U.S. patent application number 11/987907 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 | 20080139273 11/987907 |
Document ID | / |
Family ID | 39498767 |
Filed Date | 2008-06-12 |
United States Patent
Application |
20080139273 |
Kind Code |
A1 |
Toyoda; Hirobumi |
June 12, 2008 |
Gaming machine, gaming machine control method, and playing
method
Abstract
A gaming machine includes a select switch and a controller. 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 an award when the final cards includes a first
combination; (d) execute a high-probability win game in a
subsequent game when the final cards include a second combination;
(e) execute a special game so as to determine a playing condition
of the high-probability win game prior to the high-probability win
game; (f) initially distribute sets of cards in the
high-probability win game in accordance with the determined playing
condition; and (g) select a number of sets of cards to be used for
a win game among the distributed sets in response to an operation
of the select switch by the player.
Inventors: |
Toyoda; Hirobumi; (Tokyo,
JP) |
Correspondence
Address: |
ARENT FOX LLP
1050 CONNECTICUT AVENUE, N.W., SUITE 400
WASHINGTON
DC
20036
US
|
Family ID: |
39498767 |
Appl. No.: |
11/987907 |
Filed: |
December 5, 2007 |
Current U.S.
Class: |
463/13 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/13 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Dec 8, 2006 |
JP |
2006-332657 |
Claims
1. A gaming machine comprising: a select switch; and 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 includes a first predetermined card combination; (d)
execute a high-probability win game in a subsequent game when the
final cards include a second predetermined card combination; (e)
execute a special game so as to determine a playing condition of
the high-probability win game prior to executing the
high-probability win game; (f) initially distribute a plurality of
sets of cards in the high-probability win game in accordance with
the determined playing condition; and (g) select a number of sets
of cards to be used for a win game among the distributed sets,
wherein the controller is configured with logic to select the
number of sets of cards to be used for a win game in response to an
operation of the select switch by the player.
2. The gaming machine according to claim 1, wherein the controller
is configured with logic to determine a number of sets of cards for
which the player is allowed selection in accordance with the
determined playing condition.
3. The gaming machine according to claim 1, wherein the controller
is configured with logic to execute a plurality of high-probability
win games in the subsequent win game when the final cards include a
third predetermined card combination and to select a number of sets
of cards to be used for a win game in each of the plurality of
high-probability win games in response to an operation of the
select switch by the player.
4. A gaming machine comprising: a select switch; and 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 includes a first predetermined card combination; (d)
execute a high-probability win game in a subsequent game when the
final cards include a second predetermined card combination; and
(e) execute a special game so as to determine a playing condition
of the high-probability win game prior to executing the
high-probability win game; (f) initially distribute a plurality of
sets of cards and determine a number of sets of cards for which the
player is allowed selection in accordance with the determined
playing condition in the high-probability win game; and (g) select
a number of sets of cards to be used for a win game from the
distributed sets, wherein the controller is configured with logic
to select the number of sets of cards to be used for a win game in
response to an operation of the select switch by the player.
5. The gaming machine according to claim 4, wherein the controller
is configured with logic to execute a plurality of high-probability
win games in the subsequent win game when the final cards include a
third predetermined card combination and to select a number of sets
of cards to be used for a win game in each of the plurality of
high-probability win games in response to an operation of the
select switch by the player.
6. A gaming machine comprising: a select switch; and 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 includes 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 game so as to determine a
playing condition of the high-probability win game prior to
executing the high-probability win game; (f) initially distribute a
plurality of sets of cards and determine a number of sets of cards
for which the player is allowed selection in accordance with the
determined playing condition in the high-probability win game; and
(g) select a number of sets of cards to be used for a win game from
the distributed sets in each of the plurality of the
high-probability win games, wherein the controller is configured
with logic to select the number of sets of cards to be used for a
win game in response to an operation of the select switch by the
player.
7. A method of controlling a gaming machine with a select switch,
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 includes a first predetermined card combination; (d)
executing a high-probability win game in a subsequent game when the
final cards include a second predetermined card combination; and
(e) executing a special game so as to determine a playing condition
of the high-probability win game prior to executing the
high-probability win game; (f) initially distributing a plurality
of sets of cards in the high-probability win game in accordance
with the determined playing condition; and (g) selecting a number
of sets of cards to be used for a win game among the distributed
sets.
