U.S. patent application number 11/494551 was filed with the patent office on 2007-05-31 for game effecting system and gaming server.
This patent application is currently assigned to Aruze Corp.. Invention is credited to Kazuo Okada.
Application Number | 20070123335 11/494551 |
Document ID | / |
Family ID | 37465498 |
Filed Date | 2007-05-31 |
United States Patent
Application |
20070123335 |
Kind Code |
A1 |
Okada; Kazuo |
May 31, 2007 |
Game effecting system and gaming server
Abstract
A gaming server constitutes a game effecting system together
with a gaming machine and an indoor effecting device, such as a
lighting device and a sound device. When a starting condition for a
special effect is realized, the gaming server allows the slot
machine to change a transition condition from a base transition
condition to a high-probability transition condition that is easy
to make a transition to a special gaming mode in comparison with
the base transition condition. Additionally, the gaming server
allows the indoor effecting device to change an indoor effect from
a base effect to a special effect.
Inventors: |
Okada; Kazuo; (Tokyo,
JP) |
Correspondence
Address: |
NDQ&M WATCHSTONE LLP
1300 EYE STREET, NW
SUITE 1000 WEST TOWER
WASHINGTON
DC
20005
US
|
Assignee: |
Aruze Corp.
Tokyo
JP
|
Family ID: |
37465498 |
Appl. No.: |
11/494551 |
Filed: |
July 28, 2006 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/3227 20130101; G07F 17/32 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Apr 19, 2005 |
JP |
P2005-121365 |
Claims
1. A game effecting system comprising: a gaming machine capable of
changing a gaming mode from a base gaming mode to a special gaming
mode when a transition condition is occurred in the base gaming
mode; an indoor effecting device including a lighting function, a
sound function, an image-displaying function, and other indoor
effecting function; and a gaming server, connected to both the
gaming machine and the indoor effecting device, that includes a
processor programmed to operate the gaming machine and the indoor
effecting device to: (a) determine whether a starting condition for
a special effect different from a base effect performed in the
indoor effecting device is realized or not; (b) allow the gaming
machine to change the transition condition from a base transition
condition to a high-probability transition condition that is easy
to make a transition to the special gaming mode in comparison with
the base transition condition; and (c) allow the indoor effecting
device to change an effect pattern representing a situation of an
indoor effect performed by the indoor effecting device from a base
effect pattern corresponding to the base effect to a special effect
pattern corresponding to the special effect, wherein when the
starting condition is satisfied, the processor changes the
transition condition of the gaming machine to the high-probability
transition condition and changes the effect pattern of the indoor
effecting device to the special effect pattern.
2. A game effecting system, further comprising: an operating unit
connected to the gaming server to output special-effect starting
information in response to an operator's manipulation, wherein the
processor determines that the starting condition is satisfied when
the special-effect starting information is outputted from the
operating unit.
3. A game effecting system comprising: a gaming machine capable of
changing a gaming mode from a base gaming mode to a special gaming
mode when a transition condition is occurred in the base gaming
mode; an indoor effecting device including a lighting function, a
sound function, an image-displaying function, and other indoor
effecting function; a gaming server, connected to both the gaming
machine and the indoor effecting device, that includes: a processor
programmed to operate the gaming machine and the indoor effecting
device to: (a) determine whether a starting condition for a special
effect different from a base effect performed in the indoor
effecting device is realized or not; (b) allow the gaming machine
to change the transition condition from a base transition condition
to a high-probability transition condition that is easy to make a
transition to the special gaming mode in comparison with the base
transition condition; and (c) allow the indoor effecting device to
change an effect pattern representing a situation of an indoor
effect performed by the indoor effecting device from a base effect
pattern corresponding to the base effect to a special effect
pattern corresponding to the special effect; and an opening/closing
controlling unit configured to allow the opening/closing driving
unit to open and close a stage; and a stage device including a rail
arranged along the stage, a plurality of movable hooks movable
along the rail, a curtain engaged with the movable hooks and shaped
with a size allowing the stage to be covered, and an
opening/closing driving unit connected to the gaming server to move
the movable hooks thereby opening and closing the curtain, wherein
when the staring condition is satisfied, the processor changes the
transition condition of the gaming machine to the high-probability
transition condition, changes the effect pattern of the indoor
effecting device to the special effect pattern, and allows the
opening/closing driving unit to change the stage from a closed
state to an open state.
4. A gaming server forming a game effecting system together with a
gaming machine capable of changing a gaming mode from a base gaming
mode when a transition condition is occurred in the base gaming
mode and an indoor effecting device including a lighting function,
a sound function, an image-displaying function, and other indoor
effecting function, the gaming server comprising: a processor
programmed to operate the gaming machine and the indoor effecting
device to: (a) determine whether a starting condition for a special
effect different from a base effect performed in the indoor
effecting device is realized or not; (b) allow the gaming machine
to change the transition condition from a base transition condition
to a high-probability transition condition that is easy to make a
transition to the special gaming mode in comparison with the base
transition condition; and (c) allow the indoor effecting device to
change an effect pattern representing a situation of an indoor
effect preformed by the indoor effecting device from a base effect
pattern corresponding to the base effect to a special effect
pattern corresponding to the special effect, wherein when the
starting condition is satisfied, the processor changes the
transition condition of the gaming machine to the high-probability
transition condition and changes the effect pattern of the indoor
effecting device to the special effect pattern.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application is based upon the Japanese Patent
Application No. 2005-121365, filed on Apr. 19, 2005, the entire
content of which is incorporated by reference herein.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a game effecting system
having a gaming machine, an indoor effecting device and a gaming
server, and also relates to the gaming server constituting the game
effecting system.
[0004] 2. Description of the Related Art
[0005] A variety of slot machines have been known as a gaming
machine that pays out game media (e.g. medals, coins) in
correspondence with a winning combination in a game. Note that the
game media (game medium) will be hereinafter referred to as coins
(coin). In these slot machines, there is a slot machine that allows
a player to play not only a base slot game adopting symbols on
variable display (sometimes called "scroll display") in a base
gaming mode but also a special game profitable to the player in a
special gaming mode. For example, a so-called "free game" performed
without inserting coins into the machine automatically is
representative of such a special game in the special gaming mode.
In the slot machine of this kind, conventionally, a transition from
the base gaming mode to the special gaming mode has been performed
at random on the basis of a result of lottery performed with
respect to each slot machine (see Japanese Patent Application
Laid-open 2002-537874 (Japanese translation of PCT international
application Laid-open 2000-584971)).
