U.S. patent application number 11/971037 was filed with the patent office on 2008-11-13 for gaming machine apparatus performing a multi-player-type playing game and game rules.
This patent application is currently assigned to ARUZE CORP.. Invention is credited to Hiro SAKUMA.
Application Number | 20080280674 11/971037 |
Document ID | / |
Family ID | 39651175 |
Filed Date | 2008-11-13 |
United States Patent
Application |
20080280674 |
Kind Code |
A1 |
SAKUMA; Hiro |
November 13, 2008 |
GAMING MACHINE APPARATUS PERFORMING A MULTI-PLAYER-TYPE PLAYING
GAME AND GAME RULES
Abstract
A gaming machine apparatus includes gaming machines and a
central controller. Each gaming machine includes a memory storing a
game program, a display and an input device. The display device
displays a result of a first game performed in accordance with a
first game program applied to a single game. The input device
allows a player to set a number of times to perform selection per
round of game to a second game program, which is applied to a
multi-player-type game and different from the first game program.
The central controller is configured with logic to: randomly
determine with predetermined timing a transition to a second game;
(b) transmit a signal indicating a start of the second game to the
plurality of gaming machines; (c) receive data related to the
number of times to perform selection per round of game, and execute
the second game program.
Inventors: |
SAKUMA; Hiro; (Tokyo,
JP) |
Correspondence
Address: |
ARENT FOX LLP
1050 CONNECTICUT AVENUE, N.W., SUITE 400
WASHINGTON
DC
20036
US
|
Assignee: |
ARUZE CORP.
Tokyo
JP
|
Family ID: |
39651175 |
Appl. No.: |
11/971037 |
Filed: |
January 8, 2008 |
Current U.S.
Class: |
463/25 ;
463/43 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3283 20130101; G07F 17/3234 20130101; G07F 17/3216
20130101 |
Class at
Publication: |
463/25 ;
463/43 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Jan 10, 2007 |
JP |
2007-002555 |
Claims
1. A gaming machine apparatus, comprising: a plurality of gaming
machines; and a central controller, wherein each of the plurality
of gaming machines includes: a memory storing a game program; a
display device for displaying a result of a first game performed in
accordance with a first game program that is applied to a single
game and stored in the memory; and an input device allowing a
player to set a number of times to perform selection per round of
game to a second game program, which is applied to a
multi-player-type game played by participants and different from
the first game program, in response to receiving a signal, wherein
the central controller is configured with logic to: (a) randomly
determine with predetermined timing a transition to a second game
performed in accordance with the second game program; (b) transmit
a signal indicating a start of the second game to the plurality of
gaming machines; (c) receive data related to the number of times to
perform selection per round of game, and execute the second game
program.
2. The gaming machine apparatus according to claim 1, wherein the
plurality of gaming machines adds credit determined by the second
game to credit to be used for the first game stored in the
memory.
3. The gaming machine apparatus according to claim 2, wherein the
plurality of gaming machines transmits a result of a round of the
second game, and wherein the central controller is further
configured with logic to: (d) store credit and a number of second
game for each gaming machine to participate in the second game; (e)
terminate the second game when the central controller has received
a first predetermined data representing the result of a round of
the second game, and transmit credit data, which is stored by the
central controller and correlated with each of the gaming machines,
to the gaming machines except the gaming machine that has sent the
first predetermined data; and (f) transmit a signal indicating
continuation of second games until a number of second game has
reached a predetermined threshold when the central controller has
received a second predetermined data representing the result of a
round of the second game.
4. A method of playing a game, comprising the steps of: allowing a
particular player to perform a first game prepared for a single
player; randomly determining with predetermined timing a start of a
second game prepared for a plurality of participants different from
the first game; terminating the first game; and allowing a start of
the second game.
5. The method according to claim 4, further comprising the steps
of: determining an award for the second game in response to
reception of an input from the particular player; and using credit
provided in accordance with the award as credit for the first
game.
6. The method according to claim 5, further comprising the steps
of: not paying out the credit of the second game to the particular
player when a result of a round of the second game includes
specific data; and paying out the credit to the participants except
the particular player.
7. The method according to claim 6, further comprising the steps
of: continuing second games until a number of second game reaches a
predetermined threshold when the result of a round of the second
game played by the particular player does not include the specific
data; and paying out credit in accordance with the award to all the
players when the number of second game reaches the predetermined
threshold.
Description
[0001] This application is based on and claims the benefit of
priority from Japanese Patent Application No. 2007-002555, filed on
10 Jan. 2007, 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 apparatus
having a plurality of gaming machines performing a
multi-player-type playing game and the game rule.
[0004] 2. Related Art
[0005] Regarding a slot machine which is one of the conventional
gaming machines, U.S. Pat. No. 6,984,174 discloses a gaming system
and a method where qualification to play a bonus game is linked to
play of a normal playing mode. Specifically, multiple players may
qualify for the bonus game by achieving preselected criteria
associated with play of the normal playing mode. Each qualified
player may also eliminate other qualified players by occupying the
same space in the bonus game. Furthermore, U.S. Pat. No. 6,988,267
discloses a technique for connecting a plurality of slot machines
through a communication link. According to U.S. Pat. No. 6,988,267,
updating software in a slot machine can be performed from a remote
location through a communication link.
SUMMARY OF THE INVENTION
[0006] However, since the gaming machine disclosed in U.S. Pat. No.
6,984,174 is configured so that multiple players may qualify for
the bonus game by achieving preselected criteria associated with
play of the normal playing mode, it is difficult for a plurality of
players to play a bonus game simultaneously. Furthermore, since
each qualified player may also eliminate other qualified players by
occupying the same space in the bonus game, the other qualified
players thus eliminated cannot perform the bonus game. Therefore,
it cannot provide bonus game opportunities evenly to all of the
players, thereby making the players who cannot participate in the
bonus games lose interest.
[0007] Furthermore, updating software in a plurality of slot
machines from a remote location through a communication link, which
is disclosed in U.S. Pat. No. 6,988,267, can only be performed as a
single play game, thereby failing to effectively utilize the
communication link.
[0008] The object of the present invention is to provide a gaming
machine with more novel entertainment properties for a
multi-player-type playing game including a bonus game, where a
plurality of players can participate in the game simultaneously and
have opportunities to play the game equally.
[0009] In an aspect of the present invention, a gaming machine
apparatus is provided, which includes a plurality of gaming
machines and a central controller. Each of the plurality of gaming
machines includes a memory storing a game program, a display and an
input device. The display device displays a result of a first game
performed in accordance with a first game program that is applied
to a single game and stored in the memory. The input device allows
a player to set a number of times to perform selection per round of
game to a second game program, which is applied to a
multi-player-type game played by participants and different from
the first game program, in response to receiving a signal. The
central controller is configured with logic to: randomly determine
with predetermined timing a transition to a second game performed
in accordance with the second game program; (b) transmit a signal
indicating a start of the second game to the plurality of gaming
machines; (c) receive data related to the number of times to
perform selection per round of game, and execute the second game
program.