8. The method according to claim 7, further comprising the step of:
(h) determining a number of sets of cards for which the player is
allowed selection in accordance with the determined playing
condition.
9. The method according to claim 7, further comprising the steps
of: (i) executing a plurality of high-probability win games in the
subsequent win game when the final cards include a third
predetermined card combination; and (j) selecting a number of sets
of cards to be used for a win game in each of the plurality of
high-probability win games in response to an operation of the
select switch by the player.
10. A method of playing a game, 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 includes a first
predetermined card combination; (d) executing a high-probability
win game in a subsequent game when the final cards include a second
predetermined card combination; (e) executing a special game so as
to determine a playing condition of the high-probability win game
prior to executing the high-probability win game; (f) initially
distributing a plurality of sets of cards in the high-probability
win game in accordance with the determined playing condition; and
(g) selecting a number of sets of cards to be used for a win game
among the distributed sets in response to an operation by the
player.
Description
[0001] This application is based on and claims the benefit of
priority from Japanese Patent Application No. 2006-332657, 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 in which 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, a gaming
machine is provided which distributes two sets of five cards,
greater than the five cards of conventional poker games. With such
an arrangement, the player can form a card combination involving
the two sets of five cards so as to win the poker hand (U.S. Pat.
No. 5,882,260).
[0007] For the purposes of increasing the number of medals supplied
to each poker game, a new gaming style called a double-down game
has been 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 method of controlling a gaming machine and a method of
playing a game.
[0009] In an aspect of the present invention, a gaming machine is
provided, which includes a select switch and a controller.
[0010] 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 includes a first predetermined
card combination; (d) execute a high-probability win game in a
subsequent game when the final cards include a second predetermined
card combination; (e) execute a special game so as to determine a
playing condition of the high-probability win game prior to
executing the high-probability win game; (f) initially distribute a
plurality of sets of cards in the high-probability win game in
accordance with the determined playing condition; and (g) select a
number of sets of cards to be used for a win game among the
distributed sets. The controller is configured with logic to select
the number of sets of cards to be used for a win game in response
to an operation of the select switch by the player.
[0011] In another aspect of the present invention, a gaming machine
is provided, in which the controller is configured with logic to
determine a number of sets of cards for which the player is allowed
selection in accordance with the determined playing condition.
[0012] In still another aspect of the present invention, a gaming
machine is provided, in which the controller is configured with
logic to execute a plurality of high-probability win games in the
subsequent win game when the final cards include a third
predetermined card combination and to select a number of sets of
cards to be used for a win game in each of the plurality of
high-probability win games in response to an operation of the
select switch by the player.
[0013] In yet another aspect of the present invention, a method of
controlling a gaming machine with a select switch 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 includes a first predetermined card combination; (d)
executing a high-probability win game in a subsequent game when the
final cards include a second predetermined card combination; and
(e) executing a special game so as to determine a playing condition
of the high-probability win game prior to executing the
high-probability win game; (f) initially distributing a plurality
of sets of cards in the high-probability win game in accordance
with the determined playing condition; and (g) selecting a number
of sets of cards to be used for a win game among the distributed
sets. In a further aspect of the present invention, a method of
playing a 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 includes a first
predetermined card combination; (d) executing a high-probability
win game in a subsequent game when the final cards include a second
predetermined card combination; (e) executing a special game so as
to determine a playing condition of the high-probability win game
prior to executing the high-probability win game; (f) initially
distributing a plurality of sets of cards in the high-probability
win game in accordance with the determined playing condition; and
(g) selecting a number of sets of cards to be used for a win game
among the distributed sets in response to an operation by the
player.