[0006] Meanwhile, in a game arcade having a plurality of slot
machines (sometimes called "casino" or "hall"), there is often
performed an indoor effect where the atmosphere of the whole game
arcade is warmed up by activating a lighting device, a sound device
or a visual monitor, such as a liquid crystal display.
SUMMARY OF THE INVENTION
[0007] In the game arcade having the slot machines, however, the
indoor effect is independent of the gaming modes of the slot
machines at gaming. Therefore, even if a slot machine produces an
effect (mise-en-scene) corresponding to the gaming mode in order to
enhance a gaming will, the slot machine's effect is not effective
as far as the indoor effect of the game arcade where the slot
machine is arranged does not correspond to the effect produced by
the slot machine. That is, in order to enhance a gaming will with
increased effect of the slot machine, it is desirable to enhance
the effect of the whole game arcade while allowing the effect of
the gaming machine to correspond to the indoor effect.
[0008] An object of the present invention is to provide a game
effecting system and a gaming server, both of which can make the
effect of a gaming machine correspond to the indoor effect thereby
enhancing a gaming will.
[0009] In order to attain the above object, an aspect of the
present invention provides a game effecting system comprising: a
gaming machine capable of changing its gaming mode from a base
gaming mode to a special gaming mode when a transition condition is
occurred in the base gaming mode; an indoor effecting device
including a lighting function, a sound function, an
image-displaying function, and other indoor effecting function; and
a gaming server, connected to both the gaming machine and the
indoor effecting device, that includes a processor programmed to
operate the gaming machine and the indoor effecting device to:
determine whether a starting condition for a special effect
different from a base effect performed in the indoor effecting
device is realized or not; allow the gaming machine to change the
transition condition from a base transition condition to a
high-probability transition condition that is easy to make a
transition to the special gaming mode in comparison with the base
transition condition; and allow the indoor effecting device to
change an effect pattern representing a situation of an indoor
effect performed by the indoor effecting device from a base effect
pattern corresponding to the base effect to a special effect
pattern corresponding to the special effect, wherein when the
starting condition is satisfied, the processor changes the
transition condition of the gaming machine to the high-probability
transition condition and changes the effect pattern of the indoor
effecting device to the special effect pattern.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] FIG. 1 is a structural diagram of a casino effecting system
in accordance with an embodiment of the present invention;
[0011] FIG. 2 is a perspective view showing an overall structure of
a slot machine in accordance with the embodiment of the present
invention;
[0012] FIG. 3 is a block diagram of the slot machine, showing its
inside structure mainly;
[0013] FIG. 4 is a block diagram showing one example of an inside
Structure of an image control circuit;
[0014] FIG. 5 is a sequence chart showing the operational sequences
of a store server, the slot machine and an indoor effecting
device;
[0015] FIG. 6 is a flow chart showing the operational procedure of
a casino effecting process executed in a main process of the store
server;
[0016] FIG. 7 is a flow chart showing the operational procedure of
an event generating process executed in the store server;
[0017] FIG. 8 is a flow chart showing the operational procedure of
an event ending process executed in the store server;
[0018] FIG. 9 is a flow chart showing the operational procedure of
an intervention process executed in the slot machine;
[0019] FIG. 10 is a flow chart showing the operational procedure of
a main process from a game start to a game end in the slot
machine;
[0020] FIG. 11 is a flow chart showing the operational procedure of
a high-probability shift condition gaming process;
[0021] FIG. 12 is a perspective view of the schematic interior of a
game arcade centering on a stage, showing one condition before
performing an event;
[0022] FIG. 13 is a perspective view of the schematic interior of
the game arcade centering on the stage, showing another condition
during performing of the event; and
[0023] FIG. 14A is a view explaining an effect pattern in a
lighting device; FIG. 14B is a view explaining an effect pattern in
a sound device; and FIG. 14C is a view explaining an effect pattern
in an image display device.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
[0024] An embodiment of the present invention will be described
below. Note that throughout drawings, identical elements are
indicated with the same reference numerals, respectively and their
overlapping description are eliminated.
[Overall Constitution of Casino Effecting System]
[0025] FIG. 1 is a system structural diagram showing a casino
effecting system 100 corresponding to a game effecting system of an
embodiment of the present invention. The casino effecting system
100 comprises a store server 20, a plurality of slot machines 1,
for example, twenty slot machines 1, a lighting device 21, a sound
device 22 and an image display device 23. In this embodiment, the
store server 20 corresponds to a gaming server of the invention,
while each of the slot machines 1 corresponds to a gaming machine
of the invention. Additionally, each of the lighting device 21, the
sound device 22 and the image display device 23 corresponds to an
indoor (in-casino) effecting device of the invention. The casino
effecting system 100 further includes an operating device 25 and a
stage device 24 both communicated with and connected to the store
server 20 through a privately leased line 26. The operating device
25 corresponds to operating unit of the present invention. The slot
machines 1 and the indoor effecting devices (i.e. the lighting
device 21, the sound device 22 and the image display device 23) are
installed in an indoor-type game facility. This indoor-type game
facility will be referred to as "game arcade", hereinafter. The
game arcade has a built-in stage A on which a variety of events are
performed as described later. FIGS. 12 and 13 are perspective views
showing the schematic interior of the game arcade where the stage A
is centered. In these figures, FIG. 12 shows one condition before
an event is performed. While, FIG. 13 shows another condition in
the course of performing an event.
[0026] In the casino effecting system 100, if the operating device
25 is operated by an operator (e.g. arcade manager, owner in the
game arcade), then an event is held (or generated) on the stage A.
In each of the slot machines 1, . . . , 1, simultaneously, its
transition condition changes into a high-probability transition
condition. Note that the terminology "transition condition" means a
condition to change a machine's gaming mode from a base gaming mode
to a special gaming mode. Additionally, it should be noted that the
machine's gaming modes becomes easy to change into the special
gaming mode under the above high-probability transition
condition.
[0027] In the casino effecting system 100, with the opening
(generation) of event, it is carried out to change the situation of
indoor effect, which is effected by the lighting device 21, the
sound device 22 and the image display device 23, from a base effect
to a special effect in association with the opening (generation) of
event. Additionally, according to the casino effecting system 100
of the embodiment, it is performed to open curtains 24b, 24c of the
stage device 24 in accordance with the starting of event, making
the event on the stage A visible to players in the game arcade. In
this way, according to the casino effecting system 100, the effect
by the indoor effecting devices (e.g. the lighting device 21) is
specialized in accordance with the starting of event. On the other
hand, more slot machines than those in case of no event are
subjected to the special gaming mode, producing a different effect
from that in the base gaming mode. That is, the casino effecting
system 100 of the embodiment is constructed so as to enhance the
effect of the whole game arcade due to the synergy effect between
the first effect (by the indoor effecting devices) and the second
effect (by the change in the slot machines 10). The constituents of
the casino effecting system 100 will be described below.
