by the player
can be given to the player in the second special game state.
Therefore, it can be prevented for aplayer 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.
[0048] The present invention provides the following
configuration:
[0049] (5) 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 a second special game state if the
number of inserted game media for the game played by the player is
equal to the upper limit when the number of games reaches the set
value.
[0050] According to the configuration (5), a 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.
[0051] The present invention provides the following
configuration:
[0052] (6) A gaming machine equipped with a processing device, a
storage device and an image or sound output device,
[0053] wherein
[0054] the processing device executes:
[0055] a processing determining one winning combination selected
from plural winning combinations determined in advance by executing
a lottery program stored in the storage device;
[0056] 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;
[0057] a processing reading from the storage device a program for
generating a second special game state that is a game state
advantageous to a player and in which a degree of advantage
corresponding to the set value is determined when the number of
games counted accumulatively each time a game is played reaches a
set value that is an object of comparison with the number of games,
and that is selected fromplural candidate values stepwise
determined in advance, and executing the program; and
[0058] a processing reading from the storage device notification
data for notifying that the second special game state has been
generated based on the set value when the second special game state
is generated, and outputting an image or a sound with the output
device based on the notification data.
[0059] According to the configuration (6), the second special game
state is generated when the number of games reaches a set value
that is an object of comparison with the number of games and that
is selected from plural candidate values stepwise determined in
advance. An image or sound is then output with the output device
based on the notification data for notifying that the second
special game state has been generated based on the set value.
Therefore, it can be prevented for a player who has spent many of
the game media from feeling unpleasant against the game, building
up distrust thereto, or losing interest in or a concern on the
game.
[0060] The present invention provides the following
configuration:
[0061] (7) A gaming machine equipped with a processing device, a
storage device and an image or sound output 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,
[0062] wherein
[0063] the processing device executes:
[0064] a processing determining one winning combination selected
from plural winning combinations determined in advance by executing
a lottery program stored in the storage device;
[0065] 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;
[0066] a processing transmitting an identification information on a
gaming machine stored in the storage device to the control device
through the communication line each time a game is played;
[0067] a processing receiving a command signal transmitted from the
control device when the number of games counted accumulatively by
the control device based on the identification information on the
gaming machine reaches a set value that is an object of comparison
with the number of games and that is selected from plural candidate
values stepwise determined in advance;
[0068] a processing reading from the storage device a program for
generating a second special game state that is a game state
advantageous to a player and in which a degree of advantage
corresponding to the set value is determined based on the command
signal, and executing the program; and
[0069] a processing reading from the storage device notification
data for notifying that the second special game state has been
generated based on the set value when the second special game state
is generated, and outputting an image or a sound with the output
device based on the notification data.
[0070] According to the configuration (7), the second special game
state is generated by the receiving of the command signal
transmitted from the control device when the number of games
counted in the control device reaches a set value selected from
plural candidate values stepwise determined in advance. It is then
notified by outputting an image or sound with the output device
that the second special game state has been generated based on the
set value. Therefore, it can be prevented for a player who has
spent many of the game media from feeling unpleasant against the
game, building up distrust thereto, or losing interest in or a
concern on the game.
[0071] The present invention provides the following
configuration:
[0072] (8) A gaming machine equipped with a processing device, a
storage device and an image or sound output device,
[0073] wherein
[0074] the processing device executes:
[0075] a processing determining one winning combination selected
from plural winning combinations determined in advance by executing
a lottery program stored in the storage device;
[0076] 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;
[0077] a processing counting the number of games accumulatively
each time a game is played;
[0078] a processing selecting a set value that is an object of
comparison with the number of games from plural candidate values
stepwise determined in advance;
[0079] a processing determining whether or not the number of games
has reached the set value;
[0080] a processing reading from the storage device a program for
generating a second special game state that is a game state
advantageous to a player and in which a degree of advantage
corresponding to the set value is determined when the number of
games is determined to have reached the set value, and executing
the program; and
[0081] a processing reading from the storage device notification
data for notifying that the second special game state has been
generated based on the set value when the second special game state
is generated, and outputting an image or a sound with the output
device based on the notification data.
[0082] According to the configuration (8), a set value that is an
object of comparison with the number of games is selected from
plural candidate values stepwise determined in advance and the
number of games is counted accumulatively each time a game is
played. Moreover, it is determined whether or not the number of
games has reached the set value and if it is determined that the
number of games has reached the set value, the second special game
state is generated. It is then notified by outputting an image or
sound with the output device that the second special game state has
been generated based on the set value. Therefore, it can be
prevented for a player who has spent many of the game media from
feeling unpleasant against the game, building up distrust thereto,
or losing interest in or a concern on the game.
[0083] The present invention provides the following
configuration:
[0084] (9) The gaming machine according to any of the
configurations (6) to (8), wherein the larger a set value the
number of games reaches, the processing device executes a program
for generating the second special game state in which a larger
degree of advantage is determined.
[0085] According to the configuration (9), since a larger profit
can be made in the second special game state with larger number of
games, a profit matching the number of games played by the player
can be given to the player in the second special game state.
Therefore, it can be prevented for a player who has spent many of
the game media from feeling unpleasant against the game, building
up distrust thereto, or losing interest in or a concern on the
game.
[0086] The present invention provides the following
configuration:
[0087] (10) The gaming machine according to any of the
configurations (6) to (8), where in the processing device executes
a program for generating the second special game state in a case
where the number of games reaches the set value when 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.
[0088] According to the configuration (10), a player can be urged
to insert game media up to the upper limit, thereby enabling a
facility such as a casino to increase its profit.
[0089] The present invention provides the following
configuration:
[0090] (11) A gaming machine comprising:
[0091] output means capable of outputting an image or a sound;
[0092] winning combination determination means for determining a
winning combination by a lottery;
[0093] 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;
[0094] means for generating a second special game state that is a
game state advantageous to a player and in which a degree of
advantage corresponding to a set value is determined when a payment
balance in terms of the game media is equal to or less than the set
value that is selected from plural candidate values stepwise
determined in advance and that is an object of comparison with a
payment balance in terms of the game media; and
[0095] means for notifying that the second special game state has
been generated based on the set value by outputting an image or a
sound with the output means when the second special game state is
generated.