[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. 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
[0015] FIG. 1 is a flow chart illustrating the flow of a game
according to a present embodiment of the invention;
[0016] FIG. 2 is a schematic diagram illustrating the overall view
of a poker machine according to the present embodiment;
[0017] FIG. 3 is a block diagram illustrating the electrical
configuration of the poker machine in the present embodiment;
[0018] FIG. 4 is a flow chart illustrating the flow of processing
of the poker machine in the present embodiment;
[0019] FIG. 5 is a flow chart illustrating the flow of processing
of the poker machine in the present embodiment;
[0020] FIG. 6 is a flow chart illustrating the flow of processing
of the poker machine in the present embodiment;
[0021] FIG. 7 is a flow chart illustrating the flow of processing
of the poker machine in the present embodiment;
[0022] FIG. 8 is a flow chart illustrating the flow of processing
of the poker machine in the present embodiment;
[0023] FIG. 9 is a flow chart illustrating the flow of processing
of the poker machine in the present embodiment;
[0024] FIG. 10 is a flow chart illustrating the flow of processing
of the poker machine in the present embodiment;
[0025] FIG. 11 is a flow chart illustrating the flow of processing
of the poker machine in the present embodiment;
[0026] FIGS. 12A and 12B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment;
[0027] FIGS. 13A and 13B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment;
[0028] FIGS. 14A and 14B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment;
[0029] FIGS. 15A and 15B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment;
[0030] FIGS. 16A and 16B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment;
[0031] FIGS. 17A and 17B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment;
[0032] FIGS. 18A and 18B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment;
[0033] FIGS. 19A and 19B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment;
[0034] FIGS. 20A and 20B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment;
[0035] FIGS. 21A and 21B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment;
[0036] FIGS. 22A and 22B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment; and
[0037] FIGS. 23A and 23B are schematic diagrams illustrating
display screens to be displayed on the poker machine in the present
embodiment.
DETAILED DESCRIPTION OF THE INVENTION
[0038] a. Outline of Playing Method
[0039] 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. In the
above win game, the playing method firstly judges whether the card
combination entitled to the award is a specified combination (for
example, Flush of Hearts or Diamonds), in step S1. When it is the
specified combination in the judgment of step S1, the playing
method performs a high-probability win game in a next succeeding
win game. In addition, previous to the abovementioned
high-probability win game, the playing method performs a special
game so as to determines playing conditions of the high-probability
win game (step S2). Then, based on the playing condition determined
by the result of the special game, the playing method provides
multiple decks (decks refer to bundle of cards performing a game,
more specifically, 53 cards), arbitrarily selects the predetermined
number of decks from the multiple decks, and performs a win game
using each selected deck. That is to say, the playing method
performs the high-probability win game increasing a probability of
winning by providing multiple decks to a player (step S3).
b. Configuration of Poker Machine
[0040] 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.
[0041] 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.
[0042] 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.
[0043] 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 result of the game, medals are paid out from the medal
payout opening 61, and stored in the medal receiving pan 67. As
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.
[0044] 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 sound effects, etc. in response to
the game progress.
[0045] Various switches used for advancing a game are arranged
below the first display 32.
[0046] 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.
[0047] 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 cards to be displayed. 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.
[0048] 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.
[0049] 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 a selected card among the
five cards displayed on the first display 32, the selected card
remains unexchanged.
c. Configuration of Controller of Poker Machine
[0050] A control circuit of the poker machine as the present
embodiment of the invention is shown in the block diagram of FIG.
3.
[0051] 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.
[0052] 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.
[0053] The medal detecting sensor 31 is connected to the interface
circuit group 62 of the main control circuit 60. A detection 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.
[0054] 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 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.
[0055] 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 a pressing operation to the interface circuit
group 62. These detection signals are then supplied to the
input/output bus 64.
[0056] 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 by the CPU 66.
[0057] 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 achieving 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.
[0058] 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 internal
lottery processing as described later. The random numbers generated
from the random number generator 65 are stored in the RAM 70.
[0059] 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.
[0060] A display and input controller 200 is also connected to the
interface circuit group 72. Upon 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.
[0061] A hopper controller 210 is also connected to the interface
circuit group 72. Upon 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
[0062] 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.
[0063] 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.
[0064] First, as shown in FIG. 4, the CPU 66 performs bet
processing (step S11).
[0065] 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
processing to step S12.
[0066] 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 processing
to step S13.
[0067] In step S13, the CPU 66 performs processing for displaying
cards. 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 card images 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 processing
to step S14.
[0068] 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 whether 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 processing to step S15.
[0069] In step S15, the CPU 66 judges whether 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 of a Kind, Flush, etc.). The judgment is made
referring to the combination judgment tables stored in the RAM 70.
In the abovementioned processing for displaying cards, in order to
change the card display sequence, the CPU 66 has already judged
before the cards are displayed whether the patterns of the five
cards to be displayed after the exchange matches the specified
combination. 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 processing to step S16.
