U.S. patent application number 11/987905 was filed with the patent office on 2008-06-12 for gaming machine, gaming machine control method, and playing method.
Invention is credited to Hirobumi Toyoda.
Application Number | 20080139271 11/987905 |
Document ID | / |
Family ID | 39498765 |
Filed Date | 2008-06-12 |
United States Patent
Application |
20080139271 |
Kind Code |
A1 |
Toyoda; Hirobumi |
June 12, 2008 |
Gaming machine, gaming machine control method, and playing
method
Abstract
A gaming machine including a controller is provided. The
controller is configured with logic to: (a) distribute cards to a
player; (b) exchange one or more of the distributed cards selected
by the player with different cards; (c) execute a win game in which
the player wins a predetermined award when the final cards
possessed by the player include a first predetermined card
combination; (d) execute a plurality of high-probability win games
in a subsequent game when the final cards include a second
predetermined card combination; and (e) execute a special win game
that consistently provides an award in each of the plurality of
high-probability win games.
Inventors: |
Toyoda; Hirobumi; (Tokyo,
JP) |
Correspondence
Address: |
ARENT FOX LLP
1050 CONNECTICUT AVENUE, N.W., SUITE 400
WASHINGTON
DC
20036
US
|
Family ID: |
39498765 |
Appl. No.: |
11/987905 |
Filed: |
December 5, 2007 |
Current U.S.
Class: |
463/13 ; 463/11;
463/43 |
Current CPC
Class: |
G07F 17/3216 20130101;
G07F 17/3293 20130101; G07F 17/32 20130101 |
Class at
Publication: |
463/13 ; 463/43;
463/11 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 8, 2006 |
JP |
2006-332653 |
Claims
1. A gaming machine comprising: a controller configured with logic
to: (a) distribute cards to a player; (b) exchange one or more of
the distributed cards selected by the player with different cards;
(c) execute a win game in which the player wins a predetermined
award when the final cards possessed by the player include a first
predetermined card combination; (d) execute a plurality of
high-probability win games in a subsequent game when the final
cards include a second predetermined card combination; and (e)
execute a special win game that consistently provides an award in
each of the plurality of high-probability win games.
2. The gaming machine according to claim 1, wherein the controller
is further configured with logic to: (f) provide a special award to
a special combination of cards created among cards initially
distributed in the special win game.
3. The gaming machine according to claim 2, wherein the controller
is further configured with logic to: (g) provide an additional
special award to an additional special combination of cards created
through card exchange in the special win game.
4. The gaming machine according to claim 1, wherein the controller
is further configured with logic to: (g) provide an additional
special award to an additional special combination of cards created
through card exchange in the special win game.
5. A gaming machine comprising: a controller configured with logic
to: (a) distribute cards to a player; (b) exchange one or more of
the distributed cards selected by the player with different cards;
(c) execute a win game in which the player wins a predetermined
award when the final cards possessed by the player include a first
predetermined card combination; (d) execute a plurality of
high-probability win games in a subsequent game when the final
cards include a second predetermined card combination; (e) execute
a special win game that consistently provides an award in each of
the plurality of high-probability win games; and (f) provide a
special award to a special combination of cards created among cards
initially distributed in the special win game.
6. The gaming machine according to claim 5, wherein the controller
further configured to: (g) provide an additional special award to
an additional special combination of cards created through card
exchange in the special win game.
7. A gaming machine comprising: a controller configured with logic
to: (a) distribute cards to a player; (b) exchange one or more of
the distributed cards selected by the player with different cards;
(c) execute a win game in which the player wins a predetermined
award when the final cards possessed by the player include a first
predetermined card combination; (d) execute a plurality of
high-probability win games in a subsequent game when the final
cards include a second predetermined card combination; (e) execute
a special win game that consistently provides an award in each of
the plurality of high-probability win games; (f) provide a special
award to a special combination of cards created among cards
initially distributed in the special win game; and (g) provide an
additional special award to an additional special combination of
cards created through card exchange in the special win game.
8. A method of controlling a gaming machine, the method comprising
the steps of: (a) distributing cards to a player; (b) exchanging
one or more of the distributed cards selected by the player with
different cards; (c) executing a win game in which the player wins
a predetermined award when the final cards possessed by the player
include a first predetermined card combination; (d) executing a
plurality of high-probability win games in a subsequent game when
the final cards include a second predetermined card combination;
and (e) executing a special win game that consistently provides an
award in each of the plurality of high-probability win games.
9. The method according to claim 8, the method further comprising
the step of: (f) providing a special award to a special combination
of cards created among cards initially distributed in the special
win game.
10. The method according to claim 9, the method further comprising
the step of: (g) providing an additional special award to an
additional special combination of cards created through card
exchange in the special win game.
11. The method according to claim 8, the method further comprising
the step of: (g) providing an additional special award to an
additional special combination of cards created through card
exchange in the special win game.
12. A method of executing a win game, the method comprising the
steps of: (a) distributing cards to a player; (b) exchanging one or
more of the distributed cards selected by the player with different
cards; (c) executing a win game in which the player wins a
predetermined award when the final cards possessed by the player
include a first predetermined card combination; (d) executing a
plurality of high-probability win games in a subsequent game when
the final cards include a second predetermined card combination;
and (e) executing a special win game that consistently provides an
award in each of the plurality of high-probability win games.
Description
[0001] This application is based on and claims the benefit of
priority from Japanese Patent Application No. 2006-332653, filed on
8 Dec. 2006, the content of which is incorporated herein by
reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine, a method
of controlling a gaming machine and a method of playing a game.
[0004] 2. Related Art
[0005] Conventionally, gaming machines such as poker gaming
machines installed in casinos execute a win game where a player
wins when a plurality of cards finally distributed to the player
includes a predetermined combination. In this type of gaming
machine, for each poker game, medals are supplied in accordance
with the achieved poker hand and the award determined by the number
of inserted medals.
[0006] Recently, a gaming machine has been supplied which performs
a high-probability win game, thereby increasing the probability of
winning. As a gaming machine of this type, for example, U.S. Pat.