(Store Server)
[0028] As shown in FIG. 1, the store server 20 comprises a CPU 201,
a ROM 202, a RAM 203, a communication processing unit 204 and a
communication control unit 205. According to programs stored in the
ROM 202, the CPU 201 operates while reading and writing data from
and to the RAM 203. On the other hand, the communication control
unit 205 operates the communication processing unit 204 in
accordance with commands from the CPU 201. The store server 20
transmits and receives data to and from the respective slot
machines 1, the lighting device 21, the sound device 22, the image
display device 23, the stage device 24 and the operating device 25
through the privately leased line 26. Additionally, the store
server 20 receives special-effect starting information from the
operating device 25, which will be described in detail later.
Further, the store server 20 sends a special effect signal to each
of the indoor effecting devices (i.e. the lighting device 21, the
sound device 22 and the image display device 23) and a
high-probability transition signal to each of the slot machines 1.
Still further, the store server 20 can send a curtain-opening
signal to allow the stage device 24 to open the stage A and a
curtain-closing signal to allow the stage device 24 to close the
stage A.
(Lighting Device)
[0029] The lighting device 21 has a lighting control unit 21a and a
plurality of lamps 21b, 21b, . . . and 21b. The lighting device 21
is provided with a lighting function as one of indoor effecting
functions, forming a constituent of the indoor effecting
devices.
[0030] The lighting control unit 21a includes a lighting control
CPU, a RAM, a ROM, a communication control unit, a communication
processing unit, a lamp driving unit for lighting on and off the
lamps 21b and so on (all not shown). Based on effect pattern data
stored in the ROM (i.e. base lighting-effect pattern data and
special lighting-effect pattern data), the lighting control CPU
controls the operation of the lamp driving unit to perform
tuning-on/off of the lamps 21b, . . . , 21b and their lighting
control (i.e. control to change their optical power). In this
embodiment, the driving pattern of the lamps 21b, . . . , 21b,
which is controlled on the effect pattern data stored in the ROM
(i.e. the base lighting-effect pattern data and the special
lighting-effect pattern data), corresponds to the effect pattern of
the present invention. In detail, the driving pattern of the lamps
21b controlled on the base lighting-effect pattern data corresponds
to the base effect of the invention, while the driving pattern of
the lamps 21b controlled on the special lighting-effect pattern
data corresponds to the special effect of the invention. The
communication control unit drives the communication processing unit
in compliance with indications from the lighting control CPU to
perform data transmission/receiving (mainly, "special effect
signal") against the store server 20.
(Sound Device)
[0031] The sound device 22 has a sound control unit 22a and a
plurality of speakers 22b, 22b, . . . and 22b. The sound device 22
is provided with an acoustic function as one of the indoor
effecting functions, forming a constituent of the indoor effecting
devices. The sound control unit 22a includes a sound control CPU, a
RAM, a ROM, a data reading unit for reading out musical data etc.
from a memory medium (e.g. CD) Memorizing the musical data etc., a
communication control unit, a communication processing unit, an
amplifier for outputting music, sound and other effect sounds
through the speakers 22b and so on (all not shown in the figure).
Based on effect pattern data stored in the ROM (i.e. base
sound-effect pattern data and special sound-effect pattern data),
the sound control CPU controls the operation of the sound device
22, so that sound signals amplified by the amplifier are outputted
to the speakers 22b, . . . , 22b, performing the music, the sound
and the other effect sounds. In this embodiment, the output pattern
of the speakers 22b, . . . , 22b controlled on the effect pattern
data stored in the ROM (i.e. the base sound-effect pattern data and
the special sound-effect pattern data) corresponds to the effect
pattern of the present invention. In detail, the output pattern of
the speakers 22b controlled on the base sound-effect pattern data
corresponds to the base effect, while the output pattern of the
speakers 22b controlled on the special sound-effect pattern data
corresponds to the special effect. The communication control unit
operates the communication processing unit in compliance with
indications from the sound control CPU to perform data
transmission/receiving (mainly, "special effect signals") against
the store server 20.
(Image Display Device)
[0032] The image display device 23 includes an image control unit
23a and a display 23b, such as liquid crystal display unit, CKR and
organic ELT. The image display device 23 is provided with an image
display function, forming a constituent of the indoor effecting
devices.
[0033] The image control unit 23a includes an image control CPU, a
RAM, a ROM, a communication control unit, a communication
processing unit, a VDP (Video Display Processor) and so on (all not
shown in the figure). Based on effect pattern data (i.e. base
display-effect pattern data and special display-effect pattern
data) stored in the ROM, the image control CPU determines an image
to be displayed on the display 23b. The VDP forms an image
corresponding to a display content determined by the image control
CPU, while it allows the display 23b to display the so-determined
image. In this embodiment, the image determined on the basis of the
effect pattern data stored in the ROM (i.e. the base display-effect
pattern data and the special display-effect pattern data)
correspond to the effect pattern of the present invention. Further,
the displaying of an image determined on the base display-effect
pattern data corresponds to the base effect, while the displaying
of an image determined on the special display-effect pattern data
corresponds to the special effect. The communication control unit
operates the communication processing unit in compliance with
indications from the image control CPU to perform data
transmission/receiving (mainly, "special effect signals") against
the store server 20.
(Stage Device)
[0034] As shown in FIGS. 12 and 13, the stage device 24 comprises a
rail 24f arranged along the stage A, a pair of electric hooks 24e,
24d and a plurality of driven hooks 24g, 24g, . . . , 24g all
movable along the rail 24f, the above-mentioned curtains 24b, 24c
whose upper edges are engaged with (or hooked on) the electric
hooks 24e, 24d and the driven hooks 24g, 24g, . . . 24g and each of
which has a size (width and height) capable of covering the stage A
and an opening/closing driving unit 24a for moving the electric
hooks 24e, 24d to open and close the curtains 24b, 24c. In the
embodiment, the electric hooks 24e, 24d and the driven hooks 24g,
24g, . . . , 24g correspond to movable hooks of the invention,
while the curtains 24b, 24c correspond to a curtain of the
invention.