[0070] In step S16, the CPU 66 performs processing for providing
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 winning card combination. When the CPU 66
finishes the processing for providing rendered effects and paying
out, it terminates the main routine.
[0071] 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
[0072] In step S11 (FIG. 4), a bet processing subroutine shown in
FIG. 5 is called.
[0073] Firstly, the CPU 66 performs processing to judge whether
medals have been inserted or the switches related to bet has been
activated (step S21).
[0074] 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 activation of the bet max switch 26,
and a signal indicating activation of the bet one switch 28. If the
CPU 66 determines the reception of one of the signals, it advances
the processing to step S22. Otherwise, the CPU 66 repeats step
S21.
[0075] 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 processing to step S23.
[0076] In step S23, the CPU 66 performs processing to judge whether
the deal switch 24 has been activated. In this processing, the CPU
66 judges whether it has received a detection signal indicating
activation of the deal switch 24. If not, the CPU 66 repeats step
S23. If so, the CPU 66 terminates the present subroutine.
f. Internal Lottery Processing
[0077] In the abovementioned step S12 (FIG. 4), the internal
lottery processing subroutine as shown in FIG. 6 is called.
[0078] 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
processing to step S32.
[0079] 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 processing to step S33.
[0080] 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 processing to step S34.
[0081] In step S34, the CPU 66 performs processing for referring to
a lottery table. In this processing, the CPU 66 refers to the
lottery table set in step S32, and selects kinds of cards
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.
[0082] 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 way of card exchange. The
initial five cards are invariably displayed on the first display
32; contrarily, among the five cards displayed by card exchange,
only the desired number of cards is 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. Card display Processing
[0083] In the abovementioned step S13 (FIG. 4), the card display
processing subroutine as shown in FIG. 7 is called.
[0084] In step S71, the CPU 66 performs processing for judging
whether it is the high probability win game. 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
processing to step S73. If not (the value of the high probability
flag is 0), the CPU 66 advances the processing to step S72.
[0085] 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 image display instruction
related to the kinds of the five cards initially distributed, by
way of display to the player among the cards determined by the
internal lottery and then stored in the RAM 70, to the display and
input controller 200 through 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. This enables
the first display 32 to display the five cards initially
distributed to the player. When this processing is terminated, the
CPU 66 terminates the present subroutine.
[0086] 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 to 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 initially distributed, by way of
display to the player in the cards determined by the internal
lottery and then stored in the RAM 70, and a card image display
instruction to the display and input controller 200 through 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. This enables the first display 32 to display the
five cards initially distributed to the player, and also enables
the second display 33 to display 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
[0087] In the abovementioned step S14 (FIG. 4), a subroutine of
processing for exchanging a card as shown in FIG. 8 is called.
[0088] Firstly, the CPU 66 performs processing to judge whether it
is the high-probability win game (Step S40). 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
processing to step S43. If not (the value of the high-probability
flag is 0), the CPU advances the processing to step S41.
[0089] In step S41, the CPU 66 performs processing to judge whether
any one of the hold switches 20 has been activated. In this
processing, the CPU 66 judges whether it has received a detection
signal indicating any one of the five hold switches 20 has been
activated. If not, the CPU 66 advances the processing to step S47.
If so, the CPU 66 advances the processing to step S42.
[0090] In step S42, the CPU 66 performs processing to hold the
corresponding card. In this processing, the CPU 66 sets the card
corresponding to the hold switch 20 activated in step S42 so as not
be able to 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 processing to step S47.
[0091] In step S43, CPU 66 performs processing to judge whether
there is a deck's designation or not. In this processing, the CPU
66 judges whether a player has designated a desired deck among a
plurality of decks provided to the player. If not, the CPU 66
advances the processing to step S43. If so, the CPU 66 advances the
processing to step S44.
[0092] In step S44, the CPU 66 performs processing to judge whether
the hold switches 20 has been activated. In this processing, the
CPU 66 judges whether it has received a detection signal, which
indicates that any one of the five hold switches 20 has been
activated. If not, the CPU 66 advances the processing to step S46.
If so, the CPU 66 advances the processing to step S45.