[0096] According to the configuration (11), when the payment
balance in terms of the game media reaches a value equal to or less
than a set value that is an object of comparison with a payment
balance in terms of the game media and that is selected from plural
candidate values stepwise determined in advance (for example,
"-500", -1000" and -2000"), the second special game state that is a
game state advantageous to a player and in which a degree of
advantage corresponding to the set value is determined is
generated. Therefore, if many of the game media are spent and a
payment balance in terms of the game media is equal to or less than
the set value, the second special game state is generated and thus
the player can earn a profit for playing the game.
[0097] When the second special game state is generated, it is
notified by outputting an image or a sound with the output means
that the second special game state has been generated based on the
set value. Therefore, a player can recognize on which set value the
second special game state generated is based, that is, to which set
value the payment balance in terms of the game media is equal or
less made the second special game state to be generated, by the
image or the sound. As a result, an impression can be made on the
player that a return is carried out as a result of playing the game
such that the payment balance in terms of the game media is equal
to or less than the set value.
[0098] Therefore, it can be prevented for a player who has spent
many of the game media from feeling unpleasant against the game,
building up distrust thereto, or losing interest in or a concern on
the game.
[0099] The present invention provides the following
configuration:
[0100] (12) A gaming machine connected through a communication line
to a control device which counts the payment balance in terms of
the game media accumulatively for every gaming machine of plural
gaming machines, comprising:
[0101] output means capable of outputting an image or a sound;
[0102] winning combination determination means for determining a
winning combination by a lottery;
[0103] 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;
[0104] means for transmitting a payment balance in terms of the
game media in a game played by a player together with an
identification information of the gaming machine to the control
device through the communication line each time a game is
played;
[0105] means for receiving a command signal transmitted from the
control device when the payment balance in terms of the game media
counted accumulatively by the control device based on the
identification information of the gaming machine and the payment
balance in terms of the game media in a game played by the player
is equal to or less than a set value that is selected from plural
candidate values stepwise determined in advance and that is an
object of comparison with the payment balance in terms of the game
media;
[0106] means for generating a second special game state that is a
game state advantageous to a player and in which a degree of
advantage corresponding to the set value is determined, based on
the command signal; and;
[0107] means for notifying that the second special game state has
been generated based on the set value by outputting an image or a
sound with the output means when the second special game state is
generated.
[0108] According to the configuration (12), the second special game
state is generated by the receiving of a command signal transmitted
from the control device when the payment balance in terms of the
game media counted by the control device is equal to or less than
the set value selected from plural candidate values stepwise
determined in advance. It is then notified by outputting an image
of a sound with the output means that the second special game state
has been generated based on the set value. Therefore, it can be
prevented for a player who has spent many of the game media from
feeling unpleasant against the game, building up distrust thereto,
or losing interest in or a concern on the game.
[0109] The present invention provides the following
configuration:
[0110] (13) A gaming machine comprising:
[0111] output means capable of outputting an image or a sound;
[0112] winning combination determination means for determining a
winning combination by a lottery;
[0113] 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;
[0114] means for counting a payment balance in terms of the game
media accumulatively each time a game is played;
[0115] means for selecting a set value that is an object of
comparison with the payment balance in terms of the game media from
plural candidate values stepwise determined in advance;
[0116] means for determining whether or not the payment balance in
terms of the game media is equal to or less than the set value;
[0117] means for generating a second special game state that is a
game state advantageous to a player and in which a degree of
advantage corresponding to the set value is determined, when the
payment balance in terms of the game media is determined to have
reached the set value; and
[0118] means for notifying that the second special game state has
been generated based on the set value by outputting an image or a
sound with the output means when the second special game state is
generated.
[0119] According to the configuration (13), a set value that is an
object of comparison with the payment balance in terms of the game
media is selected from plural candidate values stepwise determined
in advance, the payment balance in terms of the game media is
counted accumulatively each time a game is played. Moreover, it is
determined whether or not the payment balance in terms of the game
media is equal to or less than the set value, and when it is
determined that the payment balance in terms of the game media is
equal to or less than the set value, the second special game state
is generated. It is then notified by outputting an image or a sound
with the output means that the second special game state has been
generated based on the set value. Therefore, it can be prevented
for a player who has spent many of the game media from feeling
unpleasant against the game, building up distrust thereto, or
losing interest in or a concern on the game.
[0120] The present invention provides the following
configuration:
[0121] (14) The gaming machine according to any of the
configurations (11) to (13), wherein the smaller a set value the
payment balance in terms of the game media reaches, the means for
generating the second special game state generates a second special
game state in which a larger degree of advantage is determined.
[0122] According to the configuration (14), since a larger profit
can be made in the second special game state with a lower payment
balance in terms of the game media, a profit supplementing a loss
of a player can be given to the player in the second special game
state. Therefore, it can be prevented for a player who has spent
many of the game media from feeling unpleasant against the game,
building up distrust thereto, or losing interest in or a concern on
the game.
[0123] The present invention provides the following
configuration:
[0124] (15) The gaming machine according to any of the
configurations (11) to (13), wherein reception means that can
accept for one game an insertion of game media up to a
predetermined upper limit value is provided, and the means for
generating the second special game state generates a second special
game state in a case where the number of inserted game media for
the game played is at the upper limit value when the payment
balance in terms of the game media is equal to or less than the set
value.
[0125] According to the configuration (15), a player can be urged
to insert the game media up to the upper limit, thereby enabling
increase in profit in a facility such as a casino.
[0126] The present invention provides the following
configuration:
[0127] (16) A gaming machine equipped with a processing device, a
storage device and an image or sound output device,
[0128] wherein
[0129] the processing device executes:
[0130] a processing determining one winning combination selected
from plural winning combinations determined in advance by executing
a lottery program stored in the storage device;
[0131] a processing reading from the storage device the 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;
[0132] a processing reading from the storage device a program for
generating a second special game state that is a game state
advantageous to a player and in which a degree of advantage
corresponding to the set value is determined when a payment balance
in terms of the game media counted accumulatively each time a game
is played is equal to or less than a set value that is selected
from plural candidate values stepwise determined in advance and
that is an object of comparison with a payment balance in terms of
the game media, and executing the program; and
[0133] a processing reading from the storage device notification
data for notifying that the second special game state has been
generated based on the set value when the second special game state
is generated, and outputting an image or a sound with the output
device based on the notification data.