[0010] The gaming machines of the gaming machine apparatus
described above, which can provide the multi-player-type game in
addition to the single game, allows players to enjoy these two
types of games, particularly the multi-player-type game played by
participants that allows the players to feel excited about playing
the common game. Since the gaming machines are communicatively
connected with each other to execute the common game, the gaming
machine apparatus can realize an efficient use of communication
lines.
[0011] In another aspect of the present invention, a gaming machine
apparatus is provided, in which the plurality of gaming machines
adds credit determined by the second game to credit to be used for
the first game stored in the memory.
[0012] In still another aspect of the present invention, a gaming
machine apparatus is provided, in which the plurality of gaming
machines transmits a result of a round of the second game, and the
central controller is further configured with logic to: (d) store
credit and a number of second game for each gaming machine to
participate in the second game; (e) terminate the second game when
the central controller has received a first predetermined data
representing the result of a round of the second game, and transmit
credit data, which is stored by the central controller and
correlated with each of the gaming machines, to the gaming machines
except the gaming machine that has sent the first predetermined
data; and (f) transmit a signal indicating continuation of second
games until a number of second game has reached a predetermined
threshold when the central controller has received a second
predetermined data representing the result of a round of the second
game.
[0013] As described above, the central controller does not
distribute the credit to the particular gaming machine that has
transmitted the specific data, but distributes the credit
corresponding to each of other gaming machines, in response to the
result of second game played by the plurality of gaming machines.
In this way, the gaming machine apparatus allows a player to enjoy
the second game that determines whether the credit is distributed
according to selection made by the player.
[0014] In yet another aspect of the present invention, a method of
playing a game is provided. The method includes the steps of:
allowing a particular player to perform a first game prepared for a
single player; randomly determining with predetermined timing a
start of a second game prepared for a plurality of participants
different from the first game; terminating the first game; and
allowing a start of the second game.
[0015] In a further aspect of the present invention, a method is
provided, which further includes the steps of: determining an award
for the second game in response to reception of an input from the
particular player; and using credit provided in accordance with the
award as credit for the first game.
[0016] In a still further aspect of the present invention, a method
is provided, which further includes the steps of: not paying out
the credit of the second game to the particular player when a
result of a round of the second game includes specific data; and
paying out the credit to the participants except the particular
player.
[0017] In a yet further aspect of the present invention, a method
is provided, which further includes the steps of: continuing second
games until a number of second game reaches a predetermined
threshold when the result of a round of the second game played by
the particular player does not include the specific data; and
paying out credit in accordance with the award to all the players
when the number of second games reaches the predetermined
threshold.
[0018] Accordingly, the present invention is able to provide a
gaming machine with further novel entertainment properties, where a
plurality of players can participate in the game simultaneously and
have opportunities to play the game equally.
BRIEF DESCRIPTION OF THE DRAWINGS
[0019] FIG. 1 is a diagram showing a schematic configuration of the
gaming system according to an embodiment of the present
invention;
[0020] FIG. 2 is a perspective diagram showing an external
configuration of the gaming system according to the present
embodiment;
[0021] FIG. 3 is a perspective diagram showing a gaming machine
according to the embodiment of the present invention;
[0022] FIG. 4 is a diagram showing an enlarged view of a display
region of the gaming machine according to the embodiment of the
present invention;
[0023] FIG. 5 is a block diagram showing an electrical
configuration of a controller of a gaming machine according to the
embodiment of the present invention;
[0024] FIG. 6 is a block diagram showing an electrical
configuration of a display/input controller of a gaming machine
according to the embodiment of the present invention;
[0025] FIG. 7 is a block diagram showing an electrical
configuration of a central controller according to the embodiment
of the present invention;
[0026] FIG. 8 is a diagram showing a symbol line represented on
each video reel according to the embodiment of the present
invention;
[0027] FIG. 9 is a diagram showing a symbol arrangement table
according to the embodiment of the present invention;
[0028] FIG. 10 is a diagram showing a random number table for a
single play game according to the embodiment of the present
invention;
[0029] FIG. 11 is a diagram showing a payout table for a single
play game according to the embodiment of the present invention;
[0030] FIG. 12 is a diagram showing a random number table for
shifting to a multi-player-type playing game according to the
embodiment of the present invention;
[0031] FIG. 13 is a diagram showing a storage table for a
multi-player-type playing game according to the embodiment of the
present invention;
[0032] FIG. 14 is a diagram showing a payout table for a
multi-player-type playing game according to the embodiment of the
present invention;
[0033] FIG. 15 is a flowchart showing a processing flow in the
single play game according to the embodiment of the present
invention;
[0034] FIG. 16 is a flowchart showing the processing operation for
determining a multi-player-type playing game according to the
embodiment of the present invention;
[0035] FIG. 17 is a flowchart showing the processing operation in a
multi-player-type playing game according to the embodiment of the
present invention;
[0036] FIG. 18 is a continued flow chart from FIG. 17;
[0037] FIGS. 19 and 20 are diagrams showing an example for a basic
game, which is a single play game according to the embodiment of
the present invention;
[0038] FIG. 21 is a display example which is displayed during game
selection of the pop-up pirate game for the multi-player-type
playing game in the gaming machine in the embodiment of the present
invention; and
[0039] FIGS. 22 to 24 are display examples of the pop-up pirate
game for the multi-player-type playing game in the gaming
machine.
DETAILED DESCRIPTION OF THE INVENTION
[0040] The embodiments of the present invention are hereinafter
described in detail with reference to the attached drawings.
[0041] A description is provided regarding a schematic
configuration of a gaming system 10 according to the present
embodiment with reference to FIG. 1. FIG. 1 is a block diagram
showing a configuration of a gaming system 10 according to the
present invention. In the gaming system 10 shown in FIG. 1, a
network 12 is connected with a plurality of gaming machines 13 and
a central controller 11.
[0042] The central controller 11 controls each gaming machine 13
via the network 12. More specifically, the central controller 11
performs processing for determining team play for a
multi-player-type playing game, which is illustrated later in FIG.
16. The central controller 11 also performs processing for team
play for a multi-player-type playing game described in FIGS. 17 and
18. The central controller 11 determines whether to move to the
multi-player-type playing game or not (the details are described
later). Furthermore, in the present embodiment, the
multi-player-type playing game is a game in which a player tries
not to select a specified symbol from a plurality of selections, as
shown in FIG. 22 described later. The specified symbol is, for
example, the hole among a plurality of holes shown in FIG. 22 where
a doll with a black beard flies as soon as a player inserts a sword
therein. Another example is, for example, that a player draws a
joker from a deck of cards. Therefore, the multi-player-type
playing game is a game in which a credit is paid out corresponding
to a player's selection of a certain symbol, and the credits which
have been accumulated are seized corresponding to the player's
selection of a specified symbol, which is a so-called pop-up pirate
game.
[0043] Each gaming machine 13, for example, serves as a slot
machine that a player can play a basic game as a single play game.
In addition, the gaming machine 13 performs a multi-player-type
playing game (hereinafter, a pop-up pirate game) instead of
performing a single play game, in response to receiving a signal
for starting a multi-player-type playing game from the central
controller 11. The pop-up pirate game is performed by being
controlled using the central controller 11 in the present
embodiment. Since the gaming machine 13 which a player uses serves
as a terminal for the pop-up pirate game, the player can operates
the pop-up pirate game.