No. 5,882,260 provides a gaming machine where two sets of five
cards instead of a set thereof are distributed to each player, and
the cards of the two sets are combined to achieve a poker hand.
[0007] For the purposes of increasing the number of medals supplied
to each poker game, a new gaming style called a double-down game is
being added recently, which is able to double the medal payout
number after a poker hand is achieved.
SUMMARY OF THE INVENTION
[0008] The present invention aims at providing a gaming machine
having a new gaming style enhancing expectations for medals, as
well as a gaming machine control method and a playing method.
[0009] In an aspect of the present invention, a gaming machine
including a controller is provided. The controller is configured
with logic to: (a) distribute cards to a player; (b) exchange one
or more of the distributed cards selected by the player with
different cards; (c) execute a win game in which the player wins a
predetermined award when the final cards possessed by the player
include a first predetermined card combination; (d) execute a
plurality of high-probability win games in a subsequent game when
the final cards include a second predetermined card combination;
and (e) execute a special win game that consistently provides an
award in each of the plurality of high-probability win games.
[0010] In another aspect of the present invention, a gaming machine
is provided. The controller of the gaming machine is further
configured with logic to: (f) provide a special award to a special
combination of cards created among cards initially distributed in
the special win game.
[0011] In still another aspect of the present invention, a gaming
machine is provided. The controller of the gaming machine is
further configured to: (g) provide an additional special award to
an additional special combination of cards created through card
exchange in the special win game.
[0012] In yet another aspect of the present invention, a method of
controlling a gaming machine is provided. The method includes the
steps of: (a) distributing cards to a player; (b) exchanging one or
more of the distributed cards selected by the player with different
cards; (c) executing a win game in which the player wins a
predetermined award when the final cards possessed by the player
include a first predetermined card combination; (d) executing a
plurality of high-probability win games in a subsequent game when
the final cards include a second predetermined card combination;
and (e) executing a special win game that consistently provides an
award in each of the plurality of high-probability win games.
[0013] In a further aspect of the present invention, a method of
executing a win game is provided. The method includes the steps of:
(a) distributing cards to a player; (b) exchanging one or more of
the distributed cards selected by the player with different cards;
(c) executing a win game in which the player wins a predetermined
award when the final cards possessed by the player include a first
predetermined card combination; (d) executing a plurality of
high-probability win games in a subsequent game when the final
cards include a second predetermined card combination; and (e)
executing a special win game that consistently provides an award in
each of the plurality of high-probability win games.
[0014] Thus, the present invention is able to provide a gaming
machine having a new gaming style enhancing expectations for
medals, as well as a gaming machine control method and a playing
method.
[0015] Additional features and advantages of the present invention
are described in, and are apparent from, the following detailed
description of the invention and the drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] FIG. 1 is a flow chart illustrating the flow of a game
according to the invention;
[0017] FIG. 2 is a general view illustrating a poker machine
according to the invention;
[0018] FIG. 3 is a block diagram illustrating the electrical
configuration of the poker machine according to the invention;
[0019] FIGS. 4 to 11 are flow charts illustrating the flow of
processing of the poker machine according to the invention; and
[0020] FIGS. 12 to 22 are schematic diagrams illustrating display
screens to be displayed on the poker machine according to the
invention.
DETAILED DESCRIPTION OF THE INVENTION
First Embodiment
[0021] a. Outline of Playing Method
[0022] FIG. 1 is a flow chart illustrating a method of playing a
game according to a first embodiment of the invention. The method
of playing a game according to the present embodiment relates to a
kind of poker game that performs a win game. The win game uses a
plurality of kinds of cards and allows a player to exchange a card
selected by the player from a plurality of cards distributed
initially with another card. When the player wins the game with a
plurality of cards finally distributed that matches a predetermined
combination, the player receives a predetermined award. A playing
method according to the present embodiment first judges if a game
is in a high-probability mode (step S1). Based on the result of
step S1, cards including a winning combination (for example, Two
Pair) are distributed (step S2). Then, a high-probability win game
having a high-probability of winning is performed (step S3).
b. Configuration of Poker Machine
[0023] The general view of a gaming machine in the first embodiment
of the invention is shown in FIG. 2. The present invention is
described below by taking as an example a poker machine, which is
suitably applicable to the gaming machine according to the present
invention.
[0024] Specifically, the present embodiment relates to the poker
machine using medals. However, the gaming machine of the present
invention may be a gaming machine using, as a playing medium,
coins, medals, tokens, or cards storing playing value
information.
[0025] A first display 32 is disposed on the front of a poker
machine 10. A second display 33 is disposed above the first display
32 on the front of the poker machine 10. The first display 32
displays cards distributed to a player, and an award table showing
card combinations corresponding to any award. The second display 33
displays images of rendered effects. The first and second displays
32 and 33 are liquid crystal displays of touch-panel type.
[0026] A medal slot 63 is disposed in the vicinity to the right on
the front of the poker machine 10, and a medal payout opening 61
and a medal receiving pan 67 are disposed below the front. The
player's medal insertion into the medal slot 63 enables gaming.
Based on the game result, medals are paid out from the medal payout
opening 61, and stored in the medal receiving pan 67. As is
described later, a medal detecting sensor 31 (refer to FIG. 3) is
housed inside the gaming machine where the medal slot 63 is
disposed. The medal detecting sensor 31 detects insertion of medals
by the player into the poker machine 10.
[0027] Decorative lamps 36a and 36b are disposed on the opposite
sides of the poker machine 10, respectively. Speakers 46a and 46b
are disposed in upper sections of the poker machine 10. The
speakers 46a and 46b generate sounds effects, etc. in response to
the game progress.
[0028] Various switches used for advancing a game are arranged
below the first display 32.
[0029] A bet max switch 26 and a bet one switch 28 are used when
the player starts the game. The bet one switch 28 increases the
number of medals used for the game depending on the number of times
the switch is pressed. The bet max switch 26 is used to bet five
medals, namely the maximum number of medals, at a time.