[0035] Respective rollers arc attached to the electric hooks 24e,
24d and the driven hooks 24g, 24g, . . . , 24g. The rail 24f is
provided with a guide part which supports these rollers movably in
rolling motion to guide the movement of the rollers. Each of the
electric hooks 24e, 24d includes a main body containing a drive
motor, a roller fixed to a drive shaft of the drive motor and a
hook part for hooking the curtain 24b (or the curtain 24c). By
rotating the rollers of the electric hooks 24c, 24d in normal or
reverse rotation on acceptance of a command from the
opening/closing driving unit 24a, the electric-hooks 24c, 24d can
move close to and apart from each other. Each of the driven hook
24g has a roller movably supported in rolling motion by the rail
24f and a hook part for hooking the curtain 24b (or the curtain
24c). These driven hooks 24g, 24g, . . . , 24g are arranged in a
line along the longitudinal direction of the rail 24f. The curtains
24b, 24c are formed by heavy cloths capable of obstructing players'
field of vision and also formed with shapes and dimensions allowing
an area from the rail 24f up to the stage A to be covered. The
opening/closing driving unit 24a includes a CPU, a RAM, a ROM, a
communication control unit, a communication processing unit and so
on (all not shown in the figure). In operation, the opening/closing
driving unit 24a controls the drive of the electric hooks 24e, 24d
on the basis of both "curtain-opening signal" and "curtain-closing
signal" outputted from the store server 20. The opening/closing
driving unit 24a moves the electric hooks 24e, 24d in directions to
separate them from mach other in order to open the curtains 24b,
24c and in direction to approach each other in order to close the
curtains 24b, 24c.
(Operating Device)
[0036] The operating device 25 includes a CPU, a RAM, a ROM, a
communication control unit, a communication processing unit, an
operating unit to be operated by an operator (e.g. arcade manager,
worker, etc.) and so on. In this operating device 25, when the
operating unit is manipulated by the operator, the CPU allows the
communication control unit to operate the communication processing
unit, thereby sending a signal (i.e. special-effect starting
information) corresponding to the operator's manipulation to the
store server 20.
(Overall Structure of Slot Machine)
[0037] Next, the slot machine 1 will be described with reference to
FIGS. 2 and 3. In the embodiment, the slot machine 1 is formed by a
coin-insertion type gaming machine that requires a player's
inserting of a game medium (or game media), for example, coin(s),
game coin(s), etc. in order to start a game. In this slot machine
1, a base "variable-display" game is started by a player's
inserting of the game medium and a player's predetermined
manipulating for game start. Note that the base "variable-display"
game will be referred to as "base game" after. After starting the
game, if a predetermined transition condition is realized in the
base game, then a special game profitable to a player begins. In
the embodiment, it is defined that a gaming mode to perform the
base game corresponds to the base gaming mode, while another gaming
mode to perform the special game as a result of transition from the
base gaming mode corresponds to the special gaming mode. In this
embodiment, the special game indicates a free game where the
variable-display game can be started without inserting the game
medium newly. We now describe the structure of the slot machine
1.
[0038] FIG. 2 is a perspective view showing the whole structure of
the slot machine 1. The slot machine 1 is constructed so as to
perform a variable-display game (also referred to as "slot game")
using a variable display image of a plurality of symbols.
[0039] The slot machine 1 has a main display 5 arranged on a front
surface of a casing 5 to have a liquid crystal display device.
Additionally, the slot machine 1 is provided, above the main
display 5, with a sub-display 4 having a liquid crystal display
device.
[0040] The main display 5 includes nine variable display portions
3a, 3b, 3c, 3d, 3e, 3f, 3g, 3h and 3i arranged in three lines
vertically and horizontally each. On each of the variable display
portions 3a-3i of the main display 5, there is displayed a variable
display image as if a plurality of symbols were moving from top
down (i.e. a reel image displayed as if a mechanical reel were
rotating) in both the base gaming mode and the special gaming mode.
As the slot machine 1 has nine variable display portions 3a-3i, as
shown in FIG. 2, there are realized a total of eight activated
paylines consisting of six alignments (in three lines vertically
and horizontally each) plus two alignments on two diagonal
lines.
[0041] The sub-display 4 displays an effect image in the base
gaming mode (i.e. base-effect image), an effect image in the
special gaming mode (i.e. special-effect image), an explanation
image about game contents and so on.
[0042] The slot machine 1 is provided, below the main display 5,
with a substantially-level operating panel 11. On the operating
panel 11, there are a coin insertion slot 6, a bill insertion slot
7, a spin switch 8, an 1-BET (betting) switch 9 and a maximum-BET
switch 10.
[0043] The coin insertion slot 6 is provided for a player to insert
a coin for playing a game and includes a coin detection sensor 6a
(see FIG. 3) for outputting a signal representing the insertion of
a coin. Similarly, the bill insertion slot 7 is provided for a
player to insert a bill and includes a bill detection sensor 7a
(see FIG. 3) for outputting a signal representing the insertion of
a bill. The spin switch 8 is provided for a player to perform an
operation for starting displaying of the variable display image,
namely, starting the game. By operating the 1-BET switch 9 one
time, a player can accomplish a setting of betting one coin against
the game. While, by operating the maximum-BET switch 10 one time, a
player can accomplish a setting of betting the maximum number of
coins that the player can bet in one game-play.
[0044] Further, the slot machine 1 is provided, at the bottom of
the casing 2, with a coin payout opening 13 and a coin receiving
portion 14 for accommodating payout coins. Speakers 12L, 12R are
also provided on left and right sides of the coin payout opening
13, respectively.
[0045] FIG. 3 is a block diagram of the slot machine 1, showing its
interior structure mainly. The slot machine 1 comprises a plurality
of constituents with a focus on a microcomputer 31.
[0046] The microcomputer 31 comprises a CPU (Central Processing
Unit) 32, a RAM (Random Access Memory) 33 and a ROM (Read Only
Memory) 34. The CPU 32 operates in accordance with programs
memorized in the ROM 34 to carry out operation control of the slot
machine 1 as a whole by inputting signals from respective parts of
the control panel 11 (see FIG. 2) and also outputting/inputting
signals to and from the other constituents through an I/O port 39.
The RAM 33 stores data and programs that are used when the CPU 33
operates. For instance, after starting the game, the RAM 33
temporarily stores a random number sampled by a sampling circuit 36
mentioned later. While, the ROM 34 stores execution programs for
the CPU 32 and permanent data.
[0047] Additionally, the slot machine 1 includes a random number
generator 35, the above sampling circuit 36, a clockpulse
generating circuit 37 and a divider 38. The random number generator
35 operates in accordance with instruction of the CPU 32 to extract
an optional random number out of random numbers generated by the
random number generator 35 and further outputs the so-extracted
random number into the CPU 32. The clockpulse generating circuit 37
generates reference clock for operating the CPU 32. The divider 38
outputs signals obtained by dividing the reference clock by a
constant cycle, into the CPU 32.