[0044] Based on the configuration, the player can enjoy a single
play game using the gaming machine 13. In addition, the player can
also enjoy the multi-player-type playing game as well, which is
different from the single play game.
[0045] Furthermore, by controlling the multi-player-type playing
game using one gaming machine 13, the central controller 11 may
serve as a hub which controls communication between one gaming
machine 13 and the other gaming machine 13.
[0046] FIG. 2 is a perspective view which shows an external
configuration of the gaming system 10 according to the present
embodiment. As shown in FIG. 2, the gaming system 10 includes a
plurality of gaming machines 13. The gaming machine 13 performs a
single play game described later in FIG. 15, and also performs the
multi-player-type playing game as well under predetermined
conditions, which is described later in FIGS. 17 and 18.
[0047] A plurality of gaming machines 13 is connected to the
central controller 11 (not shown) via the network 12 (not
shown).
[0048] In addition, the gaming system 10 as shown in FIG. 2 is
provided with a large-size monitor 16 at a place where players at a
plurality of gaming machines 13 can see. In FIG. 2, a plurality of
the gaming machine 13 (six gaming machines in the present
embodiment) are provided so as to allow the players sitting on
chairs 14 at the respective gaming machines 13 to see the
large-size monitor 16. The players' situations, such as operations
of selecting, may be displayed in the monitor 16 for showing a
status of the multi-player-type playing game. For example, images
of the players captured by a movable viewpoint camera 17 described
later may be displayed as necessary. In this case, the monitor 16
is also connected to the central controller 11. The monitor 16 may
directly connect with a central controller 11, and it may be
connected through the network 12.
[0049] Furthermore, the gaming system 10 includes a plurality of
movable viewpoint cameras 17 (three in the present embodiment) The
movable viewpoint cameras 17 are installed on the upper end of the
monitor 16, which allows images of the player's expressions to be
captured. The images captured by the movable view point cameras 17
may be displayed on the large-size monitor 16. Alternatively, the
images may be displayed on a liquid crystal displays 30 (see FIG.
3) of the gaming machines 13. The gaming system 10 is installed in
an amusement facility such as a casino.
[0050] FIG. 3 is a perspective diagram illustrating the gaming
machine 13 according to the embodiment of the present invention.
The gaming machine 13 includes a cabinet 20. The cabinet 20 has a
structure in which the face facing the player is open. The cabinet
20 includes various kinds of components. Such components include: a
controller 100 (see FIG. 5) for electrically controlling the gaming
machine 13; a hopper 44 for controlling insertion, retaining, and
paying out of coins (game medium) (see FIG. 5), etc. The game
medium is not restricted to coins. In addition, examples of such
game media include medals, tokens, electronic money or electronic
value information (credits) having the same value.
[0051] The liquid crystal display 30 is installed substantially in
the middle of the front face of the cabinet 20, and the liquid
crystal display 40 is installed in upper side of the cabinet
20.
[0052] The liquid crystal display 30 is provided for displaying
various kinds of images with respect to the game such as images for
visual effects. Such a configuration allows the player to advance
the game while visually confirming various kinds of images
displayed on the liquid crystal display 30. In the single play
game, a slot game shown in FIGS. 19 and 20 described later is
displayed. In addition, in the multi-player-type playing game (the
pop-up pirate game), a game shown in FIGS. 22 through 24 is
displayed.
[0053] In a configuration in which the gaming machine 13 includes
video reels, five virtual reels are displayed on the liquid crystal
display 30. It should be noted that the term video reel as used
here represents a mechanism for displaying a reel on the liquid
crystal display 30 in the form of an image. Multiple kinds of
symbols necessary for the single play game include "BONUS", "WILD",
"TREASURE BOX", "GOLDEN MASK", "HOLY CUP", "COMPASS & MAP",
"SNAKE", "A", "K", "Q", "J", and "10". With such an arrangement,
the liquid crystal display 30 displays these symbols with an image
as if the reel has rotated.
[0054] The liquid crystal display 40 in the upper side of the
liquid crystal display 30 serves as a sub display, which displays
rules of the single play game and the multi-player-type playing
game, demonstration images, and the like. In addition, the liquid
crystal display 40 may also be configured to display player's
expression.
[0055] Furthermore, sound transmission openings 29a and 29b are
provided to both upper left and right sides of the liquid crystal
display 40. Here, the sound transmission openings 29 are provided
for transmitting sound effects generated by a speaker 41 (see FIG.
5) stored within the cabinet 20. The sound transmission openings
29a and 29b generate sound effects and the like in accordance with
the progress of the game. Decorative lamps 42a and 42b are provided
on both right and left sides of the substantially center portion of
the gaming machine 13. The decorative lamps 42a and 42b emit light
in accordance with the progress of the game.
[0056] The gaming machine 13 includes a substantially horizontal
operation unit 21 below the liquid crystal display 30. A coin
insertion opening 22 is provided on the right side of the operation
unit 21, which allows the player to insert coins. On the other
hand, the components provided to the left side of the operation
unit 21 include: a bet switch 23 which allows the player to
determine which lines are to be set to active pay lines among nine
lines L1, L2, L3, L4, L5, L6, L7, L8, and L9, for providing an
award described later (which will simply be referred to as "active
pay lines" hereafter), and which allows the player to select the
amount of coins as game media which are to be bet on the active pay
lines; a spin repeat bet switch 24 which allows the player to play
the game again without changing the amount of coins bet on the
active pay lines from that in the immediately prior game. Such an
arrangement allows the player to set the amount of coins bet to the
active pay line by performing a pressing operation on either the
bet switch 23 or the spin repeat bet switch 24.
[0057] With the operation unit 21, a start switch 25 is provided on
the left side of the bet switch 23, which allows the player to
input a start operation instruction for the single play game in
increments of games. Upon performing a pressing operation on either
the start switch 25 or the spin repeat bet switch 24, which serves
as a trigger to start the game, the image that the five video reels
3A to 3E start to rotate is displayed.
[0058] A cash out switch 26 is provided near the coin insertion
opening 22 on the operation unit 21. Upon the player pressing the
cash out switch 26, the inserted coins are paid out from a coin
payout opening 27 provided at a lower portion of the front face.
The coins thus paid out are retained in a coin tray 28.
[0059] FIG. 4 is an enlarged view which shows the display region of
the gaming machine 13. The gaming machine 13 has the nine lines L1
through L9 for providing awards as shown in FIG. 4. Each of the
lines L1 through L9 for providing awards is formed such that it
extends so as to pass through one of the symbols for each of the
video reels 3A to 3E when the five video reels have stopped.
[0060] Upon pressing the bet switch 23 once, the line L3 for
providing a third award, the line L5 for providing a fifth award,
and the line L7 for providing a seventh award, are set to be active
pay lines, and one coin is input as a credit medal, for
example.