[0093] In step S45, the CPU 66 performs processing to hold the
corresponding card. In this processing, the CPU 66 sets the card
corresponding to the hold switch 20 activated in step S44 so as not
to 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 processing to step S46.
[0094] In step S46, the CPU 66 performs processing to judge whether
the number of decks which are designated is less than a
predetermined number. In this processing, if so, the CPU 66
advances the processing to step S43. If not, the CPU 66 advances
the processing to step S47. A predetermined number in step S46
refers to the number of decks which a player can designate. For
example, if a predetermined number is "6", it is possible to
designate five pairs of decks among a plurality of decks provided
corresponding to the result of a special game. The details are
described below.
[0095] In step S47, the CPU 66 performs processing to judge whether
the deal switch 24 has been activated. In this processing, the CPU
66 judges whether it has received a detection signal indicating the
deal switch 24 has been activated. If not, the CPU 66 advances the
processing to step S40. If so, the CPU 66 advances the processing
to step S48.
[0096] In step S48, 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 processing to
step S49.
[0097] In step S49, 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
among 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
[0098] 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 first; 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.
[0099] 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 fixed 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.
[0100] 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 highest possible poker hand
stored in the ROM 68 for the combination of the newly displayed
cards by the 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.
[0101] In the succeeding step S52, the CPU 66 retrieves a highest
hand obtainable if one of the exchanged cards were another card
among 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 was
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" for the "Ace of Spades" results in a Royal Flush
hand.
[0102] Subsequently, the CPU 66 retrieves the 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" for 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.
[0103] Next, the CPU 66 makes a comparison in classes 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
processing 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 processing to step S54.
[0104] 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.
[0105] 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."
[0106] 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 delay processing for a predetermined time such as 0.2
seconds to 2 seconds, and 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.
[0107] By the successive display of the exchanged cards, for
example, among the two exchanged cards facing down, the first one
is turned 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 exchanged card of the "Jack of Diamonds" is then
displayed, so that merely a One Pair hand is achieved as an actual
hand.
[0108] Thus, changing the order of displaying exchanged cards based
on the hypothetical hand enables the player to keep expecting a
certain hand to be achieved until the last exchanged card is
displayed. After this processing, the CPU 66 terminates the present
subroutine.
j. Processing for Judging a Result
[0109] The processing for judging a result called in step S15 (FIG.
4) is described with reference to FIG. 10.
[0110] In step S61, the CPU 66 performs processing to judge whether
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
processing to step S65. If not (the value of the high-probability
flag is 0), the CPU advances the processing to step S62.
[0111] In step S62, the CPU 66 performs processing to judge whether
the combination is a specified combination. If so (for example,
Flush of Hearts or Diamonds), the CPU 66 advances the processing to
step S63. If not, the CPU advances the processing to step S64.
[0112] 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 processing to
step S64.
[0113] 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.
[0114] 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. If multiple decks achieve winning outcomes, the sum
of the awards which are provided to decks that winning outcomes are
achieved in each deck is stored in RAM 70. When this processing is
terminated, the CPU 66 terminates the present subroutine.
[0115] In addition, the abovementioned processing of step S65 is
only one example of the present invention, and not limited thereto.
As another example, if multiple decks achieve winning outcomes, the
highest class hand among each deck by which winning outcomes are
achieved may be retrieved, and the award corresponding to the
highest class hand deck may be stored in RAM 70.
k. Processing for Executing a Special Game
[0116] Processing for executing a special game called in step S63
(FIG. 10) is described with reference to FIG. 11.
[0117] 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 processing to step S82.
[0118] In step S82, the CPU 66 performs processing for displaying
initial cards. 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 processing to step S83.
[0119] 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 has 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 processing to step 84. If not, the CPU 66 advances the
processing to step 83. Even if the CPU 66 does not judge that an
operation has been initiated, the CPU 66 advances the processing to
step S84 after an elapse of a predetermined amount of time (for
example, 10 seconds).
[0120] 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 processing to
step S85. If not, the CPU 66 advances the processing to step
S87.
[0121] In step S85, the CPU 66 performs processing for displaying a
final result. In this processing, the CPU 66 supplies an
instruction for displaying an image of the final result (the three
face-up 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. This enables the second display 33 to
display the final result. When this processing is terminated, the
CPU 66 advances the processing to step S86.
[0122] 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.