[0048] Further, the slot machine 1 includes a touch panel 56, a
hopper driving circuit 63, a hopper 64, a payout complete signal
circuit 65 and a coin detecting unit 66. Again, the slot machine 1
includes an image control circuit 71, a sound control circuit 72, a
communication control unit 51 and a communication processing unit
52.
[0049] The touch panel 56 is arranged so as to cover a display
screen of the main display 5 and detects a position of a portion
that a player have touched through a finger and outputs a
positional signal corresponding to the so-detected position into
the CPU 32. According to the control by the CPU 32, the hopper
driving circuit 63 drives the hopper 64. Then, the hopper 64
performs a payout operation of coins by a winning, that is, a
payout of coins to the coin receiving portion 14 via the coin
payout opening 13. The coin detecting unit 66 counts the number of
coins paid out by the hopper 64 and informs the payout complete
signal circuit 65 of data of the number of coins paid out. The
payout complete signal circuit 65 inputs the data of the number of
payout coins from the coin detecting unit 66 and outputs a signal
informing the completion of payout when the inputted number of the
payout coins reaches a preset number of coins to the CPU 32.
[0050] The image control circuit 71 controls respective image
display operations of the main display 5 and the sub-display 4.
That is, the image control circuit 71 allows the main display 5 to
display a variable display image of a plurality of symbols and also
allows the sub-display 4 to display the base effect image and the
special effect image.
[0051] As shown in FIG. 4, the image control circuit 71 comprises
an image control CPU 71a, a work RAM 71b, a program ROM 71c, an
image ROM 71d, a video RAM 71e and a VDP (Video Display Processor)
71f.
[0052] Based on parameters realized in the microcomputer 31, the
image control CPU 71a determines images to be displayed on the main
display 5 (the variable-display image, a stopping symbol image
displayed at a standstill of the variable display) and images to be
displayed on the sub-display 4, in accordance with the image
control programs (about the display operations of the main display
5 and the sub-display 4) previously stored in the program ROM
71c.
[0053] The work RAM 71b is constructed as temporary storing unit
used when the image control CPU 71a carries out the image control
program. The program ROM 71c memorizes the image control program,
various selecting tables and so on. The image ROM 71d memorizes dot
data for forming an image. In this embodiment, the dot data
contains symbol image data representing respective symbols used in
the base game and the free game, the base effect image data and so
on. The video RAM 71e is constructed as temporary storing unit used
when an image is formed by the VDP 71f. The VDP 71f includes a
control RAM 71g, forms images corresponding to the display contents
for the main display 5 and the sub-display 4 determined by the
image control CPU 71a and allows the main display 5 and the
sub-display 4 to display the so-formed images.
[0054] The sound control circuit 72 generates voice signals to the
speakers 12L, 12R in order to output sound therethrough. The
speakers 121, 12R outputs, for example, sounds for warming up the
game before starting the game and at appropriate times during the
game play and different effect sounds in the base gaming mode and
the special gaming mode.
[0055] The communication control unit 51 operates the communication
processing unit 52 in compliance with the indications from the CPU
32, performs data transmission/receiving against the store server
20 through the privately leased line 26 and receives the
high-probability transition signal and the base transition signal
from the store server 20, which will be described in detail
later.
(Operating Sequence in Casino Effecting System)
[0056] FIG. 5 is a sequence chart showing the operating sequence of
the store server 20, the slot machine 1 and the indoor effecting
devices (the lighting device 21, the sound device 22, the image
display device 23, the stage device 24) forming the casino
effecting system 100.
[0057] When an event is held (or generated) on the stage A, an
operator (e.g. arcade manager, owner, etc.) operates the operating
device 25 (see FIG. 1) in order to start the special effect
corresponding to the opening of event, causing the operating device
25 to output the special-effect starting information to the store
server 20. Inputting the special-effect starting information, the
store server 20 carries out an event generating process (step S2)
mentioned later, transmits a special effect signal T1 to the
respective indoor effecting devices 21, 22 and 23, transmits a
high-probability transition signal T2 to the respective slot
machines 1 and further transmits a curtain-opening signal T3 to the
stage device 24. Additionally, when it is determined that the event
ending condition is realized in a later-mentioned event ending
process (step S3), the store server 20 transmits a base effect
signal T4 to the indoor effecting devices 21, 22 and 23, transmits
a base transition signal T5 to the respective slot machines 1 and
further transmits a curtain-dosing signal T6 to the stage device
24,
[0058] When each of the indoor effecting devices 21, 22, 23
receives the special effect signal T1, a routine goes to step S101.
At step S101, each of the lighting control unit 21a, the sound
control unit 22a and the image control unit 23a (referred to as
"respective control units" after) sets "9" in each special effect
flag. This special effect flag constitutes a determination element
whether the event is being performed or not).
[0059] At next step S102, it is executed to determine whether or
not "9" is set in the special effect flag for the respective
control units. If "9" is not set in the special effect flag, it is
determined that the event is not held and the routine goes to step
S103. At step S103, the base effect based on the base effect
pattern is carried out. At this step, the respective control units
perform the drive control of the lamps 21b, the output control of
the speakers 22b and the image control of the display 23b with
reference to the base effect pattern data (i.e. the base
lighting-effect pattern data, the base sound-effect pattern data
and the base display-effect pattern data). On the other hand, if
"9" is set in the special effect flag, the routine goes to step
S104 on determination that the even is now being held. At step
S104, the effect pattern data on reference is changed from the base
effect pattern data to the special effect pattern data and
additionally, the special effect based on the special effect
pattern data is carried out. At this step, the respective control
units perform the drive control of the lamps 21b, the output
control of the speakers 22b and the image control of the display
23b with reference to the special effect pattern data (i.e. the
special lighting-effect pattern data, the special sound-effect
pattern data and the special display-effect pattern data).
[0060] Based on the base lighting-effect pattern data memorized in
the ROM, for example, the lighting control unit 21a of the lighting
device 21 at the base effect pattern lights on the lamps 21b, 21b,
. . . , intermittently as shown in FIGS. 12 and 14A, keeping the
lighting state (lighting power, lighting colors) of the whole game
arcade at an uneventful constant state. Then, when receiving the
special effect signal T1, the lighting control unit 21a changes the
effect pattern data on reference from the base lighting-effect
pattern data to the special lighting-effect pattern data and turns
on and off the lamps 21b, 21b, . . . , partially on the basis of
the special lighting-effect pattern data after changing as shown in
FIGS. 13 and 14A, allowing the other lamps 21b, 21b as spotlights
to illuminate against the stage A.