[0134] According to the configuration (16), the second special game
state is generated when the payment balance in terms of the game
media is equal to or less than the set value that is an object of
comparison with the payment balance in terms of the game media and
that is selected from plural candidate values stepwise determined
in advance. An image or a sound is then output with the output
device based on notification data for notifying that the second
special game state has been generated based on the set value.
Therefore, it can be prevented for a player who has spent many of
the game media from feeling unpleasant against the game, building
up distrust thereto, or losing interest in or a concern on the
game.
[0135] The present invention provides the following
configuration:
[0136] (17) A gaming machine equipped with a processing device, a
storage device and an image or sound output device, and connected
through a communication line to a control device which counts the
payment balance in terms of the game media accumulatively for every
gaming machine of plural gaming machines,
[0137] wherein
[0138] the processing device executes:
[0139] a processing determining one winning combination selected
from plural winning combinations determined in advance by executing
a lottery program stored in the storage device;
[0140] 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;
[0141] a processing transmitting the number of inserted game media.
and the number of payout game media in the game played by a player
together with an identification information on the gaming machine
which are stored in the storage device to the control device
through the communication line each time a game is played;
[0142] a processing receiving a command signal transmitted from the
control device when the payment balance in terms of the game media
counted accumulatively by the control device based on the
identification information on the gaming machine, the number of
inserted game media and the number of payment media in the game
played by a player reaches a value equal to or less than a set
value that is an object of comparison with the payment balance in
terms of the game media and that is selected from plural candidate
values stepwise determined in advance;
[0143] a processing reading from the storage device a program for
generating the second special game state that is a game state
advantageous to a player and in which a degree of advantage
corresponding to the set value is determined based on the command
signal, and executing the program; and
[0144] a processing reading from the storage device notification
data for notifying that the second special game state has been
generated based on the set value when the second special game state
is generated, and outputting an image or a sound with the output
device based on the notification data.
[0145] According to the configuration (17), the second special game
state is generated by the receiving of a command signal transmitted
from the control device when the payment balance in terms of the
game media counted in the control device reaches a value equal to
or less than the set value that is selected from plural candidate
values stepwise determined in advance. It is then notified by
outputting an image or a sound with the output device that the
second special game state has been generated based on the set
value. Therefore, it can be prevented for a player who has spent
many of the game media from feeling unpleasant against the game,
building up distrust thereto, or losing interest in or a concern on
the game.
[0146] The present invention provides the following
configuration:
[0147] (18) A gaming machine equipped with a processing device, a
storage device and an image or sound output device,
[0148] wherein
[0149] the processing device executes:
[0150] a processing determining one winning combination selected
from plural winning combinations determined in advance by executing
a lottery program stored in the storage device;
[0151] 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;
[0152] a processing counting a payment balance in terms of the game
media accumulatively each time a game is played;
[0153] a processing selecting a set value that is an object of
comparison with the payment balance in terms of the game media from
plural candidate values stepwise determined in advance;
[0154] a processing determining whether or not the payment balance
in terms of the game media is equal to or less than the set
value;
[0155] a processing reading from the storage device a program for
generating a second special game state that is a game state
advantageous to a player and in which a degree of advantage
corresponding to the set value is determined when the payment
balance in terms of the game media is determined to be equal to or
less than the set value, and executing the program; and
[0156] a processing reading from the storage device notification
data for notifying that the second special game state has been
generated based on the set value when the second special game state
is generated, and outputting an image or a sound with the output
device based on the notification data.
[0157] According to the configuration (18), a set value that is an
object of comparison with the payment balance in terms of the game
media is selected from plural candidate values stepwise determined
in advance and the payment balance of the game media is counted
accumulatively counted each time a game is played. Moreover, it is
determined whether or not the payment balance in terms of the game
media is equal to or less than the set value and if it is
determined that the payment balance in terms of the game media has
been equal to or less than the set value, the second special game
state is generated. It is then notified by outputting an image or a
sound with the output device that the second special game state has
been generated based on the set value. Therefore, it can be
prevented for a player who has spent many of the game media from
feeling unpleasant against the game, building up distrust thereto,
or losing interest in or a concern on the game.
[0158] The present invention provides the following
configuration:
[0159] (19) The gaming machine according to any of the
configurations (16) to (18), wherein the smaller a set value the
payment balance in terms of the game media reaches, the processing
device executes a program for generating the second special game
state in which a larger degree of advantage is determined.
[0160] According to the configuration (19), since a larger profit
can be made in the second special game state with a smaller payment
balance in terms of the game media, a profit compensating a loss to
a player can be given in the second special game state. Therefore,
it can be prevented for a player who has spent many of the game
media from feeling unpleasant against the game, building up
distrust thereto, or losing interest in or a concern on the
game.
[0161] The present invention provides the following
configuration:
[0162] (20) The gaming machine according to any of the
configurations (16) to (18), wherein the processing device executes
a program for generating the second special game state when the
payment balance in terms of the game media is equal to or less than
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 inserted game media to be inserted for one game.
[0163] According to the configuration (20), a player can be urged
to insert game media up to the upper limit, thereby enabling
increase in profit in a facility such as a casino.
[0164] The present invention provides the following
configuration:
[0165] (21) A gaming machine comprising:
[0166] means for giving a stepwise different profit to a player
according to the number of games played by the player; and
[0167] means for notifying to the player by outputting an image or
a sound different according to the number of games that the
stepwise different profit is given according to the number of games
played by the player.
[0168] According to the configuration (21), a stepwise different
profit according to the number of games is given. It is then
notified to a player by an image or a sound different according to
the number of games that the stepwise different profit according to
the number of games is given. Therefore, it can be prevented for a
player who has spent many of the game media from feeling unpleasant
against the game, building up distrust thereto, or losing interest
in or a concern on the game.
[0169] The present invention provides the following
configuration:
[0170] (22) a gaming machine comprising:
[0171] means for giving a stepwise different profit to a player
according to a payment balance in terms of the game media of the
player; and
[0172] means for notifying to the player by outputting an image or
a sound different according to the payment balance in terms of the
game media that the stepwise different profit is given according to
the payment balance in terms of the game media.
[0173] According to the configuration (22), a stepwise different
profit according to the payment balance in terms of the game media
is given. It is then notified to the player by an image or a sound
different according to the payment balance in terms of the game
media that the stepwise different profit according to the payment
balance in terms of the game media is given. Therefore, it can be
prevented for a player who has spent many of the game media from
feeling unpleasant against the game, building up distrust thereto,
or losing interest in or a concern on the game.