[0030] A deal switch 24 and a cash out switch 22 are disposed on
the left of the bet max switch 26. Five hold switches 20 are
arranged above the bet max switch 26. The deal switch 24 is used
when the player requests a display of cards. The player's
operations of inserting medal(s) and pressing the deal switch 24
enable the images of distributed cards and new exchanged cards to
be displayed on the first display 32.
[0031] The cash out switch 22 is used to pay out medals stored
(hereinafter referred to as credited) in the poker machine 10. When
the player activates the cash out switch 22 by a pressing
operation, medals are paid out to the medal receiving pan 67.
[0032] The total number of the hold switches 20 is five. The hold
switches 20 are arranged so as to correspond to the card images
displayed on the first display 32, respectively. The hold switches
20 are used when the player selects a card to remain without being
exchanged, after the cards are displayed. When the player activates
by pressing the hold switch 20 underlying the selected card in the
five cards displayed on the first display 32, the selected card
remains unexchanged.
c. Configuration of Controller of Poker Machine
[0033] A control circuit of the poker machine as the present
embodiment of the invention is shown in the block diagram of FIG.
3.
[0034] A main control circuit 60 as a controller is configured by
connecting, through an input/output bus 64, a central processing
unit (hereinafter referred to as a CPU) 66, read only memory
(hereinafter referred to as ROM) 68, random access memory
(hereinafter referred to as RAM) 70, a random number generator 65,
and interface circuit groups 62 and 72 to each other. The
input/output bus 64 inputs and outputs data signals, control
signals or address signals to the CPU 66.
[0035] Based on a computer program stored in the ROM 68, the CPU 66
reads and writes data with respect to elements and units connected
to the input/output bus 64, and cooperates with these elements and
units to perform various types of processing. A timer (not shown)
to be described later is housed within the CPU 66.
[0036] The medal detecting sensor 31 is connected to the interface
circuit group 62 of the main control circuit 60. A detected signal
from the medal detecting sensor 31 is converted to a predetermined
signal by the interface circuit group 62, and then supplied to the
input/output bus 64.
[0037] The deal switch 24 is also connected to the interface
circuit group 62. The deal switch 24 transmits to the interface
circuit group 62 a signal indicating an activation of the deal
switch 24 by the player through a pressing operation, and this
signal is then supplied to the input/output bus 64.
[0038] The hold switches 20, the cash out switch 22, the bet max
switch 26 and the bet one switch 28 are also connected to the
interface circuit group 62. When these switches are activated by
the player's pressing operation, they transmit the corresponding
signals indicating pressing operation to the interface circuit
group 62. These detected signals are then supplied to the
input/output bus 64.
[0039] The speakers 46 (46a and 46b) and the decorative lamps 36
(36a and 36b) are also connected to the interface circuit group 72.
The interface circuit group 72 controls each of the abovementioned
units by supplying a drive signal and drive power, in accordance
with calculation processing performed in the CPU 66.
[0040] The ROM 68 and the RAM 70, each serving as a storage means,
are also connected to the input/output bus 64. The ROM 68 stores a
control program for controlling the entire flow of the game in the
poker machine 10. The ROM 68 also stores the initial data for
executing the control program, a program for controlling flash
operation patterns of the decorative lamps 36 (36a and 36b (refer
to FIG. 2)) housed within the poker machine 10, and a program for
controlling display on the first display 32. The ROM 68 further
stores, for example, a plurality of kinds of lottery tables for
associating a random number sampled by the random number generator
65, with a card image to be displayed on the first display 32, and
a combination judgment table for judging if a combination of
patterns represented in a plurality of card images displayed on the
first display 32 matches a specified combination. The plurality of
lottery tables has different probabilities of winning outcomes.
When a certain specified combination occurs, the CPU 66 sets a
table for a high-probability win game having a higher probability
of winning outcomes than a normal lottery table, as a lottery table
for an internal lottery (refer to FIG. 6). The RAM 70 stores the
values of flags and variables used in the abovementioned
programs.
[0041] The random number generator 65 for generating random numbers
is connected to the input/output bus 64. When an instruction for
generating random numbers is transmitted from the CPU 66 to the
random number generator 65, the random number generator 65
generates random numbers in a predetermined range, and transmits
signals indicating the random numbers to the input/output bus 64.
Based on the random numbers generated, the CPU 66 performs an
internal lottery processing described later. The random numbers
generated from the random number generator 65 are stored in the RAM
70.
[0042] In the present embodiment, the random number generator 65
connected via the input/output bus 64 to the CPU 66 samples the
random numbers by way of example and without limitation.
Alternatively, random number sampling may be executed under an
operational program of the CPU 66. In this case, the random number
generator 65 can be omitted.
[0043] A display and input controller 200 is also connected to the
interface circuit group 72. Receiving an instruction for displaying
an image sent from the main control circuit 60, the display and
input controller 200 transmits drive signals indicative of driving
the first display 32 and the second display 33, which are connected
to the display and input controller 200. The display and input
controller 200 also supplies input signals received from the first
and second displays 32 and 33 to the interface circuit group 72,
which are then transmitted to the CPU 66 via the input/output bus
64.
[0044] A hopper controller 210 is also connected to the interface
circuit group 72. Receiving an instruction for paying out medals
sent from the main control circuit 60, the hopper controller 210
transmits a drive signal for driving a hopper 50 connected to the
hopper controller 210.
d. Operations of Poker Machine
[0045] A main routine for controlling the poker machine 10, which
is executed on the main control circuit 60, is shown in the flow
chart of FIG. 4, and subroutines in the main routine are shown in
the flow charts of FIGS. 5 to 11.
[0046] In the following, it is assumed that the poker machine 10 is
activated in advance, and performs normal operation in a state in
which the abovementioned random numbers used in the CPU 66 are
initialized to predetermined values.
[0047] First, as shown in FIG. 4, the CPU 66 performs a bet
processing (step S11).
[0048] In this processing, in response to the player's medal
insertion, pressing the bet max switch 26 or pressing the bet one
switch 28, the CPU 66 performs respective bet processing,
accordingly. The details of the bet processing are described later.