[0061] Based on the base sound effect pattern data memorized in the
ROM, the sound control unit 22a of the sound device 21 at the base
effect pattern outputs a "BGM (Back Ground Music) A" consisting of
soft and slow tracks through the speakers 22b, 22b, . . . , as
shown in FIGS. 12 and 14A. Then, when receiving the special effect
signal T1, the sound control unit 22a changes the effect pattern
data on reference from the base sound-effect pattern data to the
special sound-effect pattern data and outputs another "BGM B"
consisting of up temp and megavolume tracks through the speakers
22b, 22b, . . . , on the basis of the special sound-effect pattern
data after changing as shown in FIGS. 13 and 14A.
[0062] Based on the base display-effect pattern data memorized in
the ROM, the image control unit 23a of the image display device 23
at the base effect pattern allows the display 23b to display a
simple background image (e.g. game arcade logos, landscape image
such as river and mountains) as shown in FIGS. 12 and 14A. Then,
when receiving the special effect signal T1, the display control
unit 23a changes the effect pattern data on reference from the base
display-effect pattern data to the special display-effect pattern
data and allows the display 23b to display a character image of
"Big Chance" on the basis of the special display-effect pattern
data after changing as shown in FIGS. 13 and 14A.
[0063] Furthermore, when receiving the base effect signal T4, the
respective indoor effecting devices 21, 22, 23 go to step S105
where the respective control units clear up the special effect
flags, respectively.
[0064] While, as shown in FIG. 5, the stage device 24 carries out a
curtain-opening operation when receiving the curtain-opening signal
T3 and carries out a curtain-closing operation when receiving the
curtain-closing signal T6. On receipt of the curtain-opening signal
T3, the opening/closing driving unit 24a of the stage device 24
moves the electric hooks 24d, 24e in directions to depart from each
other, causing the curtains 24b, 24c to be opened as shown in FIG.
5. At this time, on the stage A, there is held an event where a
beauty (e.g. female in flamboyant and sweet costumes) B appears
while holding up a sign having "Chance Tune" and additionally, a
spotlight is directed to the beauty B. On the other hand, when
receiving the curtain-closing signal T6, the opening/closing
driving unit 24a moves the electric hooks 24d, 24e in directions to
approach each other, causing the curtains 24b, 24c to be closed
(see FIG. 12).
[0065] Further, when receiving the high-probability transition
signal T2, the slot machine 1 changes the transition condition from
the base transition condition to the high-probability transition
condition. Consequently, the gaming mode of the slot machine 1
becomes easy to make the transition to the special gaming mode.
That is, a great number of slot machines 1 in comparison with the
number of slot machines before starting the event are brought into
the special gaming mode, so that different effect from the effect
in the base gaming mode occurs in places of the game arcade. While,
when the slot machine 1 receives the base transition signal T5, the
CPU 32 changes the transition condition from the base transition
condition to the high-probability transition condition.
(Operation of Store Server)
[0066] The operational procedure of the store server 20
constituting the casino effecting system 100 will be described with
reference to FIGS. 6, 7 and 8. In the figures, FIG. 6 is a flow
chart showing the operational procedure of a casino effecting
process executed in a main process of the store server 20. FIG. 7
is a flow chart showing the operational procedure of an event
generating process executed in the store server 20, while FIG. 8 is
a flow chart showing the operational procedure of an event ending
process executed in the store server 20.
[0067] When turning on power, the store server 20 carries out a
main process (routine) of managing the gaming mediums, such as
coins, which have been used in the respective slot machines 1 and
their gaming modes and also a casino effecting process built in the
main process.
[0068] The casino effecting process is executed at predetermined
intervals (e.g. 1 sec.). With an execution of the casino effecting
process, the CPU 210 carries out the processes (i.e. initializing
process, event generating process, event ending process) at steps
S1 to S3 of FIG. 6, in succession.
[0069] At step S2, the event generating process is executed as
mentioned above. When the event generating process is started, the
routine goes to step S21 where the CPU 201 operates as
starting-condition determining unit of the present invention and
determines whether the starting condition for the special effect is
realized or not, as shown in FIG. 7. At step S21, if it is
determined that the starting condition for the special effect is
realized, the CPU 201 changes the indoor effecting operations
performed by the respective indoor effecting devices 21, 22, 23 to
the special effect and carries out the processes at steps 22 to 25
in order to alter the transition condition for the slot machines 1
to the high-probability transition condition, in sequence. While,
if it is determined that the starting condition for the special
effect is not realized, the event generating process is ended. In
this embodiment, when the special effect starting information is
outputted from the operating device 25, it is determined that the
starting condition for the special effect is effected. On the
contrary, if not, it is determined that the starting condition for
the special effect is not effected. At step S22, the CPU 201 sets
"9" in an event starting flag as an element for determining whether
or not the event is now being held or not element. Note that "9"
represents that the event is not being held. Additionally, the CPU
201 sets a predetermined time (e.g. 600 sec.) for an event ending
timer and the routine goes to step S23.
[0070] At step S23, the CPU 201 operates as effect-pattern
controlling unit of the present invention. Here, in order to change
the effect patterns representing the indoor effecting states
realized by the indoor effecting devices 21, 22, 23 from the base
effect patterns to the special effect patterns, the CPU 201
operates the communication processing unit 204 and outputs the
special effect signals to the indoor effecting devices 21, 22, 23.
Then, the routine goes to step S24.
[0071] At step S24, the CPU 201 operates as transition-condition
controlling unit of the present invention. Here, in order to change
the transition condition for the slot machines 1 (i.e. condition to
shift the gaming mode from the base gaming mode to the special
gaming mode) to the high-probability transition condition, which is
easy to become the special gaming mode in comparison with the base
transition condition, the CPU 201 operates the communication
processing unit 204 and outputs the high-probability transition
signals to the slot machines 1. Then, the routine goes to step
S25.
[0072] At step S25, the CPU 201 operates as opening/closing
controlling unit of the present invention. Here, in order to make
the stage device 24 open the curtains of the stage A, the CPU 201
allows the communication processing unit 204 to transmit the
curtain-opening signal to the opening/closing driving unit 24a of
the stage device 24 and thereafter, the CPU 201 finishes the event
generating process.
[0073] The event ending process is started on completion of the
event generating process, as shown in FIG. 6. In FIG. 8, at step
S31, the CPU 201 operates as determining unit configured to
determine whether the event is now being held or not. If "9"
representing the event in session is set in the event starting
flag, then the routine goes to step S32 If "9" is not set in the
event starting flag, then the event ending process is ended on
determination that the event is not being held.