[0174] The present invention provides the following
configuration:
[0175] (23) A game control method comprising:
[0176] a step of giving a stepwise different profit to a player
according to the number of games played by the player; and
[0177] a step of notifying to the player by an image or a sound
different according to the number of games that the stepwise
different profit according to the number of games played by the
player is given.
[0178] According to the configuration (23), a stepwise different
profit according to the number of games is given. It is then
notified to a player by an image or a sound different according to
the number of games that the stepwise different profit according to
the number of games is given. Therefore, it can be prevented for a
player who has spent many of the game media from feeling unpleasant
against the game, building up distrust thereto, or losing interest
in or a concern on the game.
[0179] The present invention provides the following
configuration:
[0180] (24) A game control method comprising:
[0181] a step of giving a stepwise different profit to a player
according to a payment balance in terms of the game media of the
player; and
[0182] a step of notifying to the player by an image or a sound
different according to the payment balance in terms of the game
media that the stepwise different profit according to the payment
balance in terms of the game media of the player is given.
[0183] According to the configuration (24), a step wise different
profit according to the payment balance in terms of the game media
is given. It is then notified to the player by an image or a sound
different according to the payment balance in terms of the game
media that the stepwise different profit according to the payment
balance in terms of the game media is given. Therefore, it can be
prevented for a player who has spent many of the game media from
feeling unpleasant against the game, building up distrust thereto,
or losing interest in or a concern on the game.
[0184] The present invention provides the following
configuration:
[0185] (25) A game system equipped with a gaming machine and a
control device,
[0186] wherein
[0187] the control device includes:
[0188] means for transmitting a signal to the gaming machine
according to the number of games played in the gaming machine by a
player, and
[0189] the gaming machine includes:
[0190] means for giving a stepwise different profit according to
the number of games based on the signal received from the control
device; and
[0191] means for notifying to the player by an image or a sound
different according to the number of games that the stepwise
different profits according to the number of games is given.
[0192] According to the configuration (25), a stepwise different
profit according to the number of games is given. It is then
notified to a player by an image or a sound different according to
the number of games that the stepwise different profit according to
the number of games is given. Therefore, it can be prevented for a
player who has spent many of the game media from feeling unpleasant
against the game, building up distrust thereto, or losing interest
in or a concern on the game.
[0193] The present invention provides the following
configuration:
[0194] (26) A game system equipped with a gaming machine and a
control device,
[0195] wherein
[0196] the control device includes:
[0197] means for transmitting a signal to the gaming machine
according to a payment balance in terms of the game media of a
player in the gaming machine, and
[0198] the gaming machine includes:
[0199] means for giving a stepwise different profit according to
the payment balance in terms of the game media based on the signal
received from the control device; and
[0200] means for notifying to the player by an image or a sound
different according to the payment balance in terms of the game
media that the stepwise different profit according to the payment
balance in terms of the game media is given.
[0201] According to the configuration (26), a stepwise different
profit according to the payment balance in terms of the game media
is given. It is then notified to the player by an image or a sound
different according to the payment balance in terms of the game
media that the stepwise different profit according to the payment
balance in terms of the game media is given. Therefore, it can be
prevented for a player who has spent many of the game media from
feeling unpleasant against the game, building up distrust thereto,
or losing interest in or a concern on the game.
[0202] 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
[0203] FIG. 1 is a schematic diagram showing the entire
construction of a game system according to one embodiment of the
present invention;
[0204] FIG. 2 is a perspective view schematically showing a gaming
machine according to one embodiment of the present invention;
[0205] FIG. 3 is a schematic view showing the symbol sequence
depicted on the outer circumferential surface of each reel;
[0206] FIG. 4 is a block diagram showing the internal construction
of the gaming machine shown in FIG. 2;
[0207] FIG. 5 is a block diagram showing the internal construction
of a control device according to one embodiment of the present
invention;
[0208] FIG. 6 is a figure schematically showing an example of
correspondence table between a gaming machine identification number
and a game history;
[0209] FIG. 7 is a figure schematically showing an example of
correspondence table between a set value and the number of
payouts;
[0210] FIG. 8 is a figure schematically showing another example of
correspondence table between a set value and the number of
payouts;
[0211] FIG. 9 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;
[0212] FIG. 10 is a flowchart showing a subroutine of a game mode
selection processing;
[0213] FIGS. 11A and 11B are figures showing an image displayed on
the lower image display panel when a game mode selection processing
is executed;
[0214] FIG. 12 is a flowchart showing a subroutine of a game
execution processing;
[0215] FIG. 13 is a flowchart showing a subroutine of a lottery
processing;
[0216] FIG. 14 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;
[0217] FIG. 15 is a flowchart showing a subroutine of a reel
rotating control processing;
[0218] FIGS. 16A to 16D are side views for describing a rotating
operation of the reel;
[0219] FIG. 17 is a schematic diagram showing a correspondence
table between the number of steps and the code No.;
[0220] FIG. 18 is flowchart showing a subroutine of a bonus game
processing;
[0221] FIG. 19 is a flowchart showing a subroutine of a return mode
processing;
[0222] FIGS. 20A to 20C 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);
[0223] FIG. 21 is a flowchart showing a subroutine of a counting
processing; and
[0224] FIG. 22 is a flowchart showing another example of a
subroutine of a game execution processing.
DESCRIPTION OF THE EMBODIMENTS
[0225] FIG. 1 is a schematic diagram showing the entire
construction of a game system according to one embodiment of the
present invention.
[0226] 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 maybe
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.
[0227] 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.
[0228] 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.
[0229] 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 maybe 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.
[0230] 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.
[0231] 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.
[0232] FIG. 2 is a perspective view schematically showing a gaming
machine according to one embodiment of the present invention.
[0233] 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.
[0234] 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. The lower image
display panel 16 is an output device for an image and functions
also as output means capable of outputting an image.
[0235] A number-of-credits display section 31 and a
number-of-payouts display section 32 are formed on the lower imaged
is play 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.
[0236] 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.
[0237] 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.
[0238] 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.
[0239] Provided below the lower image display panel 16 are: a
control panel 20 constituting of plural buttons 23 to 27 which are
input 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.
[0240] 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.
[0241] 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.
[0242] 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.
[0243] 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.