When the bet processing is terminated, the CPU 66 advances the
process to step S12.
[0049] In step S12, the CPU 66 performs the internal lottery and
executes processing for extracting a card. In this processing, the
CPU 66 transmits an instruction for generating random numbers to
the random number generator 65. Upon receipt of this instruction,
the random number generator 65 samples random numbers. The random
numbers generated by the random number generator 65 are then stored
in the RAM 70 as random numbers indicating a lottery result. The
CPU 66 refers to the lottery tables and determines the kinds of
cards corresponding to the random numbers. The CPU 66 then stores
the data of the kinds of the cards in the RAM 70. The details of
the internal lottery processing are described later. When the
internal lottery is terminated, the CPU 66 advances the process to
step S13.
[0050] In step S13, the CPU 66 performs processing for displaying a
card. The CPU 66 supplies the data of five cards to be initially
distributed by way of display to the player from the cards
determined by the internal lottery in step S12, and an instruction
for displaying a card image to the display and input controller 200
via the input/output bus 64 and the interface circuit group 72. The
display and input controller 200 reads out the corresponding image
data and stores the data in a video RAM housed in the display and
input controller 200. In this way, the first display 32 displays
the five cards initially distributed to the player. When the
high-probability win game is executed, a plurality of five-card
sets is displayed on the second display 33. The details of the card
display processing are described later. When the processing for
displaying a card is terminated, the CPU 66 advances the process to
step S14.
[0051] In step S14, the CPU 66 performs processing for exchanging a
card. In this processing, the CPU 66 causes the first display 32 to
display new card images thereon, in response to the player's card
exchange operation. Before displaying the new card images, the CPU
66 judges if the patterns of the five cards to be displayed after
an exchange will match a certain specified combination. Based on
the judgment result, the CPU 66 changes a card display sequence.
The details of this processing are described later. When the
processing for exchanging a card is terminated, the CPU 66 advances
the process to step S15.
[0052] In step S15, the CPU 66 judges if the patterns of the five
cards displayed on the first display 32 after the exchange will
match a card combination entitled to an award (for example, Two
Pair, Three Card, Flush, etc.). The judgment is made referring to
the combination judgment tables stored in the RAM 70. In the
abovementioned processing for displaying a card, in order to change
the card display sequence, the CPU 66 has already judged if the
patterns of the five cards to be displayed after the exchange
matches the specified combination, before the cards are displayed.
However, if the judgment in the above processing in step S14 is
made only with regard to the specified combination used for
controlling the card display sequence, the CPU 66 performs another
judgment in processing for judging a result in step S15. Namely,
the CPU 66 determines which card combination entitled to an award
is matched by a combination of patterns of the cards displayed
after the exchange. In contrast, when the CPU 66 has performed
judgment for not only the specified combination but also all of the
card combinations entitled to an award in the processing for
exchanging a card in step S14, it may be possible to use the
judgment in step S14 without performing any new judgment in the
present step S15. The details of this processing are described
later. When the processing for judging a result is terminated, the
CPU 66 advances the process to step S16.
[0053] In step S16, the CPU 66 performs processing for giving
rendered effects and paying out. The CPU 66 performs this
processing, in accordance with the judgment result in step S15.
Specifically, when the CPU 66 determines matching of a card
combination entitled to an award, the CPU 66 causes the first
display 32 to display the card combination, and also causes the
number of medals obtained by the player to be added to the number
of credits. When the number of credits exceeds 50, the exceeding
number of medals is paid out through the medal payout opening 61 to
the medal receiving pan 67. On the other hand, when the judgment
result is the absence of any card combination matching an award,
the CPU 66 causes the first display 32 to display notification of
the absence of any worth card combination. When the CPU 66 finishes
the processing for giving rendered effects and paying out, it
terminates the main routine.
[0054] As described above, the CPU 66 performs processing for
controlling the win game, through step S11 and step S12, and
through step S15 and step S16.
e. Bet Processing
[0055] In step S11 (FIG. 4), a bet processing subroutine shown in
FIG. 5 is called.
[0056] Firstly, the CPU 66 performs processing to judge if medals
have been inserted, or the bet switch has been activated (step
S21).
[0057] In this processing, the CPU 66 determines whether or not it
has received one of the following signals: a signal indicating an
insertion of medals into the medal slot 63 sent from the detecting
sensor 31, a signal indicating an activation of the bet max switch
26, and a signal indicating an activation of the bet one switch 28.
If the CPU 66 determines the reception of one of the signals, it
advances the process to step S22. Otherwise, the CPU 66 repeats
step S21.
[0058] In step S22, the CPU 66 performs processing for adding a bet
number. In this processing, the CPU 66 adds the number of credits
in accordance with the result in step S21. That is, the CPU 66
stores as a bet number, in the RAM 70, the sum of the number of
detections of medal insertion and the number of times the bet one
switch 28 has been activated. The maximum bet number is "5". When
the bet max switch 26 is activated, the maximum value of "5" is
stored in the RAM 70, irrespective of the number of detections of
medal insertion and the number of times the bet one switch 28 has
been activated. When the bet number addition processing is
terminated, the CPU 66 advances the process to step S23.
[0059] In step S23, the CPU 66 performs processing to judge if the
deal switch 24 has been activated. In this processing, the CPU 66
judges if it has received a detection signal indicating an
activation of the deal switch 24. If not, the CPU 66 repeats step
S23. If so, the CPU 66 advances the process to step S24.
f. Internal Lottery Processing
[0060] In the abovementioned step S12 (FIG. 4), the internal
lottery processing sub routine as shown in FIG. 6 is called.
[0061] In step S31, the CPU 66 performs processing for judging a
game state. In this processing, the CPU 66 performs processing to
judge the game state based on a game state flag stored in the RAM
70. When this processing is terminated, the CPU 66 advances the
process to step S32.
[0062] In step S32, the CPU 66 performs processing for setting a
lottery table. In this processing, based on the game state as
judged in step S31, the CPU 66 selects a lottery table in
accordance with the game state, from a plurality of kinds of tables
having different winning probabilities stored in the ROM 68, and
sets the selected table in the RAM 70. When this processing is
terminated, the CPU 66 advances the process to step S33.