[0123] 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 processing to step S83.
[0124] 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 which performs, prior to execution of the
high-probability win game, a special game for determining a playing
condition in the high-probability win game. The CPU 66 is also an
example of a controller which initially distributes a plurality of
sets of cards in the high-probability win game, in accordance with
the playing condition determined by the special game. The CPU 66 is
also an example of a controller which selects a predetermined
number of sets of cards, among a plurality of distributed sets in
the high-probability win game. The CPU 66 is also an example of a
controller which determines the number of sets of cards for which
the player is allowed selection in the high-probability win game,
in accordance with the playing condition determined by the
determination game. The CPU 66 is also an example of a controller
which executes a plurality of high-probability win games increasing
a probability of winning in the next succeeding game under
conditions that finally distributed cards include a specified
combination. The CPU 66 is also an example of a controller which
selects the predetermined number of sets of cards in each
high-probability win game, in response to an operation of the
select switch (a touch panel of the second display 33) by a
player.
l. Displays on Poker Machine
[0125] FIGS. 12A and 12B are schematic diagrams illustrating
examples of display screens. FIG. 12A shows a display screen of a
second display 33 and FIG. 12B shows a display screen of a first
display 32. As shown in FIG. 12A, 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. As shown in FIG. 12B, 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, "00 00 00
1000", etc.) is also displayed on the first display 32. In
addition, in the description below, a game is started by pressing a
deal switch 24 on the condition that a bet one switch 28 (see FIG.
2) is pressed twice so as to provide double the award per one
bet.
[0126] FIGS. 13A and 13B are schematic diagrams illustrating
examples of display screens after the hold switch is pressed on the
screen as shown in FIGS. 12A and 12B. FIG. 13A shows a display
screen of a second display 33 and FIG. 13B shows a display screen
of a first display 32. As shown in FIG. 13B, 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.
[0127] FIGS. 14A and 14B are schematic diagrams illustrating
examples of display screens after the deal switch is pressed on the
screen as shown in FIGS. 13A and 13B. FIG. 14A shows a display
screen of a second display 33 and FIG. 14B shows a display screen
of a first display 32. As shown in FIG. 14B, 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
character image 93 (for example, "CONGRATULATIONS!!", etc.) is also
displayed on the first display 32. A character image 94 indicating
a point (for example, "00 00 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.
[0128] FIGS. 15A and 15B are schematic diagrams illustrating
examples of display screens when a special game starts with a
specified combination (Flush (refer to FIGS. 14A and 14B)). FIG.
15A shows a display screen of a second display 33 and FIG. 15B
shows a display screen of a first display 32. As shown in FIG. 15A,
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.
[0129] FIGS. 16A and 16B are schematic diagrams illustrating
examples of display screens in the special game after the player
has touched a card image on the second display 33. FIG. 16A shows a
display screen of a second display 33 and FIG. 16B shows a display
screen of a first display 32. As shown in FIG. 16A, a graphic image
96a (for example, a plurality of cards bearing volcano images on
their back faces, respectively) is displayed on the second display
33. A graphic image 96b (for example, three cards bearing "25" on
their respective rear faces) is also 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., 25)) can be provided in the
high-probability win game.
[0130] FIGS. 17A and 17B are schematic diagrams illustrating
examples of display screens after the special game is terminated.
FIG. 17A shows a display screen of a second display 33 and FIG. 17B
shows a display screen of a first display 32. As shown in FIG. 17A,
a graphic image 90b (for example, a volcanic smoke image in the
shape of "TEN") is displayed on the second display 33. On the
graphic image 90b, the number of times performing the
high-probability win game is presented to players. In FIGS. 17A and
17B, it is 10 times, for example.
[0131] FIGS. 18A and 18B are schematic diagrams illustrating
examples of display screens after the special game is terminated.
FIG. 18A shows a display screen of a second display 33 and FIG. 18B
shows a display screen of a first display 32. As shown in FIG. 18A,
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.
[0132] FIGS. 19A and 19B are schematic diagrams illustrating
examples of display screens in the high-probability win game. FIG.