[0244] 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. Although the lower image display panel 16 is an image
output device and functions also as the output means of an image in
the present embodiment, in the present invention, the upper image
display panel 33 may also be an image output device, which
functions also as the output means of an image.
[0245] A speaker 29 is provided in the top box 12. The speaker 29
is a sound output device and functions as output means capable of
outputting a sound. 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.
[0246] 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 input
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.
[0247] FIG. 3 is a schematic view showing the symbol sequence
depicted on the outer circumferential surface of each reel.
[0248] 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".
[0249] 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. 14). 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. 14).
[0250] 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).
[0251] 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.
[0252] 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. 14) 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.
[0253] 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 paidout. In the present embodiment, the payout number of
coins in the return mode is set according to a set value described
later.
[0254] In the present invention, the second special game state is
not particularly limited as far as it is a game state advantageous
to the player. Examples of such a game state 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
second game state include a free game, a second game, a mystery
bonus game and the like.
[0255] 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.
[0256] FIG. 4 is a block diagram showing the internal construction
of the gaming machine shown in FIG. 2.
[0257] 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.
[0258] 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 output from the
GAL 54, and the lottery is executed based on symbol weighting
determination data corresponding to the payout rate.
[0259] 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 output while a
game is played and image data and sound data used as notification
data.
[0260] 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 input to the input
port, data corresponding to the input data is output from the
output port. The data output from the output port is the
above-mentioned data for setting a payout rate.
[0261] 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
output 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.
[0262] 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.
[0263] 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).
[0264] 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.
[0265] 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.
[0266] 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.
[0267] 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.
[0268] 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 is made to be associated with
each gaming machine identification number, and stored in the
control device 200. In the control device 200, a set value that is
an object of comparison with the number of games is preliminary
determined with respect to each gaming machine identification
number, and when the number of games of one gaming machine 10
reaches a set value determined for that gaming machine 10, a return
command signal is transmitted from the control device 200. 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".
[0269] 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.
[0270] Equipment and devices which generate input signals to be
input to the main CPU 41, and equipment and devices of which
operations are controlled by a control signal output 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 input 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.
[0271] A lamp 30, a sub CPU 61, a hopper 66, a coin detecting
section 67, a graphic board 68, a speaker 29 as an output device, 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 output from the main CPU 41.
[0272] 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 input 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.
[0273] 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.
[0274] 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.
[0275] 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.
[0276] 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 output 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.
[0277] The graphic board 68 controls, based on a control signal
output from the main CPU 41, image displays on the upper image
display panel 33 and the lower image display panel 16 as an output
device. 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.
[0278] The graphic board 68 is equipped with VDP (Video Display
Processor) which generates image data based on a control signal
output 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.
[0279] 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.
[0280] The ticket printer 35, based on a control signal output 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.
[0281] 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 keypad 38, and when the keypad 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 output from the main
CPU 41, data read by the card reader 36 and data input by a player
through the key pad 38.
[0282] 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.
[0283] 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.
[0284] The reverter 21S operates based on a control signal output
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 output from the main CPU 41.
[0285] FIG. 5 is a block diagram showing the internal construction
of a control device according to one embodiment of the present
invention.
[0286] 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.
[0287] FIG. 6 is a figure schematically showing an example of
correspondence table between a gaming machine identification number
and a game history.
[0288] Each of the gaming machine identification numbers correspond
to 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.
[0289] A set value that is an object of comparison with the number
of games is determined for each of the gaming machine
identification numbers. The set value is selected from plural
candidate values "600", "1200" and "2400" stepwise determined in
advance. A set value "600" is assigned to the gaming machine 10
with the gaming machine identification number "001". A set value
"600" is assigned to the gaming machine 10 with the gaming machine
identification number "002". A set value "1200" is assigned to the
gaming machine 10 with the gaming machine identification number
"003". In the present invention, the values or number of the
candidate values is not particularly limited, and may be set
according to circumstances. Moreover, the set value does not need
to be set individually for each of the gaming machines 10, but
assigned to plural gaming machines 10 collectively.
[0290] 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. Furthermore, 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. When CPU 201 determines that the number of games updated
has reached a set value, CPU 201 determines the number of coin-out
in the return mode based on the set value.
[0291] FIG. 7 is a figure schematically showing an example of
correspondence table between a set value and the number of
payouts.
[0292] The number of coin-out "1000" in the return mode is assigned
at a set value of "600". The number of coin-out "2000" in the
return mode is assigned at a set value of "1200". The number of
coin-out "4000" in the return mode is assigned at a set value of
"2400". Since, in the present embodiment, the number of coin-out in
the payout return mode is larger the larger a set value is, a
profit matching the number of games played by a player is given to
the player in the return mode. Therefore, it can be prevented for a
player who has spent many of the game media from feeling unpleasant
against the game, building up distrust thereto, or losing interest
in or a concern on the game. Note that the correspondence table
shown in FIG. 7 is stored on the hard disc drive 205 as data.
[0293] It is not necessary for the number of coin-out set to
correspond to a set value to be constantly the same, and for
example, the number of coin-out set to correspond to a set value
may be changeable according to a game history and the like.
[0294] FIG. 8 is a figure schematically showing another example of
correspondence table between a set value and the number of
payouts.
[0295] At a set value "600", "(-payment balance).times.50%
(provided that the number of coin-out=1000 if a payment balance
.gtoreq.0)" is set as the number of coin-out in the return mode.
Hence, if a payment balance is "-2000" when the number of games
reaches 600, the number of coin-out is 1000, and if a payment
balance is "-4000", the number of coin-out is 2000. At a set value
"1200", "(-payment balance).times.60% (provided that the number of
coin-out=2000 if payment balance .gtoreq.0)" is set as the number
of coin-out in the return mode. At a set value "2400", "(-payment
balance).times.70% (provided that the number of coin-out=4000 if
payment balance .gtoreq.0)" is set as the number of coin-out in the
return mode.
[0296] Next, description will be given of a processing performed in
the gaming machine 10.
[0297] FIG. 9 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.
[0298] 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).
[0299] 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.
[0300] 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).
[0301] 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.
[0302] After the processing shown in FIG. 9 is over, the main CPU
41 performs a game mode selection processing.
[0303] FIG. 10 is a flowchart showing a subroutine of a game mode
selection processing.