[0063] In step S33, the CPU 66 performs processing for generating a
random number. In this processing, the CPU 66 transmits an
instruction for generating a random number to the random number
generator 65. Upon receipt of the instruction, the random number
generator 65 samples random numbers. The random numbers generated
by the random number generator 65 are stored in the RAM 70 as
random numbers indicating a lottery result. When this processing is
terminated, the CPU 66 advances the process to step S34.
[0064] In step S34, the CPU 66 performs processing for setting a
combination. In this processing, the CPU 66 refers to the lottery
table set in step S32, and selects a combination of cards to be
distributed corresponding to the random numbers stored in the RAM
70 in step S33. The CPU 66 then stores the data of the kinds of the
cards in the RAM 70. When this processing is terminated, the CPU 66
terminates the present subroutine. The CPU 66 also refers to the
high-probability flag to find as being a high-probability state,
the CPU 66 selects five cards, including a special winning
combination (for example, Two Pair), as a combination of five cards
to be distributed.
[0065] In the above processing, ten cards are extracted from the
cards of the deck usable in the game. Among the ten cards, five
cards are initially displayed to the player, and the remaining five
cards can be displayed to the player by card exchange. The initial
five cards displayed to the player are invariably displayed on the
first display 32. Whereas among the five cards that are displayed
by card exchange, only the desired cards are displayed on the first
display 32 when the player desires the card exchange. In the
present embodiment, the cards used for exchange are selected by
lottery in advance, at the same time as the lottery of the cards
initially displayed to the player. Alternatively, after a card
exchange number has been determined, the determined number of cards
may be selected by lottery.
g. Processing for Displaying a Card
[0066] In the abovementioned step S14 (FIG. 4), a sub-routine for
displaying a card as shown in FIG. 7 is called.
[0067] In step S71, the CPU 66 performs processing to judge if a
game is in the high probability mode. If the CPU 66 finds a
high-probability win game based on the value of a high-probability
flag stored in the RAM 70 (namely, the value of the
high-probability flag is 1), the CPU 66 advances the process to
step S73. Otherwise, (namely, the value of the high-probability
flag is 0), the CPU 66 advances the process to step S72.
[0068] In step S72, the CPU 66 performs processing for displaying a
single deck. In this processing, the CPU 66 performs processing to
display a five-card set of a single deck on the first display 32.
More specifically, the CPU 66 supplies an instruction for
displaying an image related to the kinds of the five cards to be
initially distributed to the player from the cards, which are
determined by the internal lottery and stored in the RAM 70, to the
display and input controller 200 via the input/output bus 64 and
the interface circuit group 72. The display and input controller
200 reads out the corresponding image data, and stores the data in
the video RAM within the display and input controller 200. In this
way, the first display 32 displays the five cards initially
distributed to the player. When this processing is terminated, the
CPU 66 terminates the present subroutine.
[0069] In step S73, the CPU 66 performs processing for displaying
multiple decks. In this processing, the CPU 66 performs processing
to display a five-card set of a single deck on the first display
32, and display five-card sets of multiple decks on the second
display 33. More specifically, the CPU 66 supplies the data related
to the kinds of the five cards to be initially distributed to the
player from the cards, which are determined by the internal lottery
and stored in the RAM 70, as well as an instruction for displaying
a card image to the display and input controller 200 via the
input/output bus 64 and the interface circuit group 72. The display
and input controller 200 reads out the corresponding image data,
and stores the data in the video RAM within the display and input
controller 200. In this way, the first display 32 displays the five
cards initially distributed to the player, and also the second
display 33 displays a plurality of card sets initially distributed
to the player. When this processing is terminated, the CPU 66
terminates the present subroutine.
h. Processing for Exchanging a Card
[0070] In the abovementioned step S14 (FIG. 4), a sub-routine for
exchanging a card as shown in FIG. 8 is called.
[0071] Firstly, the CPU 66 performs processing to judge if any one
of the hold switches 20 has been activated (step S41).
[0072] In this processing, the CPU 66 judges if it has received a
detection signal indicating any one of the five hold switches 20
having been activated. If not, the CPU 66 advances the process to
step S43. If so, the CPU 66 advances the process to step S42.
[0073] In step S42, the CPU 66 performs processing to hold the
corresponding card. In this processing, the CPU 66 configures so
that the card corresponding to the hold switch 20 activated in step
S41 cannot be exchanged, even after the deal switch 24 is
activated. The CPU 66 also causes the first display 32 to display
"HOLD" below the image of the corresponding card on the first
display 32. When the hold of the corresponding card is terminated,
the CPU 66 advances the process to step S43.
[0074] In step S43, the CPU 66 performs processing to judge if the
deal switch 24 has been activated. In this processing, the CPU 66
judges if it has received a detection signal indicating the deal
switch 24 having been activated. If not, the CPU 66 advances the
process to step S41. If so, the CPU 66 advances the process to step
S44.
[0075] In step S44, the CPU 66 performs processing to determine a
card for exchange. In this processing, the CPU 66 determines the
number of cards not being held, namely the number of cards the
player desires for exchange, from the five cards selected by
lottery in the abovementioned step S12 (FIG. 4) so as to be
displayed to the player by card exchange. It may be alternatively
possible that the CPU 66 determines cards to be exchanged by
lottery from the five cards in the present step S44. Furthermore,
it may be alternatively possible that the CPU 66 selects cards to
be used for exchange from the five cards according to ranking,
which the CPU 66 assigns to these five cards in the lottery in step
12 (FIG. 4). In some cases, the player may desire to exchange the
five cards, namely all the cards in hand. When the determination of
card exchange is terminated, the CPU 66 advances the process to
step S45.
[0076] In step S45, the CPU 66 performs processing for redisplaying
a card. In this processing, the CPU 66 transmits the data of the
kind of the exchanged card determined in step S34, to the display
and input controller 200, which controls the first display 32 to
display an image of the exchanged card in place of that not held in
the five cards. The details of this processing are described later.