[0074] At next step S32, the CPU 201 operates as ending-condition
determining unit configured to determine whether the event ending
condition is realized or not. If it is determined that the event
ending condition is effected, then the routine goes to step S33.
While, if it is determined that the event ending condition is not
realized, the event ending process is completed. In this
embodiment, if an event ending timer indicates "0 sec", it is
determined that the event ending condition is realized. On the
contrary, if not it is determined that event ending condition is
not realized.
[0075] At step S33, the CPU 210 operates as the opening/closing
controlling unit Here, in order for the stage device 24 to close
the stage A, the communication processing unit 204 is operated to
transmit the curtain-closing signal to the opening/closing driving
unit 24a and thereafter, the routine goes to step S34.
[0076] At step S34, the CPU 201 operates as effect-pattern
controlling unit of the present invention. Here, in order to change
the effect patterns representing the indoor effecting states
realized by the indoor effecting devices 21, 22, 23 from the
special effect patterns corresponding to the special effect to the
base effect patterns, the CPU 201 operates the communication
processing unit 204 and outputs the base effect signals to the
indoor effecting devices 21, 22, 23.
[0077] At step S35, the CPU 201 operates as the
transition-condition controlling unit of the present invention.
Here, in order to change the transition condition for the slot
machines 1 from the high-probability transition condition to the
base transition condition, the CPU 201 allows the communication
processing unit 204 to transmit the base transition signals to the
slot machines 1.
[0078] At next step S36, the CPU 201 clears "9" in the event
starting flag and successively, the event ending process is
ended.
(Operation of Slot Machine)
[0079] In the slot machine 1, the CPU 32 caries out the main
process while operating as gaming-progress controlling unit. In the
main process, the CPU 32 controls the progress of a variable
display game that is started in the base gaming mode by using a
game medium, such as coin and game coin, and further controls the
progress of a free game that requires no game medium in the special
gaming mode. Also, the CPU 32 carries out an interrupt process to
the main process when receiving the high-probability transition
signal or the base transition signal from the store server 20. Now,
we first explain the interrupt process and thereafter explain the
main process.
[0080] Starting the interrupt process on receipt of the
high-probability transition signal or the base transition signal,
the routine goes to step S71 where the CPU 32 prohibits the other
interruptions and once evacuates an active program in the main
process, which is stored in a memory area (register). At next step
S72, the CPU 32 determines whether a transition signal on receipt
is the high-probability transition signal or not. If it is the
high-probability transition signal, then the routine goes to step
S73 to set "8" representing the high-probability transition
condition in a transition condition flag and subsequently, the
routine goes to step S75. While, if receiving a base transition
signal, then the routine goes to step S74 to clear up the
transition condition flag and successively, the routine goes to
step S75. At step S75, the CPU 32 restores the above memory area
(resister) for the so-evacuated program and resumes the main
process from the point of interruption (evacuation) on completion
of the intervention process. That is, due to the above-mentioned
intervention process, when the event is being held, "8" is set in
the transition condition flag. While, when the event is not being
held, "8" is not set in the transition condition flag. Therefore,
by determining whether the transition condition flag has "8" set
therein or not, it becomes possible to determine whether it is in
the high-probability game at present or not.
[0081] The operational procedure of the main process will be
described with reference to flow charts of FIGS. 10 and 11. FIG. 10
is a flow chart showing the operational procedure (respective
operation blocks) of the main process from a starting of game to an
end of game in the slot machine 1.
[0082] Corresponding to a starting of the main process, the routine
goes to step S51 to start a start reception process that requires a
player to operate the slot machine 1 for the starting of game. At
next step S52, it is executed to determine whether "8" is set in
the transition condition flag or not. If not, then the routine goes
to step S53 where the CPU 32 performs a "base transition condition"
gaming operation where a transition condition from the base gaming
mode to the special gaming mode is identical to the base transition
condition and thereafter, the main process is ended. While, if the
determination at step S52 is Yes, that is, case that "8"
representing the high-probability transition condition is set in
the transition condition flag, then the CPU 32 operates as
transition condition changing unit and the routine goes to step
S54. At step S54, the transition condition is changed from the base
transition condition to the high-probability transition condition.
Then, the CPU 32 performs a "high-probability transition condition"
gaming operation and thereafter, the main process is ended. It is
noted that the base transition condition gaming operation is
similar to the high-probability transition condition gaming
operation. In the high-probability transition condition gaming
operation, however, its transition probability of changing from the
base gaming mode to the special gaming mode is realized so as to be
higher than that in the base transition condition gaming operation.
Hereinafter, the high-probability transition condition gaming
operation will be described with reference to the flow chart of
FIG. 11.
(High-Probability Transition Condition Gaming Process)
[0083] When starting the high-probability transition condition
gaming operation, the routine goes to step S61 where a lottery
operation is carried out. The lottery operation comprises a
stopping-symbol determining process, a winning-and-losing
determining process and a winning-mode determining process, which
are performed in this order. In the stopping-symbol determining
process, the CPU 32 first allows the random number generator 35 to
generate random numbers within a certain range. Next, the CPU 32
samples an optional random number out of the so-generated random
numbers and further acquires symbols corresponding to the sampled
random number with reference to a not-shown symbol determination
table (i.e. table memorizing both symbol code numbers and random
numbers, in association) and a stop table (i.e. table memorizing
both symbol code numbers and stopping symbols, in association). The
so-acquired symbols are utilized as the stopping symbols to be
displayed on the variable display portions 3a-3i.
[0084] In the wining-and-losing determining process, the CPU 32
determines a player's winning or losing the game with reference to
a winning determination table (i.e. table that symbol patterns are
registered so as to allow a discrimination of either winning symbol
patterns or losing symbol patterns in association with the
combinations of symbol code numbers). If it is determined that a
player is winning the game, then the CPU 32 performs the
winning-mode determining process to acquire a dividend (payout)
corresponding to the winning combination with reference to a
combination table where various dividends are registered in
association with the winning symbol patterns (winning
combinations).
[0085] At next step S62, a base gaming operation is carried out in
order to perform the base game in the base gaming mode. In the base
gaming mode, the CPU 32 carries out a variable displaying (i.e.
scroll displaying) of symbols on the variable display portions 3a
to 3i of the main display 5 and a stopping display of stopping
symbols determined in the stopping-symbol determining process. In
case of a winning, the CPU 32 performs a payout of coins etc.
corresponding to the dividend acquired in the winning-mode
determining process. Additionally, the CPU 32 allows the
sub-display 4 to display a gaming effect representing the base
gaming mode, for example, simple displaying of a logo image of the
game arcade and allows the speakers 12L, 12R to output sounds, such
as "Go!" and "Fight!".