[0061] Furthermore, upon pressing the bet switch 23 twice, the line
L1 for providing a first award, the line L4 for providing a fourth
award, and the line L8 for providing an eighth award, are set to be
active pay lines, in addition to the three lines, and two coins are
input as credit medals, for example. Moreover, upon pressing the
bet switch 23 three times, the line L2 for providing a second
award, the line L6 for providing a sixth award, and the line L9 for
providing a ninth award, are set to be active pay lines, in
addition to the six lines, and three coins are input as credit
medals, for example.
[0062] The game available in the present embodiment is a single
play game in which a predetermined set of symbols are made along
the active pay lines. When the single play game is performed, it
shifts to the multi-player-type playing game by receiving a start
signal for the multi-player-type playing game.
[0063] Furthermore, various kinds of display units, i.e., a payout
display unit 48, a credit amount display unit 49, and a bet amount
display unit 50, are provided on the upper part of the liquid
crystal display 30. The payout display unit 48 is a component for
displaying the amount of the coins paid out when a specified
combination of the symbols has been displayed along any one the
active pay lines for providing an award. The credit amount display
unit 49 is a component for displaying the amount of the coins
retained in the gaming machine 13 in the form of credits. The bet
amount display unit 50 is a component for displaying the bet amount
which is the amount of coins bet on the active pay lines.
[0064] FIG. 5 is a block diagram which shows an electrical
configuration of the controller 100 of the gaming machine 13. As
shown in FIG. 5, the controller 100 of the gaming machine 13 is a
micro computer, and includes an interface circuit group 102, an
input/output bus 104, a CPU 106, ROM 108, RAM 110, a communication
interface circuit 111, a random number generator 112, a speaker
driving circuit 122, a hopper driving circuit 124, a lamp driving
circuit 126, and a display/input controller 140.
[0065] The interface circuit group 102 is electrically connected
with the input/output bus 104, which carries out input and output
of data signals or address signals for CPU 106.
[0066] The start switch 25 is electrically connected with the
interface circuit group 102. In the interface circuit group 102, a
start signal generated by the start switch 25 is converted into a
predetermined form of signal to be supplied to the input/output bus
104.
[0067] Furthermore, the bet switch 23, the spin repeat bet switch
24, and the cash out switch 26 are connected to the interface
circuit group 102. Each of the switching signals output from these
switches 23, 24, and 26 is also supplied to the interface circuit
group 102, and is converted into a predetermined signal by the
interface circuit group 102. The switching signals thus converted
are supplied to the input/output bus 104.
[0068] A coin sensor 43 is also electrically connected with the
interface circuit group 102. The coin sensor 43 detects coins
inserted into the coin insertion slot 22, and is disposed at an
appropriate position relative to the coin insertion slot 22. The
sensing signal output from the coin sensor 43 is also supplied to
the interface circuit group 102, and is converted into a
predetermined signal by the interface circuit group 102. The
sensing signal thus converted is supplied to the input/output bus
104.
[0069] The ROM 108 and the RAM 110 are connected to the
input/output bus 104.
[0070] When the start switch 25 accepts an instruction for starting
a single play game, the CPU 106 reads a single play game program
and executes the single play game. The single play game program has
been programmed so as to instruct the CPU 106 to perform the
following operations of displaying an image of the five video reels
commencing to scroll the symbols on the five video reels on the
liquid crystal display 30 via the display/input controller 140;
then displaying an image of the five video reels stopping such that
the combination of the symbols on these five video reels is
rearranged, upon which a new combination of the symbols is made
along the active pay lines. In a case where a specified combination
of the stationary symbols for providing an award has been made
along any one of the active pay lines, the CPU 106 pays out a
predetermined amount of coins corresponding to the specified
combination for providing the award.
[0071] Furthermore, the CPU 106 controls the multi-player-type
playing game. Specifically, the CPU 106 controls the team play game
based on a signal transmitted from the central controller 11 via a
communication interface circuit 111, which is described later.
[0072] The ROM 108 stores: a control program for central control of
the gaming machine 13; a program for executing a routine shown in
FIGS. 15 through 17 (which is referred to as "the routine execution
program" hereafter); initial data for executing the control
program; and various data tables used for determination processing.
It should be noted that the routine execution program includes the
single play game program and the like. On the other hand, examples
of the data tables include tables such as those shown in FIGS. 9
through 11. The RAM 110 temporarily stores flags, variables, etc.,
used for the control program.
[0073] Furthermore, a communication interface circuit 111 is
connected to the input/output bus 104. The communication interface
circuit 111 is a circuit for communicating with the central
controller 11 etc., via the network 12 including various kinds of
networks such as a LAN. With the present embodiment, in a case that
a predetermined condition has been satisfied in the single play
game, the CPU 106 switches the game to the multi-player-type
playing game. In this case, the CPU 106 transmits a start signal
for the multi-player-type playing game to the central controller 11
etc., via the communication interface circuit 111. Furthermore, the
CPU 106 receives data necessary for displaying an image of the
multi-player-type playing game from the central controller 11 via
the communication interface circuit 111, and displays the image
thus received on the liquid crystal display 30 as the image of the
multi-player-type playing game. Subsequently, the liquid crystal
display 30 serves as a terminal which the gaming machine 13
performs operations in the multi-player-type playing game.
[0074] The random number generator 112 for generating a random
number is connected to the input/output bus 104. The random number
generator 112 generates random numbers in a predetermined range of
"0" to "65535" (the sixteenth power of two minus one), for example.
Alternatively, an arrangement may be made in which the CPU 106
generates a random number by computation.
[0075] The speaker drive circuit 122 for the speakers 41 is also
electrically connected with the input/output bus 104. The CPU 106
reads the sound data stored in the ROM 108, and transmits the sound
data thus read to the speaker driving circuit 122 via the
input/output bus 104. In this way, the speakers 41 generate
predetermined sound effects.
[0076] The hopper drive circuit 124 for driving the hopper 44 is
also electrically connected with the input/output bus 104. Upon
reception of a cash out signal input from the cash out switch 26,
the CPU 106 transmits a driving signal to the hopper driving
circuit 124 via the input/output bus 104. Accordingly, the hopper
44 pays out coins such that the amount thereof is equivalent to the
current number of coins remaining as credits, which is stored in a
predetermined memory area of the RAM 110.
[0077] The lamp drive circuit 126 for driving the decorative lamps
42a and 42b is also connected with the input/output bus 104. The
CPU 106 transmits the signal for driving the lamps according to the
predetermined conditions based on the program stored in the ROM 108
to the lamp driving circuit 126. Thus, decorative lamps 42a and 42b
blinks and the like.
[0078] The display/input controller 140 is connected to the
input/output controller 140. The CPU 106 creates an image display
command corresponding to the state and results of the game, and
outputs the image display command thus created to the display/input
controller 140 via the input/output bus 104. Upon reception of the
image display command input from the CPU 106, the display/input
controller 140 creates a driving signal for driving the liquid
crystal display 30 according to the image display command thus
input, and outputs the driving signal thus created to the liquid
crystal display 30. As a result, a predetermined image is displayed
on the liquid crystal display 30. The display/input controller 140
transmits the signal input through the touch panel 32 provided on
the liquid crystal display 30 to the CPU 106 via the input/output
bus 104 in the form of an input signal. In addition, the image
display command includes commands corresponding to a payout display
unit 48, a credit amount display unit 49, and a bet amount display
unit 50.