When the processing for redisplaying a card is terminated, the CPU
66 terminates the present subroutine.
i. Processing for Redisplaying a Card
[0077] The processing for redisplaying a card called in step S45
(FIG. 8) is described below with reference to FIG. 9. More
specifically, a description is made of a case, for example: the
cards of a "10 of Spades," a "Jack of Spades," a "Queen of Spades,"
a "3 of Diamonds" and a "2 of Diamonds" are displayed firs; the
player selects the cards of the "10 of Spades," the "Jack of
Spades" and the "Queen of Spades" as hold cards; and a "Jack of
Diamonds" and a "King of Spades" are determined by lottery as cards
to be exchanged with the remaining two cards.
[0078] First, the CPU 66 retrieves a hand achieved by the
combination of the held cards and the exchanged cards (step S51).
Since this hand is settled when the card exchange is terminated, it
is referred to as an actual hand. Based on the combination of the
held cards and the exchanged cards, the CPU 66 retrieves the hands
stored in the ROM 68.
[0079] The poker hands such as Royal Flush and Straight Flush are
stored in the ROM 68, along with the respective poker hand class
data. More specifically, a poker hand class indicates the number of
medals paid out in accordance with a card combination entitled to a
predetermined award in the award table displayed on the first
display 32 during the win game when the player bets a medal. For
example, the hand class of Royal Flush is 500, the hand class of
Straight Flush is 50, and the hand class of Four of a Kind is 20.
In this case, a larger numeral value represents a higher hand
class. Alternatively, the poker hand classes may be ordinal numbers
such as "1," "2," and "3," which represent the respective poker
hand orders. The CPU 66 retrieves a possible highest poker hand
stored in the ROM 68 for the combination of the newly displayed
cards by exchange and the held cards. In the present embodiment, as
the result of the card exchange, one pair of a "Jack of Spades" and
a "Jack of Diamonds" is retrieved as an actual hand.
[0080] In the succeeding step S52, the CPU 66 retrieves a highest
hand obtainable if one of the exchanged cards were another card, in
the combination of the held cards and the exchanged cards. This
hand is a hypothetical hand not actually achieved. Assuming that
the "Jack of Diamonds" as one of the exchanged cards is another
kind of card, the CPU 66 first retrieves a highest hand obtainable
with the exchanged card and the held cards. More specifically, the
CPU 66 retrieves the highest hand by exchanging the card of the
"Jack of Diamonds" with other cards in sequence, and retrieving the
corresponding hand for each of the changed cards. In the present
embodiment, it is assumed that changing the "Jack of Diamonds" to
the "Ace of Spades" results in a Royal Flush hand.
[0081] Subsequently, the CPU 66 retrieves a highest hand by
changing the exchanged card of the "King of Spades" to other cards
in sequence. In the present embodiment, changing the "King of
Spades" to the "Queen of Diamonds" results in a two pair hand of
"Jacks" and "Queens." Since the Royal Flush hand has a higher class
than the Two Pair hand, the Royal Flush hand with the "Jack of
Diamonds" as a target card can be retrieved as the highest
hypothetical hand.
[0082] Next, the CPU 66 makes comparison in class between the
actual hand obtained in step S51 and the hypothetical hand obtained
in step S52 (step S53). If the class of the hypothetical hand is
higher than the class of the actual hand, the CPU 66 advances the
process to step S55. If the class of the hypothetical hand is equal
to or lower than the class of the actual hand, the CPU 66 advances
the process to step S54.
[0083] In step S54, the CPU 66 changes the display order based on
the actual hand. For example, if the actual hand is a one pair hand
of the "Jack of Spades" and the "Jack of Diamonds," the "Jack of
Diamonds" of the exchanged card is displayed first.
[0084] On the other hand, in step S55, the CPU 66 changes the
display order based on the hypothetical hand. Specifically, the CPU
66 changes the display order such that the target card to
complement the hypothetical hand is displayed last. In the present
embodiment, since the target card for achieving the Royal Flush as
the hypothetical hand is a "Jack of Diamonds" card, the display
order is changed so that the last card to be displayed is the "Jack
of Diamonds."
[0085] In the succeeding step S56, the CPU 66 controls a display of
the exchanged cards in accordance with the display order.
Specifically, the CPU 66 first supplies an instruction for
displaying an image of the first exchanged card to the display and
input controller 200 via the input/output bus 64 and the interface
circuit group 72. The display and input controller 200 reads out
the desired image data, and stores the data in the video RAM within
the display and input controller 200. In this way, the first
display 32 displays the exchanged cards. Subsequently, the CPU 66
performs a delay processing for a predetermined time such as 0.2
seconds to 2 seconds. And it transmits an instruction for
displaying an image of the second exchanged card to the display and
input controller 200, thereby causing the first display 32 to
display the second exchanged card. Then, the CPU 66 causes the
first display 32 to display the exchanged cards in sequence, with
the delay processing in between.
[0086] By the successive display of the exchanged cards, for
example, in the two exchanged cards facing down, the first one is
faced up displaying the "King of Spades." This enables the player
to expect that a Royal Flush may be achieved when the other
exchanged card not yet displayed is the "Ace of Spades." In fact,
the changed card of the "Jack of Diamonds" is then displayed, so
that a one pair hand is merely achieved as an actual hand.
[0087] Thus, changing the order of displaying exchanged cards based
on the hypothetical hand enables the player to keep expecting a
certain hand achievement until the last exchanged card is
displayed. After this processing, the CPU 66 terminates the present
subroutine.
j. Processing for Judging a Result
[0088] The processing for judging a result called in step S14 (FIG.
4) is described with reference to FIG. 10.
[0089] In step S61, the CPU 66 performs processing to judge if the
game is in a high-probability mode. If judged so (the value of the
high-probability flag is 1) based on the value of the
high-probability flag stored in the RAM 70, the CPU 66 advances the
process to step S65. If not, the CPU advances the process to step
S62.
[0090] In step S62, the CPU 66 performs processing to judge if the
combination is a specified combination. If so (for example, Flush
of Hearts or Diamonds), the CPU 66 advances the process to step
S63. If not, the CPU advances the process to step S64.