[0304] The main CPU 41 conducts a processing for adding credits
stored in RAM 43 as an interrupt processing when it receives a
detection signal output 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.
[0305] FIGS. 11A and 11B are figures showing an image displayed on
the lower image display panel when a game mode selection processing
is executed.
[0306] 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. 11A is displayed on the lower side display panel 16.
[0307] FIG. 11A 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.
[0308] 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 set 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.
[0309] 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).
[0310] While detailed description of the above-mentioned processing
will be given later by making reference to FIG. 12, 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. 11B. The image is an image showing that a game mode is-in the
with-insurance mode.
[0311] 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. 12) 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.
[0312] FIG. 12 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. 10.
[0313] 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
output 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.
[0314] 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.
[0315] 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 41d determines, when the spin button 23 is pressed, whether an
input signal output from the spin switch 23S has been received or
not.
[0316] 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 input without
turning ON the spin button), the main CPU 41 cancels a result of
the subtracting processing in step S11.
[0317] 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) maybe 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).
[0318] Meanwhile, in step S12 of FIG. 12, 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. 13 and
14. 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.
[0319] 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. 15 to
17.
[0320] 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. 18. When the processing
in step S16 is executed, the main CPU 41 functions as means for
generating the first special game state.
[0321] On the other hand, if it is determined that the bonus game
trigger has not been established, the main CPU 41 determines
whether a winning combination has been established or not (step
S17). If it is determined that a winning combination has been
established, the main CPU 41 conducts payout of a coin
corresponding to the number of coin-in and the winning combination
(step S18).
[0322] 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.
[0323] When the processing in step S16 or S18 is executed, or when
it is determined that no winning combination has been established
(that a winning combination has failed to be established) in step
S17, the main CPU 41 determines whether the return mode flag stored
in RAM 43 is set to the state "ON" (step S19) or not. 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 S20). Here, the second special game
state has been generated. Detailed description will be given of the
payout return mode processing later using FIG. 19. The main CPU 41,
when executing the processing in step S20, functions as means for
generating the second special game state.
[0324] If the processing in step S20 has been executed, or if it is
determined that the return mode flag has not been set to the state
"ON" in step S19, the main CPU 41 determines whether the bonus game
(step S16) has been executed or not or whether a game state has
shifted to the return mode (step S20) or not (step S21).
[0325] 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 S22).
[0326] 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. When the number of games reaches a set
value, the number of coin-out in the return mode is determined
according to the set value, and a return command signal showing the
set value and the number of coin-out is transmitted to the gaming
machine 10 from the control device 200. The main CPU 41, when
receiving the return command signal, sets the return mode flag to
the state "ON". Detailed description of the counting processing
will be given later by making reference to FIG. 21. After the
processing in step S22 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.
[0327] 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. 10. 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.
[0328] FIG. 13 is a flowchart showing a subroutine of a lottery
processing called and executed in step S13 of the subroutine shown
in FIG. 12. 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).
[0329] 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 output 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 there by
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.
[0330] Here, description of a winning combination in the present
embodiment will be given.
[0331] FIG. 14 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. 14 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.
[0332] 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.
[0333] 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. When a combination of symbols stop displayed is not hitting
any of the winning combinations shown in FIG. 14, this is a
failure, and there is no coin-out.
[0334] FIG. 15 is a flowchart showing a reel rotating control
processing called and executed in step S15 of the subroutine shown
in FIG. 12. This processing is a processing conducted between the
main CPU 41 and the sub CPU 61.
[0335] 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
output 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.
[0336] 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.
[0337] Here, description of a rotational operation of the reels 14
will be given, by using FIG. 16.
[0338] FIGS. 16A to 16D are side views for describing a rotating
operation of a reel 14.
[0339] As shown in FIG. 16A, 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.
[0340] FIG. 16A 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. 16B. FIG. 16B 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. 16C. FIG. 16C 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).
[0341] 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.
16D. FIG. 16D 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.
[0342] 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.
[0343] 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. 12).
[0344] 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).
[0345] 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.
[0346] 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).
[0347] FIG. 17 is a schematic diagram showing a correspondence
table between the number of steps and the code No. Each of the code
Nos. are related to an index and the number of steps.
[0348] 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. 17 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.
[0349] 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 is
detected, and supply of pulses is ceased there after.
[0350] 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, instep 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. 13 and the combination of symbols corresponding to the
winning combination determined in step S32 of FIG. 13 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.
[0351] 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.
[0352] 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.
[0353] FIG. 18 is a flowchart showing a subroutine of a bonus game
processing called and executed in step S16 of the subroutine shown
in FIG. 12. 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.
[0354] 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. 13. The processing in step S63 is a
processing almost the same as the processing described using FIG.
15. Since descriptions of these processing have already been given,
descriptions thereof are omitted herein.
[0355] 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.
[0356] 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 S18 and description thereof has already been
given, the description of the present processing is omitted
herein.
[0357] 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).
[0358] 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.
[0359] FIG. 19 is a flowchart showing a subroutine of a return mode
processing called and executed in step S20 of the subroutine shown
in FIG. 12.
[0360] Firstly, the main CPU 41 (processing device) extracts image
data corresponding to a set value from image data as notification
data which is stored in RAM 43 (storage device), conducts, based on
the image data, a processing for displaying an image corresponding
to a set value on the lower image display panel 16 (output device),
and notifies the transition to the return mode by an image (step
S80). The set value is transmitted as data to the gaming machine 10
from the control device 200 and stored in RAM 43 by step S22 of
FIG. 12. Image data for notifying the transition to the payout
return mode is read from the memory card 53 and included in a game
program stored into RAM 43. In the game program, as image data for
notifying the transition to the payout return mode, included are a
plurality of image data which are made to correspond to the set
values.
[0361] The main CPU 41 determines the image to be displayed on the
lower image display panel 16, based on the set value stored in RAM
43. The main CPU 41 transmits to the graphic board 68 a depiction
command based on the result determined. 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. 20A to 20C
are displayed on the lower image display panel 16.
[0362] FIGS. 20A to 20C 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. 20A is an
image displayed on the lower image display panel 16 when a game
state shifts to the return mode at a set value of 600. 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).
[0363] An image shown in FIG. 20B is an image displayed on the
lower image display panel 16 when a game state shifts to the return
mode at a set value of 1200. On the lower image display panel 16,
an image showing "BONUS !!", together with four images showing
fireworks are displayed. An image showing "TIME OF PLAY 1200" 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 a set value of 1200.