[0079] FIG. 6 is a block diagram illustrating an electrical
configuration of the display/input controller 140 of the gaming
machine 13. The display/input controller 140 of the gaming machine
13 is a sub-microcomputer for performing image display processing
and input control for the touch panel 32. The display/input
controller 140 includes an interface circuit 142, an input/output
bus 144, a CPU 146, ROM 148, RAM 150, a VDP 152, video RAM 154,
image data ROM 156, a driving circuit 158, and a touch panel
control circuit 160.
[0080] The interface circuit 142 is connected to the input/output
bus 144. The image display command output from the CPU 106 of the
controller 100 is supplied to the input/output bus 144 via the
interface circuit 142. The input/output bus 144 performs
input/output of data signals or address signals to and from the CPU
146.
[0081] The ROM 148 and the RAM 150 are connected to the
input/output bus 144. The ROM 148 stores a display control program
for generating a driving signal, which is to be supplied to the
liquid crystal display 30, according to an image display command
received from the CPU 106 of the controller 100. On the other hand,
the RAM 150 stores flags and variables used in the display control
program.
[0082] The VDP 152 is connected to the input/output bus 144. The
VDP 152 includes a so-called sprite circuit, a screen circuit, a
palette circuit, etc., and can perform various kinds of processing
for displaying images on the liquid crystal display 30. With such
an arrangement, the components connected to the VDP 152 include:
the video RAM 154 for storing image data according to the image
display command received from the CPU 106 of the controller 100;
and the image data ROM 156 for storing various kinds of image data
including the image data for visual effects, etc. Furthermore, the
driving circuit 158 for outputting a driving signal for driving the
liquid crystal display 30 is connected to the VDP 152.
[0083] The CPU 146 instructs the video RAM 154 to store the image
data which is to be displayed on the liquid crystal display 30
according to the image display command received from the CPU 106 of
the controller 100 by reading the display control program stored in
the ROM 148 and by executing the program thus read. Examples of the
image display commands include various kinds of image display
commands including the image display commands for visual effects,
etc.
[0084] The image data ROM 156 stores various kinds of image data
including the image data for visual effects, etc.
[0085] The touch panel control circuit 160 transmits the signals
input via the touch panel 32 provided on the liquid crystal display
30 to the CPU 106 via the input/output bus 144 in the form of an
input signal.
[0086] FIG. 7 is a block diagram illustrating an electrical
configuration of a controller 200 of the central controller 11. As
shown in FIG. 7, the central controller 11 includes the controller
200 of the central controller 11 and several peripheral devices.
Furthermore, a plurality of gaming machines (six gaming machines in
the embodiment) 13 are connected to the central controller 11 via
the communication interface circuit 212 of the central
controller.
[0087] Furthermore, the controller 200 of the central controller 11
includes an input/output bus 204, a CPU 206, ROM 208, RAM 210, a
communication interface circuit 212, a timer 214, and a display
controller 220.
[0088] The ROM 208 and the RAM 210 are connected to the
input/output bus 204.
[0089] The CPU 206 performs various kinds of processing according
to an input signal supplied from each of the gaming machines 13,
and data and programs stored the ROM 208 and the RAM 210.
Furthermore, the CPU 206 transmits command signals to the gaming
machines 13 based upon the results of the processing thus
performed. Thus, the CPU 206 centrally controls each of the gaming
machines 13, thereby advancing the game.
[0090] The ROM 208 includes semiconductor memory or the like, for
example. The ROM 208 stores a program for providing basic functions
of the central controller 11, a program for providing the functions
of the movable viewpoint cameras 17, a program for centrally
controlling each of the gaming machines 13. Examples of such
programs include a program shown in FIGS. 16 through 18.
[0091] More specifically, the ROM 208 is provided with a storage
area (not shown) for storage a random number table for shifting to
a multi-player-type playing game for determining whether to shift
to the multi-player-type playing game or not (FIG. 12), and a
storage table for a multi-player-type playing game for storage
information regarding the multi-player-type playing game (FIG.
13).
[0092] On the other hand, the RAM 210 temporarily stores bet
information in each gaming machines with respect to an area storing
an award for the multi-player-type playing game, the amount of
jackpot accumulated up to the current point in time, and the
results of the processing executed by the CPU 206, etc.
[0093] The timer 214 for performing time measurement is connected
to the input/output bus 204. The time information supplied from the
timer 214 is transmitted to the CPU 206 via the input/output bus
204. The CPU 206 performs processing for determining a starting
condition for the multi-player-type playing game, which is
described later, based upon the time information received from the
timer 214.
[0094] Furthermore, the display controller 220 is connected to the
input/output bus 204. The CPU 206 performs various kinds of
processing based upon the data and programs stored in the ROM 208
and the RAM 210. The CPU 206 controls the monitor 16 and captures
images based upon the results of the processing thus performed.
[0095] Furthermore, the movable viewpoint cameras 17 are connected
to the input/output bus 204. The CPU 206 performs various kinds of
processing based upon the data and programs stored in the ROM 208
and the RAM 210. The CPU 206 controls the movable viewpoint cameras
17 and captures images based upon the results of the processing
thus performed.
[0096] FIG. 8 shows symbol lines on which 21 symbols arranged on
each video reel 3A to 3E are represented. The symbol line for the
first video reel corresponds to the video reel 3A. The symbol line
for the second video reel corresponds to the video reel 3B. The
symbol line for the third video reel corresponds to the video reel
3C. The symbol line for the fourth video reel corresponds to the
video reel 3D. The symbol line for the fifth video reel corresponds
to the video reel 3E.
[0097] Referring to FIG. 8, a code number of "00" to "20" is
referred to for each symbol of video reels 3A to 3E. These code
numbers are converted to be data in a data table so as to be stored
in the ROM 108 (FIG. 5).
[0098] On each video reel 3A to 3E, a symbol line is represented
with symbols as follows: "Bonus" symbol (symbol 61) (hereafter,
"Bonus"), "Wild" symbol (symbol 62) (hereafter, "Wild"), "Treasure
Chest" symbol (symbol 63) (hereafter, "Treasure Chest"), "Golden
Mask" symbol (symbol 64) (hereafter, "Golden Mask"), "Holy Cup"
symbol (symbol 65) (hereafter, "Holy Cup"), "Compass and Map"
symbol (symbol 66) (hereafter, "Compasses and Map"), "Snake" symbol
(symbol 67) (hereafter, "Snake"), "Ace" symbol (symbol 68)
(hereafter, "Ace"), "King" symbol (symbol 69) (hereafter, "King"),
"Queen" symbol (symbol 70) (hereafter, "Queen"), "Jack" symbol
(symbol 71) (hereafter, "Jack"), and "10" symbol (symbol 72)
(hereafter, "10"). The symbol line of each video reel 3A to 3E
displays an image moving to the direction of the arrow in FIG. 8
(moving below from the top) by displaying an image that the each
video reel 3A to 3E is being rotated in forward direction.