[0091] In step S63, the CPU 66 performs processing for executing a
special game. This processing is described later. When this
processing is terminated, the CPU 66 advances the process to step
S64.
[0092] In step S64, the CPU 66 performs processing to judge a win
game result. In this processing, when the CPU 66 determines that
the win game result is worth a payout number, the CPU 66 controls
the payout number to be stored in the RAM 70. When this processing
is terminated, the CPU 66 terminates the present subroutine.
[0093] In step S65, the CPU 66 performs processing to judge a
result of a high-probability win game. In this processing, when the
CPU 66 determines that the high-probability game result is worth a
payout number, the CPU 66 controls the payout number to be stored
in the RAM 70. When this processing is terminated, the CPU 66
advances the process to step S66.
[0094] In step S66, the CPU 66 performs processing to judge if any
additional combination has occurred. In this processing, the CPU 66
judges if a combination to be added to the special combination has
occurred through the player's card exchange operation (step S14 in
FIG. 4). When there is a Two Pair (e.g., a Two Pair of "3's" and
"4's") as the special combination, for example, the CPU 66
recognizes an occurrence of an additional combination if a Full
House is achieved through exchanging of the single remaining card.
If the CPU 66 recognizes the occurrence, the CPU 66 advances the
process to step S67. Otherwise, the CPU 66 terminates the present
subroutine. In the high-probability win game, a special win game
that includes a combination entitled to a payout of medals is
performed. The special win game differs from the normal win game
(the win game not in a high-probability mode).
[0095] In step S67, the CPU 66 performs processing to give a
special award. In this processing, the CPU 66 also performs
processing to give the special award to an additional combination
(for example, Full House, etc.). When this processing is
terminated, the CPU 66 terminates the present subroutine.
k. Processing for Executing a Special Game
[0096] Processing for executing a special game called in step S63
(FIG. 10) is described with reference to FIG. 11.
[0097] In step S81, the CPU 66 performs processing for executing a
special game lottery. More specifically, the CPU 66 performs
processing to sample random numbers and refer to the lottery tables
stored in the ROM 68 so as to determine a deck number, etc. to be
supplied in the special game. When this processing is terminated,
the CPU 66 advances the process to step S82.
[0098] In step S82, the CPU 66 performs processing for displaying
an initial card. In this processing, the CPU 66 supplies an
instruction for displaying images of the back faces of a plurality
of cards to the display and input controller 200 via the
input/output bus 64 and the interface circuit group 72. The display
and input controller 200 reads out the corresponding image data,
and controls the data to be stored in the video RAM within the
display and input controller 200. In this way, the second display
33 displays the back faces of cards initially distributed to the
player in the special game. When this processing is terminated, the
CPU 66 advances the process to step S83.
[0099] In step S83, the CPU 66 performs processing to judge if any
operation has been made. In this processing, the CPU 66 judges if
the player initiated a certain operation, receiving a detection
signal from the second display 33 in response to the player's touch
operation on the screen of the second display 33. If so, the CPU 66
advances the process to step 84. If not, the CPU 66 advances the
process to step 83. Even if the CPU 66 does not judge that an
operation has been initiated, the CPU 66 advances the process to
step S84 after an elapse of a predetermined time (for example, 10
seconds).
[0100] In step S84, the CPU 66 performs processing to judge if it
is the third card. In this processing, if the CPU determines that
it is the third card turned over (by the player's touch operation
on the second display 33), the CPU 66 advances the process to step
S85. If not, the CPU 66 advances the process to step S87.
[0101] In step S84, the CPU 66 performs processing to judge if it
is the third card. In this processing, if the CPU determines that
it is the third card turned over (by the player's touch operation
on the second display 33), the CPU 66 advances the process to step
S85. If not, the CPU 66 advances the process to step S87. The
display and input controller 200 reads out the corresponding image
data, and controls the data to be stored in the video RAM within
the display and input controller 200. This enables the second
display 33 to display the final result. When this processing is
terminated, the CPU 66 advances the process to step S86.
[0102] In step S86, the CPU 66 performs processing for displaying
rendered effects. In this processing, the CPU 66 transmits an
instruction for displaying an image of the rendered effects (for
example, an erupting volcano image, etc.) to the display and input
controller 200 via the input/output bus 64 and the interface
circuit group 72. The display and input controller 200 reads out
the corresponding image data, and controls the data to be stored in
the video RAM within the display and input controller 200. This
enables the second display 33 to display the image of the rendered
effects. When this processing is terminated, the CPU 66 terminates
the present subroutine.
[0103] In step S87, the CPU 66 performs processing for displaying a
result. In this processing, the CPU 66 transmits an instruction for
displaying an image of a result (for example, the face-up cards,
etc.) to the display and input controller 200 via the input/output
bus 64 and the interface circuit group 72. The display and input
controller 200 reads out the corresponding image data, and controls
the data to be stored in the video RAM within the display and input
controller 200. This enables the second display 33 to display the
image of the result. When this processing is terminated, the CPU 66
advances the process to step S83.
[0104] Thus, the CPU 66 is an example of a controller which
executes the win game. In the win game, a card selected by a player
from a plurality of cards distributed initially is exchanged with
another card. The player wins a predetermined award if the cards
distributed finally include a plurality of cards matching a
specified combination. The CPU 66 is also an example of a
controller performing a plurality of times the high-probability win
game, which increases the probability of winning in the next
succeeding game when a combination of finally distributed cards
matches a specified combination. The CPU 66 is also an example of a
controller performing a special win game where an award is
consistently provided in each of the high-probability win games.