[0364] An image shown in FIG. 20C is an image displayed on the
lower image display panel 16 when a game state shifts to the return
mode at a set value of 2400. On the lower image display panel 16,
an image showing "BONUS !!", together with six images showing six
fireworks are displayed. An image showing "TIME OF PLAY 2400" is
displayed in the lower portion of the lower image display panel
16.
[0365] In the gaming machine 10, when the game state shifts to the
return mode, an image showing on which set value the return mode
generated is based is thus displayed on the lower image display
panel 16. When the processing in step S80 is executed, the main CPU
41 functions as means for notification by outputting an image which
shows, on which set value the second special game state generated
is based, to the lower image display panel 16 as the output
means.
[0366] Then, the main CPU 41 (processing device) extracts from
sound data as data for notification stored in RAM 43 (storage
device), sound data corresponding to a set value, and based on the
sound data, outputs from the speaker 29 (output device) a sound
corresponding to the set value, to thereby notify transition to the
return mode with a sound (step S81).
[0367] The sound data for notifying transition to the return mode
is included in a game program read from the memory card 53 and
stored in RAM 43. In the game program, sound data of plural kinds
which are made to correspond to the set values are included as
sound data which notifies that the game state has shifted to the
return mode.
[0368] The main CPU 41 determines the sound output from the speaker
29, based on the set value stored in RAM 43. 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. As a result, a sound showing on which set value
the return mode generated is based, is output from the speaker 29.
When the processing in step S81 is executed, the main CPU 41
functions as means for notifying on which set value the second
special game state generated is based, by outputting a sound with
the speaker 29 as output means.
[0369] Then, the main CPU 41 conducts payout of the number of coins
determined according to a set value (step S82). The number of
payout coins in step S82 is the number of coin-out in the return
mode and is determined according to the set value by the control
device 200. The number of coins in the return mode is included in
the return command signal as data transmitted to the gaming machine
10 from the control device 200 in step S22 of FIG. 12. The number
of coin-out in the return mode is stored as data in RAM 43 of the
gaming machine 10 which received the return command signal.
[0370] 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.
[0371] FIG. 21 is a flowchart showing a counting processing called
and executed in step S22 of the subroutine shown in FIG. 12.
[0372] The processing is a processing conducted between the main
CPU 41 of a gaming machine 10 and CPU 201 of the control device
200. Here, one set value selected from plural candidate values
"600", "1200" and "2400" stepwise determined in advance is set to
each of the plural gaming machines 10 (see FIG. 6).
[0373] 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.
[0374] 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.
[0375] 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).
[0376] Then, CPU 201 determined whether the number of games after
the updating has reached the set value or not (step S101). If it is
determined that the number of games after the updating has not
reached the set value, the subroutine is terminated.
[0377] On the other hand, if it is determined in step S101 that the
number of games after the updating has reached the set value, CPU
201 determines the number of coin-out corresponding to the set
value, based on a correspondence table (see FIG. 7) between the set
value and the number of coin-out stored in the hard disc drive 205
(step S102).
[0378] Then, CPU 201 transmits through the communication line 101
by the communication interface 204 to the gaming machine 10 in
which the number of games has reached the set value, a return
command signal showing the set value and the number of payout coins
(step S103). Thereafter, CPU 201 resets to 0 the number of games
stored in the hard disc drive 205 which are made to correspond to
the gaming machine identification number of the gaming machine 10
(step S104). In succession thereto, CPU 201 selects a new set value
by lottery and the selected set value is stored in the hard disc
drive 205, being made to correspond to the gaming machine
identification number of the concerned gaming machine 10 (step
S105).
[0379] 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 selected from plural candidate values stepwise determined in
advance. 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 RAM 43 data showing the set
value and the number of payout coins, included in the return
command signal (step S92). Thereafter, the present processing is
terminated.
[0380] 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. 21). 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.
[0381] 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 maybe 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.
[0382] A gaming machine 10 according to the present embodiment
includes: the main CPU 41 (processing device); RAM 43 (storage
device); the lower image display panel 16 (output device); and the
speaker 29 (output device), is a gaming machine 10 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, 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 (see FIG. 13); 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. 18); 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. 21); 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 selected from plural
candidate values stepwise determined in advance (step S91 in FIG.
21); a processing reading from RAM 43 a program for performing
transition to the return mode (the generating of the second special
game state) based on the command signal, and executing the program
(see FIG. 19); and a processing reading from RAM 43 notification
data for notifying that the second special game state has been
generated based on the set value when the second special game state
is generated, and executing a processing to output an image on the
lower image display panel 16 and output a sound from the speaker
29, based on the notification data (see FIG. 19).
[0383] A gaming machine 10 is connected through the communication
line 101 to the control device 200 which accumulatively counts the
number of games for each gaming machine 10 of plural gaming
machines 10 wherein: provided are output means (for example, the
lower image display panel and the speaker 29) capable of outputting
an image or a sound; 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 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 selected from plural candidate values stepwise determined in
advance; means (for example, the main CPU 41) for generating the
second special game state based on the command signal; and means
(for example, the main CPU 41) for notifying that the second
special game state has been generated based on a set value when the
second special game state is generated, by outputting an image or a
sound with the output means.
[0384] 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 selected from
plural candidate values stepwise determined in advance. 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.
[0385] Moreover, when a game state shifts to the return mode, it is
notified by an output of an image to the lower image display 16 and
an output of a sound from the speaker 29 that the game state has
transitioned to the return mode, based on the set value. Hence, a
player can recognize to which set value the number of games played
reached, and by what the game state is shifting to the return mode.
As a result, a player can be given an impression that return has
been given for the fact that a game is played until the number of
games reaches a set value.
[0386] Therefore, it can be prevented for a player who has spent
many of game media from feeling unpleasant against the game,
building up distrust thereto, or losing interest in or a concern on
the game.
[0387] 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 stand
alone.
[0388] A stand alone gaming machine 10 according to the present
invention includes: the main CPU 41 (processing device), RAM 43
(storage device), the lower image display panel 16 (output device)
and the speaker 29 (output 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 accumulatively counting the number of games each time a
game is played; a processing selecting a set value from plural
candidate values stepwise determined in advance; a processing
determining whether the number of games reaches a set value or not;
a processing reading from RAM 43 a program for executing transition
to the return mode (the generating of the second special game
state) when it is determined that the number of games has reached
the set value, and executing the program; and a processing reading
from RAM 43, when the game state shifts to the return mode,
notification data for notifying that the game state has shifted to
the return mode based on a set value, and conducting output of an
image to the lower image display panel 16 or output of a sound from
the speaker 29, based on the notification data.