[0099] Here in the present embodiment, each combination of "Bonus",
"Wild", "Treasure Chest", "Golden Mask", "Holy Grail", "Compass and
Map", "Ace", "King", "Queen", "Jack" and "10" is set as an award
combination. A combination (combination data) is control
information which relates credits awarded to a player (the amount
of payout of coins) to a combination of an award combination, and
which is used for stop control of each video reel 3A through 3E,
change (shift) of a game state, awarding of coins, and the
like.
[0100] In addition, a single play game which causes symbols to be
achieved along an active pay line can be performed in the present
embodiment.
[0101] FIG. 9 shows a symbol arrangement table. The symbol
arrangement table relates the code number indicating the position
of each symbol which constitutes the symbol lines to each symbol of
the respective video reels 3A to 3E, and then, registers thereof.
In addition, the first video reel through the fifth video reel
corresponds to the video reels 3A to 3E, respectively. In other
words, the symbol arrangement table includes symbol information
corresponding to the symbol position (the code number) of video
reels 3A to 3E.
[0102] FIG. 10 shows a single play game random number table used in
the single play game performed by the gaming machine 13 described
later with reference to FIG. 15. In the single play game random
number table, a range of random numbers and the probability of
winning are registered in association with each of the specified
winning combinations. Accordingly, in the combination determination
processing (Step S6 shown in FIG. 15), in a case that a random
number lying in a range of numbers "0" to "29" is extracted from a
range of numbers of "0" to "65535", for example, the internal
component of the gaming machine 13 determines to generate a
specified combination for providing a BONUS award which is the
final result of the game in the single play game. In other words,
the probability is "30/65536" that the combination of the
stationary symbols matches a specified combination for providing
the "BONUS" winning. Furthermore, in a case that a random number
lying in a range of "3000" to "3999" is extracted from a range of
numbers of "0" to "65535", for example, the internal component of
the gaming machine 13 determines to generate a specified
combination for providing a K winning as the final result of the
single play game. In other words, the probability is 1000/65536
that the combination of the stationary symbols matches a specified
combination for providing the "K" award. On the other hand, in a
case that a random number lying in a range of "10000" to "65535" is
extracted from a range of numbers of "0" to "65535", the internal
component of the gaming machine 13 determines to generate other
combinations, i.e., losing combinations, as the final results of
the single play game. In other words, the probability is
"55536/65536" that the combination of the stationary symbols
matches any one of the losing combinations.
[0103] FIG. 11 shows a single play game payout table used in the
single play game described later with reference to FIG. 15. In the
single play game payout table, the coin amount to be paid out is
registered in association with each specified combination for
providing an award for each credit amount bet on one game.
Therefore, in cases in which a determination is made whether the
combination thus generated matches any one of winning combinations
for providing an award, for example, when the combination thus
generated matches the combination "K", where the credit amount bet
is "1", 4 coins are paid out. In cases where the credit amount bet
is "2", 8 coins are paid out. In cases where the credit amount bet
is "3", 12 coins are paid out. On the other hand, in the case in
which the combination thus generated matches the combination
"BONUS", and then, in the case that the credit amount bet is "1",
100 coins credit data is transmitted to the central controller 11.
In the same way, in the case that the credit amount bet is "2", 200
coins credit data is transmitted to the central controller 11.
Furthermore, in the case that the credit amount bet is "3", 300
coins credit data is transmitted to the central controller 11.
[0104] FIG. 12 is a diagram showing a random number table for
shifting to a multi-player-type playing game used in processing for
determining a multi-player-type playing game described later in
FIG. 16. In the random number table for shifting to a
multi-player-type playing game, a range of random numbers and a
probability to be determined for shifting are registered in
association with shifting or not. Therefore, in the random number
table for shifting to a multi-player-type playing game described
later (Step S23 of FIG. 16), for example, in a case where a random
number lying in a range of "0" to "99" extracted from a range of
numbers of "0" to "65535", the internal component of the central
controller 11 determines to shift to the multi-player-type playing
game, which is a bonus game. In other words, the probability to
shift to the multi-player-type playing game becomes "100/65,536".
On the other hand, the probability that the multi-player-type
playing game is not shifted to is "65,436/65,536".
[0105] FIG. 13 shows a storage table for the multi-player-type
playing game used in processing the multi-player-type playing game
described later with reference to FIGS. 17 and 18. The storage
table for the multi-player-type playing game can register, to each
game number representing a unit game of the multi-player-type
playing game, machine numbers which are distributed to the each
gaming machine 13 which performs a game that has the same number
among the gaming machines, the pop-up pirate machine number for
which an award is seized, and a table which can register the sword
number to display an image that swords have been inserted
previously so as not to select. The game numbers are provided in
order from 1 to 30, and thus a total of 30 games can be performed.
The machine numbers are set to assign unique numbers to the each
gaming machine 13 that performs the multi-player-type playing game,
in order from the game number 1. When the game with the game number
1 is terminated, the machine number is assigned to a game number
without any machine number. Regarding a game selection, a game
which a player selects is associated with the number. For example,
if the player selects one, "1" is set, and if the player selects
three, "3" is set. The pop-up pirate number and the sword number
are determined in processing for determining the pop-up number
(Step S206 in FIG. 17). The image is displayed that the swords of
some numbers among seven numbers have already pierced. In addition,
players cannot select the numbers which has been already assigned
to the swords. Furthermore, if a player selects a pop-up pirate
number, the game is terminated, and then awards that the player has
obtained in the previous multi-player-type playing game are
seized.
[0106] FIG. 14 shows a multi-player-type playing game payout table
used in the multi-player-type playing game described later with
reference to FIGS. 17 and 18. In the multi-player-type playing game
payout table, the amount of credits which a player can obtain per
unit game is registered. Therefore, ten credits are given if the
number of selection is "1". Furthermore, a total of 30 credits is
given since an additional 20 credits are given if the number of
selection is "2". In addition, a total of 60 credits are given
since an additional 30 credits are given if the number of selection
is "3". In addition, these credits are stored cumulatively for each
of the gaming machines 13 in the RAM 210 of the central controller
11. Then, upon terminating the multi-player-type playing game,
these credits are transmitted to the gaming machines which the
players, except for the player who drew the pop-up pirate,
operate.
[0107] FIG. 15 is a flow chart showing a flow of the processing
operation in the single play game of the gaming machine 13 executed
by the controller 100 of the gaming machine 13. The processing
operation is called from a main program for the slot machine 13 at
a predetermined timing, and then executed.
[0108] A description is provided below regarding a case in which
the slot machine 13 has been activated beforehand. Furthermore, let
us say that the variables used by the CPU 106 included in the
controller 100 have been initialized to predetermined values,
thereby operating the slot machine 13 in a normal state.
[0109] First, the CPU 106 included in the controller 100 determines
whether or not any coins inserted by the player are remaining (Step
S1). More specifically, CPU 106 reads the amount of credits C
stored in the RAM 110, and executes processing according to the
amount of credits C. When the amount of credits C equals "0" (NO in
Step S1), the CPU 106 terminates the routine without executing any
processing, since it cannot start a game. When the amount of
credits C is not less than "1" (YES in Step S1), the CPU 106
determines that coins remain as credits, and the CPU 106 moves the
processing to Step S2.