The CPU 66 is also an example of a controller supplying, during the
special win game, a special award corresponding to a special
combination as a winning combination among initially distributed
cards. The CPU 66 is also an example of a controller that supplies
a special award to an additional combination, when the additional
combination with respect to a special combination occurs through
card exchange during execution of the special win game.
l. Displays on Poker Machine
[0105] FIG. 12 is a schematic diagram illustrating an example of
display screens. As shown in FIG. 12, a graphic image 90 (for
example, a volcano image, etc.) is displayed on the second display
33. A graphic 90a (for example, a flying eagle image, etc.) is also
displayed on the second display 33. A graphic image 91 (for
example, a poker award table image, etc.) is displayed on the first
display 32. A graphic image 92 (for example, a plurality of card
images, etc.) is also displayed on the first display 32. A
character image 93 (for example, "SELECT HELD CARD!!" etc.) is also
displayed on the first display 32. A character image 94 indicating
a point (for example, "0000 00 1000", etc.) is also displayed on
the first display 32.
[0106] FIG. 13 is a schematic diagram illustrating an example of
display screens after the hold switch is pressed on the screen as
shown in FIG. 12. A graphic image 92 (for example, a plurality of
card images, including a card on which the graphic image of "HELD"
is superimposed) is displayed on the first display 32.
[0107] FIG. 14 is a schematic diagram illustrating an example of
display screens after the deal switch is pressed on the screen as
shown in FIG. 13. A graphic image 91 (for example, a poker award
table image having the highlighted "Flush" and "10", etc.) is
displayed on the first display 32. A graphic image 92 (for example,
a plurality of card images) is displayed on the first display 32. A
character image 93 (for example, "CONGRATULATIONS!!" etc.) is also
displayed on the first display 32. A character image 94 indicating
a point (for example, "0000 00 1010", etc.) is also displayed on
the first display 32. A character image 95 (for example, "FLUSH WIN
10 MEDALS", etc.) is also displayed on the first display 32. The
present embodiment describes a case in which two medals are
bet.
[0108] FIG. 15 is a schematic diagram illustrating an example of
display screens when a special game starts with a specified
combination (Flush (refer to FIG. 14)). As shown in FIG. 15, a
graphic image 96 (for example, a plurality of cards bearing volcano
images on their back faces, respectively) is displayed on the
second display 33. A graphic image 92 (for example, a plurality of
card images) is displayed on the first display 32.
[0109] FIG. 16 is a schematic diagram illustrating an example of
display screens in the special game after the player has touched a
card image on the second display 33. As shown in FIG. 16, a graphic
image 96b (for example, three cards bearing "10" on their
respective rear faces) is displayed on the second display 33. Thus,
the number of decks based on the result of the special game (for
example, a card game of gathering pairs of cards bearing the same
number or face (e.g., 10)) can be provided in the high-probability
win game displayed on the second display 33.
[0110] FIG. 17 is a schematic diagram illustrating an example of
display screens after the special game is terminated. As shown in
FIG. 17, a graphic image 90 (an erupting volcano image, etc.) is
also displayed on the second display 33. A graphic image 90b (for
example, a volcanic smoke image in the shape of "TEN") is displayed
on the second display 33. For example, the volcanic smoke as in the
graphic image 90b (for example, the numbers of 1 to 10 expressed by
volcanic smoke) are used to show the player the number of decks
displayed on the second display 33 in the high-probability win
game.
[0111] FIG. 18 is a schematic diagram illustrating an example of
display screens after the special game is terminated. As shown in
FIG. 18, a graphic image 90c (for example, an image where the smoke
spreads completely) after the completion of the number of eruptions
corresponding to the number of games awarded to the
high-probability win game is displayed on the second display
33.
[0112] FIG. 19 is a schematic diagram illustrating an example of
display screens when the high-probability win game is started. As
shown in FIG. 19, a graphic image 97 (for example, the images of 10
sets of cards, each of which has five cards achieving a Two Pair)
is displayed on the second display 33. A graphic image 92 (for
example, the card images achieving a Two Pair) is displayed on the
first display 32. The graphic image 92 on the first display 32 and
the graphic image 97 on the second display 33 achieve a Two Pair
that is a special combination as a winning combination.
Consequently, during execution of the special win game, the player
can obtain a special award corresponding to a special combination
(for example, Two Pair) as a winning combination among the
initially distributed cards.
[0113] FIG. 20 is a schematic diagram illustrating an example of
display screens after the hold switch is operated by pressing the
hold switch on the screen as shown in FIG. 19. A graphic image 92
(for example, a plurality of card images including cards of "3's"
and "4's" achieving a Two Pair, in which a character image "HELD"
is superimposed on each of the cards "3" and "4") is displayed on
the first display 32.
[0114] FIG. 21 is a schematic diagram illustrating an example of
display screens after the deal switch is operated by pressing the
deal switch on the screen as shown in FIG. 20. As shown in FIG. 21,
a graphic image 97 (for example, the images of 8 sets of cards
achieving a Two Pair, and 2 sets of cards achieving a Full House)
is displayed on the second display 33. A graphic image 97a (for
example, an image where the peripheries of card sets achieving a
predetermined combination are illuminated) is also displayed on the
second display 33. A graphic image 92 expressing the occurrence of
an additional combination (for example, the cards achieving a Full
House) is displayed on the first display 32.
[0115] FIG. 22 is a schematic diagram illustrating an example of
result display screens in the high-probability win game. A
character image 98 expressing awards supplied (for example, an
image expressing the results obtained based on the achieved
combinations) is displayed on the first display 32. A character
image 95 expressing the award supplied (for example, "WIN 368
MEDALS", etc.) is also displayed on the first display 32.
Accordingly, the following awards are supplied in the
high-probability win game: (i) a first special award corresponding
to the special combination among the initially distributed cards
(the award of 2.times.10, corresponding to the initially
distributed Two Pair), and (ii) a second special award
corresponding to the additional combination generated by card
exchange (the bonus of 100.times.3, resulting from the achievement
of the Full House, and the award of 16.times.3 for the presence of
the Full House).
[0116] While the embodiments of the present invention have been
described and illustrated above, it is to be understood that they
are exemplary of the invention and are not to be considered to be
limiting. Additions, omissions, substitutions, and other
modifications can be made thereto without departing from the spirit
or scope of the present invention. Accordingly, the invention is
not to be considered to be limited by the foregoing description and
is only limited by the scope of the appended claims.
* * * * *