[0086] At next step S63, the CPU 32 operates as transition
advisability determining unit configured to determine the
advisability of transition condition for the special gaming mode
(for example, unit configured to determine whether a special symbol
has been determined as the stopping symbol or not). If the
transition condition is realized, then the routine goes to step S64
where a free game operation is carried out. Note that the
probability of establishing the transition condition in the
high-probability transition condition gaming operation is preset
higher than that in the base transition condition gaming
operation.
[0087] In the special gaming mode, there is executed a special game
profitable to a player. According to the embodiment, the free game
operation where a predetermined number of variable-displaying games
(so-called "slot game") are carried out without requiring any game
medium and subsequently, the main process is ended. In the free
game operation, a lottery operation similar to the lottery
operation at step S61 is carried out. This lottery operation
comprises a stopping-symbol determining process, a
winning-and-losing determining process and a winning-mode
determining process, as well. After that, the scroll operation
similar to the base game operation at step S62 is performed. That
is, the CPU 32 carries out a variable displaying of symbols on the
variable display portions 3a to 3i of the main display 5 and a
stopping display of stopping symbols determined in the
stopping-symbol determining process. In connection, the CPU 32
performs a payout of coins etc. corresponding to the dividend
acquired in the winning-mode determining process. Note that in the
free game operation, the CPU 32 performs the lottery operation and
the scroll operation by a number of times equal to the number of
free games.
[0088] Here, the CPU 32 allows the sub-display 4 to display a
gaming effect representing the special gaming mode, for example,
displaying of character images, such as "Free Game Chance!" and
"Big Bonus!" and allows the speakers 12L, 12R to output sounds,
such as "Lucky!" and "Excellent!".
[0089] Thus, according to the casino effecting system 100, it is
possible to make the indoor effect performed by the indoor
effecting devices 21, 22 and 23 correspond to the effect performed
by the slot machine 1, warming up the atmosphere of the whole game
arcade due to a synergy effect between these effects and allowing
the effect at the game arcade to be enhanced exponentially with
player's improved passion for gambling,
[0090] Additionally, the indoor effect is changed to the special
effect at a timing (e.g. timing of indicating to hold an event or
timing just after an event has been held) and the transition
condition in the slot machine 1 can be altered to the
high-probability transition condition. Therefore, it is possible to
accomplish the effect in the special-gaming mode by the slot
machine 1 and the indoor effect by the indoor effecting devices 21,
22 and 23 in conjunction with the opening of an event, allowing the
effect in the game arcade to be enhanced furthermore.
[0091] Again, when the indoor effect by the indoor effecting
devices 21, 22 and 23 is changed to the special effect, the gaming
mode in the slot machines 1 become easy to be changed to the
special gaming mode. That is, since this appearance of the special
effect allows a player to expect the transition for the special
gaming mode, it becomes possible to enhance a player's motivation
to play a game in accordance with the opening of an event.
[0092] As mentioned above, the casino effecting system 100 is
provided with the operating device 25 that can output the
information about the starting of special effect corresponding to
an operator's artificial manipulation. Thus, at an optional timing
(e.g. time when a number of players more than one hundred come into
the game arcade, a predetermined time (e.g. 8 p.m.)), the operator
can start an event, allow the stage device 24 to open the stage A
with the starting of the event, allow the indoor effecting devices
21, 22 and 23 to perform the special effect and change the
transition condition of the slot machines 1 to the high-probability
transition condition. Thus, it becomes possible to allow the casino
effecting system 100 to correspond to an event held by an owner of
the game arcade, its manager, etc. freely.
[0093] In the casino effecting system 100, as mentioned above, the
store server 20 manages whether the event ending condition is
realized or not. Thus, on completion of the event, the store server
20 sends the indoor effect mode performed by the indoor effecting
devices 21, 22, 23 to the base effect mode and also sends the
transition condition in the slot machines 1 to the base transition
condition. Therefore, respective alterations in both the effect and
the transition condition between the event and the other situations
are carried out all at once, producing variation and enhancing the
effect of presentment.
[0094] The game effecting system of the present invention is not
limited to the above-mentioned embodiment. As for the gaming
machine forming the game effecting system, the slot machine 1 of
the embodiment may be replaced by a gaming machine adopting images
of playing cards in a card game and a gaming machine adopting
images of mah-jong pieces in a mah-jong game. Alternatively, it may
be replaced by a slot machine equipped with a plurality of
mechanical reels.
[0095] In the game effecting system and the gaming server of the
present invention, it may be realized in a manner that the starting
condition of the special effect comes into effect at a special time
(e.g. 9 p.m.) or on special day and time (e.g. on Saturday, 1
p.m.). Alternatively, it may be realized that the starting
condition of the special effect comes into effect when any one of
players acquires an accumulated dividend in a jackpot game. Note
that the jackpot game is a game where a predetermined percentage of
bets are added as an accumulated dividend. If any one of players
gets a special winning combination in the jackpot game, then the
winner is supplied with the accumulated dividend in addition to a
dividend corresponding to the winning combination.
[0096] In the above-mentioned embodiment, the CPU 201 of the store
server 20 operates as the ending-condition determining unit to
determine the ending of an event with a passage of predetermined
time since the starting of the event. In the modification, on
condition of providing the operating device 25 that outputs the
event-ending information in correspondence with an operator's
manipulation, the CPU 201 of the store server 20 may operate as the
ending-condition determining unit when the event-ending information
is inputted by the operator.
[0097] In the above-mentioned embodiment, with the ending of an
event, the CPU 201 of the store server 20 changes the effect
pattern of the indoor effecting devices 21, 22, 23 (from the
special effect pattern to the base pattern) and also changes the
transition condition of the slot machines 1 all at once (from the
high-probability transition condition to the base transition
condition). In the modification, the change from the
high-probability transition condition to the base transition
condition may be accomplished with respect to each slot machine 1
independently. For example, a modification may be made in that if
the base gaming mode is altered to the special gaming mode as a
result that the base transition condition has changed to the
high-probability transition condition due to the occurrence of an
event, the CPU 32 of the slot machine 1 operates as transition
condition changing unit to change the transition condition from the
high-probability transition condition to the base transition
condition. Alternatively, another modification may be made in that
if the number of gaming media, which have been paid out in
sequential games to the alteration for the high-probability
transition condition with the occurrence of an event, exceeds a
predetermined number, the CPU 32 of the slot machine 1 operates as
the transition condition changing unit to change the transition
condition from the high-probability transition condition to the
base transition condition.
* * * * *