[0110] Upon moving to Step S2, the CPU 106 determines whether to
receive a start signal for the multi-player-type playing game or
not. In the case that the CPU 206 has received the start signal (in
the case of YES in the determination processing in Step S2), the
flow proceeds to Step S12 according to the instruction from the CPU
106. In the case that the CPU 206 has not received this signal (in
the case of NO in the determination processing in Step S2), the
flow proceeds to Step S2 according to the instruction from the CPU
106.
[0111] In the following Step S12, the CPU 106 performs a
multi-player-type playing game processing described later with
reference to FIGS. 17 and 18. Subsequently, upon terminating the
multi-player-type playing game, the flow proceeds to Step S3
according to the instruction from the CPU 106.
[0112] Next, in Step S3, the CPU 106 determines whether or not a
pressing operation has been applied to the spin bet repeat switch
24. When the switch 24 has been pressed and the CPU 106 receives an
operation signal from the switch 24 (YES in Step S3), the CPU 106
moves the processing to Step S13. On the other hand, when the CPU
106 does not receive the operation signal from the switch 24 after
a predetermined period of time elapses (NO in Step S3), the CPU 106
determines that the switch 24 has not been pressed and moves the
processing to Step S4.
[0113] In the following Step S4, the CPU 106 sets the game
conditions. Specifically, the CPU 106 determines the amount of
coins bet on the active pay lines in this game based on the
operation of the bet switch 23. Then, the CPU 106 determines the
bet amount to be bet on the active pay lines based upon the number
of times signals that indicate operation of the bet switch 23 have
been received, and stores the bet amount thus determined in a
predetermined memory area of the RAM 110. The CPU 106 reads the
amount of credits C stored in a predetermined memory area of the
RAM 110, and subtracts the total bet amount, which is the sum of
the bet amounts, from the amount of credits C thus read. Then, the
CPU 106 stores the subtracted value in a predetermined memory area
of the RAM 110. Subsequently, CPU 106 moves the processing to Step
S5.
[0114] In the following Step S5, the CPU 106 determines whether the
start switch 25 is ON, and then, waits for the start switch 25 to
be operated. Upon the start switch 25 being operated, and
accordingly, upon the operation signal being input from the start
switch 25 (in a case of YES in the determination processing in Step
S5), the CPU 106 determines that the start switch 25 has been
operated, and the flow proceeds to Step S6.
[0115] On the other hand, in Step S13, the CPU 106 determines
whether the amount of credits C is at least the total bet number in
a previous game. In other words, the CPU 106 determines whether it
can start a game in response to a pressing operation applied to the
spin repeat bet switch 24. Specifically, in a case that the spin
repeat bet switch 24 has been pressed, and accordingly, in a case
that the operation signal has been input from the switch 24, the
CPU 106 reads the amount of credits C and the bet amount bet on
each of the active pay lines L1 to L9 in the previous game stored
in the predetermined memory areas of the RAM 110. Then, the CPU 106
determines whether or not the amount of credits C is at least the
total bet amount bet in the previous game based upon the relation
between the amount of credits C and the bet amount thus read. When
the CPU 106 determines that the amount of credits C is less than
the total bet number (NO in Step S13), the CPU 106 terminates the
routine without any processing, since it cannot start a game. On
the other hand, in a case where determination has been made that
the amount of credits C is at least the total bet amount bet in the
previous game (in a case of YES in the determination processing in
Step S13), the CPU 106 subtracts the total bet amount bet in the
previous game from the amount of credits C, and stores the
subtracted value in a predetermined area of the RAM 110.
Subsequently, CPU 106 moves the processing to Step S6.
[0116] In the following Step S6, the CPU 106 performs processing
for determining the combination. Specific description will be made
below regarding processing for determining the combination.
[0117] In the processing for determining the combination, first,
the CPU 106 determines the combinations of the stationary symbols
along the active pay lines. Specifically, the CPU 106 issues a
command for the random number generator 112 to generate a random
number, thereby extracting a random number in a predetermined range
(in a range of "0" to "65535" in the present embodiment) generated
by the random number generator 112. The CPU 106 stores the random
number thus extracted in a predetermined memory area of the RAM
110. It should be noted that a description is being provided in the
present embodiment regarding an arrangement in which the random
number is generated by the random number generator 112, which is a
separate component from the CPU 106. In addition, an arrangement
may be made in which the random number is generated by computation
processing by the CPU 106 without involving the random number
generator 112. The CPU 106 reads the random number table for the
single play game (see FIG. 10), and a specified combination table
for providing an award (not shown), each of which is stored in the
ROM 108. Then, the CPU 106 stores the random number table for the
single play game and the specified combination table for providing
an award thus read in a predetermined memory area of the RAM 110.
Note that the CPU 106 controls display of the stationary symbols
for each reel based upon the random number table for the single
play game. Furthermore, the CPU 106 reads the random number table
for the single play game and the specified combination table for
providing an award stored in the predetermined area of the RAM 110.
Then, the CPU 106 determines the combination of the stationary
symbols with respect to the active pay lines with reference to the
random number table for the single play game, using the random
number stored in the predetermined memory region of the RAM 110 as
a parameter. Upon determination of specified combinations for
providing an award, the CPU 106 stores the specified combination
data for providing an award thus determined in a predetermined
memory area of the RAM 110. Then, the CPU 106 reads the random
number and the specified combination data for providing an award
stored in the predetermined memory area of the RAM 110, and
determines the combination of the symbols to be displayed to be
stationary based upon the random number and the specified
combination data for providing an award thus read. In this stage, a
symbol arrangement table (see FIG. 9) stored in the ROM 108 is read
by the CPU 106. The symbol arrangement table thus read is stored in
a predetermined memory area of the RAM 110, and used as reference
data. The CPU 106 stores the data for the stationary symbols thus
determined in a predetermined memory area of the RAM 110.
Alternatively, an arrangement may be made in which the stationary
symbols are determined for each reel using the random number table
for the single play game.
[0118] Upon determination of the combination of the symbols when
stationary with respect to the active pay lines, the CPU 106
determines whether the combination of the stationary symbols with
respect to the active pay lines matches any one of the specified
combinations for providing an award. In a case where the
combination of the stationary symbols with respect to the active
pay lines matches any one of the specified combinations for
providing an award, the CPU 106 activates a flag, which indicates
that the player has won the award that corresponds to the kind of
specified combination for providing an award, in order to provide
the award that corresponds with the specified combination of
symbols with respect to the active pay lines for providing the
award. The activated flag, which indicates the player has won an
award, is stored in a predetermined area of the RAM 110 according
to the instruction from the CPU 106. On the other hand, in a case
where the combination of the stationary symbols with respect to the
active pay lines matches any one of the other combinations, i.e.
the losing combinations, the CPU 106 does not activate the flag
which indicates that the player has won an award. Subsequently, the
CPU 106 moves the processing to Step S7.