19A shows a display screen of a second display 33 and FIG. 19B
shows a display screen of a first display 32. As shown in FIG. 19A,
a graphic image 97 (for example, the images of 25 sets of cards,
each of which has five cards) is displayed on the second display
33. As shown in FIG. 19B, a graphic image 92 (for example, a
plurality of card images) is displayed on the first display 32. In
addition, the combination of card images displayed in the first
display 32 and the combination of card images displayed in the
second display 32 are the same combination.
[0133] A touch panel is disposed in the display screens of the
second display 33. When a player touches an area displaying a set
of distributed cards, which the player tries to exchange on the
display screen of the second display 33, the set of distributed
cards which the player tries to exchange is displayed to be
superimposed by means of a graphic image 97a. Then, the selected
set is displayed as a graphic image 92 on the first display 32.
[0134] FIGS. 20A and 20B are schematic diagrams illustrating
examples of display screens in the high-probability win game. FIG.
20A shows a display screen of a second display 33 and FIG. 20B
shows a display screen of a first display 32. As shown in FIG. 20B,
a graphic image 92 (for example, a plurality of card images
including cards on which a character image "HELD" is superimposed)
is also displayed on the first display 32. Then, cards
corresponding to the cards selected by a player on the first
display 32 (for example, three cards from the left side) are
selected from each set of cards displayed on the second display 33.
Here, when a player presses a hold switch 20 (see FIG. 3)
corresponding to each card of the graphic image 91 in the image
shown in FIGS. 19A and 19B, a graphic image 92 (for example, a
character image "HELD") is displayed on the first display 32, and
in addition, a graphic image 97b (for example, a character image
"HELD") is displayed on the cards of the set on the second display
33 which corresponds to the graphic image 91 as shown in FIGS. 20A
and 20B. After terminating the operation of the hold switch 20 (see
FIG. 3) when a player touches the area displaying a desired set on
the display screen of the second display 33, the graphic image 91
is displayed on the first display 32. Afterwards, both setting on
the display screen of the second display 33 and selecting cards
which a player tries to hold by pressing the hold switch 20 (see
FIG. 3) are repeated.
[0135] FIGS. 21A and 21B are schematic diagrams illustrating
examples of display screens in the high probability win game. FIG.
21A shows a display screen of a second display 33 and FIG. 21B
shows a display screen of a first display 32. After terminating the
selecting of a plurality of sets and the card which a player tries
to hold among the plurality of the sets, the images shown in FIGS.
21A and 21B are displayed on the first display 32 and the second
display 33. When a player presses a hold switch 20 (see FIG. 3)
corresponding to each card of the graphic image 91 in the image
shown in FIG. 19, a graphic image 92 (for example, a character
image "HELD") is displayed on the first display 32, and in
addition, a graphic image 97b (for example, a character image
"HELD") is displayed on the cards of the set on the second display
33 which corresponds to the graphic image 91, as shown in FIGS. 21A
and 21B.
[0136] FIGS. 22A and 22B are schematic diagrams illustrating
examples of display screens after the deal switch is operated by
pressing the deal switch on the screen as shown in FIGS. 21A and
21B. FIG. 22A shows a display screen of a second display 33 and
FIG. 22B shows a display screen of a first display 32. As shown in
FIG. 21A, a graphic image 97c (for example, an image where the
peripheries of card sets achieving a predetermined combination are
illuminated) is also displayed on the second display 33. In FIGS.
19A to 21B, a pair of Straight Flush, a pair of Four of a Kind, a
pair of Fullhouse, and three pairs of Two Pair, as combinations of
cards displayed on the first display 32 and the second display 33,
are displayed as hands to which awards are entitled.
[0137] FIGS. 23A and 23B are schematic diagrams illustrating
examples of the display screens next to the display screens shown
in FIGS. 22A and 22B. FIG. 23A shows a display screen of a second
display 33 and FIG. 23B shows a display screen of a first display
32. As shown in FIG. 23B, a character image 98 (for example, an
image expressing the results) is displayed on the first display 32.
In FIGS. 22A to 23B, 100 medals corresponding to one pair of
Straight Flush, 40 medals corresponding to a pair of Four of a
Kind, 16 medals corresponding to one pair of Fullhouse, and 6
medals corresponding to three pairs of Two Pair are given.
Therefore, a total of 162 medals are provided to players.
[0138] Thus, the touch panel of the second display 33 is the one
example of a select switch for designating the predetermined number
of sets of cards by operation of a player.
[0139] 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.
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