[0389] The gaming machine 10 includes: output means (for example,
the lower image display panel 16 and the speaker 29) capable of
outputting an image or a sound; 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 accumulatively counting the number of
games each time a game is played; means (for example, the main CPU
41) for selecting a set value from plural candidate values stepwise
determined in advance; means (for example, main CPU 41) for
determining whether the number of games reaches a set value or not;
means (for example, the main CPU 41) for conducting transition to
the return mode (the generating of the second special game state)
when the number of games is determined to have reached a set value;
and means (for example, the main CPU 41) for notifying, when the
game state shifts to the return mode, that the game state has
shifted to the return mode based on a set value, and conducting
output of an image to the lower image display panel 16 or output of
a sound from the speaker 29, based on the notification data.
[0390] 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
selected from plural candidate values stepwise determined in
advance, the present invention is not limited to this example.
[0391] A gaming machine 10 of the present invention may shift to
the return mode (the generating of the second special game state)
when a payment balance in terms of coins is equal to or less than a
set value selected from plural candidate values determined in
advance.
[0392] Such a gaming machine 10 includes: the main CPU 41
(processing device); RAM 43 (storage device), the lower image
display panel 16 (output device); and the speaker 29 (output
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
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 selected from plural candidate values stepwise
determined in advance; a processing reading from RAM 43 a program
for conducting transition to the return mode (the generating of the
second special game state) based on the command signal, and
executing the program; and a program reading from RAM 43, when the
game shifts to the return mode, notification data for notifying
that a game state has shifted to the return mode based on the set
value, and conducting output of an image to the lower image display
panel 16 or output of a sound from the speaker 29 based on the
notification data.
[0393] The gaming machine 10 includes: an output means (for
example, the lower image display panel 16 and the speaker 29)
capable of outputting an image or a sound; 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 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 reaches a set value
selected from plural candidate values stepwise determined in
advance; means (for example, the main CPU 41) for conducting
transition to the return mode (the generating of the second special
game state) based on the command signal; means (for example, the
main CPU 41) for notifying, when the game transitions to the return
mode, that the game state has shifted to the return mode based on
the set value, and conducting output of an image to the lower image
display panel 16, or output of a sound from the speaker 29.
[0394] Such gaming machine 10 shifts to the return mode 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 is equal to or less than a set
value selected from plural candidate values stepwise determined in
advance. The gaming machine 10 notifies that the game state has
shifted to the return mode based on the set value, by outputting an
image to the lower image display panel 16 or outputting a sound
from the speaker 29. Therefore, it can be prevented for a player
who has spent many of game media from feeling unpleasant against
the game, building up distrust thereto, or losing interest in or a
concern on the game.
[0395] 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 stand
alone.
[0396] Such a gaming machine 10 includes: the main CPU 41
(processing device); RAM 43 (storage device); the lower image
display panel 16 (output device); and the speaker 29 (output
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 accumulatively
counting a payment balance in terms of game media each time a game
is played; a processing selecting a set value that is an object of
comparison with a payment balance in terms of game media, from
plural candidate values stepwise determined in advance; a
processing determining whether a payment balance in terms of game
media is equal to or less than a set value or not; a processing
reading from RAM 43 a program for conducting transition to the
return mode (the generating of the second special game state) 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; and a
processing reading from RAM 43, when the game state shifts to the
return mode, notification data for notifying that the game state
has shifted to the return mode based on the set value, and
conducting output of an image to the lower image display panel 16
or output of a sound from the speaker 29 based on the notification
data.
[0397] This gaming machine 10 includes: output means (for example,
the lower image display panel 16 or the speaker 29) capable of
outputting an image or a sound; 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
accumulatively counting a payment balance in terms of game media,
each time a game is played; means (for example, the main CPU 41)
for selecting a set value from plural candidate values stepwise
determined in advance; means (for example, the main CPU 41) for
determining whether a payment balance in terms of game media is
equal to or less than a set value or not; means (for example, the
main CPU 41) for conducting transition to the return mode (the
generating of the second special game state) when it is determined
that the payment balance in terms of game media is equal to or less
than a set value; and means (for example, the main CPU 41) for
notifying that, when the game state shifts to the return mode, a
game state has shifted to the return mode based on a set value, by
outputting an image to the lower image display panel 16 or by
outputting a sound from the speaker 29.
[0398] 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.
[0399] 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.
[0400] In the present embodiment, description has been given of a
case where symbols are stop displayed (step S14 in FIG. 12), a
processing is conducted based on the stop displayed combination of
symbols (steps S15 to S20 in FIG. 12), and the number of games is
counted (step S22 in FIG. 12) 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. 12) or a timing at which the spin button is
turned ON (after step S12 in FIG. 12). 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.
[0401] 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. 12) in the period from the time when the return mode flag
is set to the state "ON" (step S22 in FIG. 12), to the time when
transition to the return mode is conducted (step S20 in FIG. 12),
transitions to the return mode is further conducted after the bonus
game is generated (step S16 in FIG. 12). 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.
[0402] 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. 12.
[0403] FIG. 22 is a flowchart showing another example of a
subroutine of a game execution processing. In the flowchart shown
in FIG. 22, the same numerical references are assigned to steps
which conduct processing similar to those in the flowchart shown in
FIG. 12.
[0404] 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 S21 is performed there
after and thus the present subroutine is completed. Since the other
processing are processing similar to those described in FIG. 12,
descriptions thereof are omitted here. In the subroutine shown in
FIG. 22, 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. 12.
[0405] A more specific description of the processing shown in FIG.
22 will be given here with a case where a set value is 600. In a
case where, in step S22, 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 S19 and S20)
[0406] Hence, in a case where the processing shown in FIG. 22 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.
[0407] 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.
[0408] 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.
[0409] 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. 19). 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.
[0410] In the aforementioned embodiment, both embodiments are
exemplified. Both embodiments correspond to the second special game
state in the present invention.
[0411] 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.
[0412] 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.
[0413] 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.
[0414] 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.
* * * * *