[0119] In the following Step S7, the CPU 106 instructs the video
reels 3A through 3E to start to rotate. Specifically, the CPU 106
displays an image which shows rotating the video reels 3A to 3E, in
sequence or simultaneously, based upon the symbol arrangement table
stored in the RAM 110.
[0120] Upon displaying the image which shows the video reels 3A to
3E starting to rotate, the CPU 106 waits for a predetermined period
of time to elapse (Step S8). After the predetermined period of time
has elapsed (in a case of YES in the determination processing in
Step S8), the CPU 106 instructs the video reels 3A to 3E to
automatically stop rotating (Step S9). Specifically, the CPU 106
displays an image which shows the video reels 3A to 3E stopping
rotation in sequentially or simultaneously such that the stationary
symbols, which correspond to the specified combinations for
providing an award determined in the Step S6, are displayed within
a display region that has a visually interactive relationship with
the player. Subsequently, the CPU 106 advances the flow to Step
S10.
[0121] In the following Step S10, the CPU 106 determines whether or
not a predetermined symbol combination has been formed based upon
the results of the combination determination processing performed
in Step S6. Specifically, the CPU 106 makes this determination
based upon the state of the flag that indicates whether the player
has won an award with respect to the active pay lines stored in the
predetermined memory area of the RAM 110. In a case where the flag,
which indicates that the player has won an award, has not been
activated, i.e. in a case where the symbol combination matches a
combination of "Others", which is a combination other than the
specified combinations for providing an award (in a case of NO in
the determination processing in Step S10), the CPU 106 determines
that the specified combination for providing an award has not been
formed, and ends this routine. On the other hand, in a case where
the flag, which indicates that the player has won an award, has
been activated, i.e. in a case where the symbol combination matches
any one of the combinations other than the combination of "Others"
(in a case of YES in the determination processing in Step S10), the
flow proceeds to Step 11 according to the instruction from the CPU
106.
[0122] In a case where the flow has proceeded to Step S11, the CPU
106 pays out the amount of coins corresponding to the specified
combination for providing an award. Specifically, the CPU 106
calculates the amount of coins to be paid out for the specified
combination for providing an award, with reference to the single
play game payout table. The CPU 106 reads the credit amount stored
in the predetermined memory area of the RAM 110. Then, the CPU 106
calculates the sum total amount of coins to be paid out thus
calculated and the credit amount thus read, and stores the sum thus
calculated in a predetermined memory area of the RAM 110. The CPU
106 displays the value thus stored on the credit amount display
unit 49. The CPU 106 then ends the routine.
[0123] In addition, a portion of the credits may be stored as a
jackpot. In this case, the jackpot thus stored may be paid back to
a player in a multi-player-type playing game described later if a
predetermined condition is satisfied.
[0124] Subsequently, FIG. 16 is a flowchart showing a processing
operation for determining a multi-player-type playing game which is
a bonus game in the central controller 11, which is performed by
the controller 200 of the central controller 11. This is performed
by a main program of the central controller 11 which has been
previously performed in the case where any one of the gaming
machines 13 that can communicate with the central controller 11
performs a single play game.
[0125] In the description below, the central controller 11 has been
activated previously, and variables used in the CPU 206 included in
the controller 200 have been initialized at a predetermined value,
whereby the central controller 11 has been activated in a normal
state.
[0126] Firstly, the CPU 206 included in the controller 200 starts a
timer (Step S21). Specifically, the CPU 200 activates a timer 214
(FIG. 7). Subsequently, the flow proceeds to Step S22 according to
the instruction from the CPU 206.
[0127] Upon moving to Step S22, the CPU 206 determines whether a
predetermined amount of time has elapsed or not. Specifically, the
CPU 206 determines whether three minutes have elapsed since the
timer had started, for example. In the case where a predetermined
amount of time has elapsed (in the case of YES in the determination
processing in Step S22), the flow proceeds to Step S23 according to
the instruction from the CPU 206. In the case where a predetermined
amount of time has not elapsed (in the case of NO in the
determination processing in Step S22), the CPU 206 performs the
processing in Step S22, and waits for the period for accepting the
team play game to expire.
[0128] Upon moving the processing to Step S23, the CPU 206 performs
processing for determining a starting condition for the
multi-player-type playing game. A specific description is provided
below regarding processing for determining a starting condition for
the multi-player-type playing game.
[0129] At first, in the processing for determining a starting
condition for the multi-player-type playing game, the CPU 206
extracts random numbers generated from a predetermined range ("0"
to "65535" in the present embodiment). The CPU 206 stores the
random number thus extracted in a predetermined memory area of the
RAM 210. Furthermore, the CPU 206 reads the random number table for
shifting to the multi-player-type playing game stored in the ROM
208, and stores the random number table for shifting to the
multi-player-type playing game thus read in a predetermined memory
area in the RAM 210. Then, the CPU 206 stores a value to a shifting
flag for the multi-player-type playing game, which indicates
whether to shift to the multi-player-type playing game or not, in
the predetermined memory area in the RAM 210 based on the random
number table for shifting to the multi-player-type playing game.
Specifically, if the random number stored in the predetermined
memory area of the RAM 210 falls in a range of random numbers for
shifting to the random number table for the multi-player-type
playing game stored in the ROM 208 (a range of "0" to "99"), the
CPU 206 activates the shifting flag for the multi-player-type
playing game in the predetermined memory area of the RAM 210. The
CPU 206 does not activate a shift flag for a multi-player-type
playing game in a predetermined memory area of the RAM 210.
Subsequently, the flow proceeds to Step S24 according to the
instruction from the CPU 206.
[0130] Upon moving to Step S24, the CPU 206 determines whether to
shift to the multi-player-type playing game or not based on the
random number table for shifting to the multi-player-type playing
game. Specifically, the CPU 206 determines it based on whether the
shifting flag for the multi-player-type playing game is activated
or not. In the case of shifting to the multi-player-type playing
game (in the case of YES in the determination processing in Step
S24), the flow proceeds to Step S25. On the other hand, in the case
of not shift to the multi-player-type playing game (in the event of
determination of NO in the processing in Step S24), the CPU 206
terminates the routine. In other words, it does not shift to the
multi-player-type playing game.
[0131] Upon moving to Step S25, the CPU 206 transmits a
multi-player-type playing game start signal having a signal for
causing each gaming machine 13 to start the multi-player-type
playing game. Subsequently, the flow proceeds to Step S26 according
to the instruction from the CPU 206.
[0132] Upon moving to Step S26, the CPU 206 performs processing for
the multi-player-type playing game shown in FIGS. 17 and 18
described later. Upon terminating the multi-player-type playing
game, the CPU 206 terminates the routine.
[0133] Subsequently, FIGS. 17 and 18 are flowcharts showing the
processing operation in the multi-player-type playing game of the
gaming system 10. With reference to FIGS. 17 and 18, descriptions
are made regarding the multi-player-type playing game processing
program for the gaming machine 13 executed by the CPU 106 of the
gaming machine 13 and the multi-player-type playing game processing
program for the central controller 11 executed by the CPU 206 of
the central controller 11, in that order. It should be noted that
each of the programs shown in the flowcharts in FIGS. 17 and 18 are
stored in the ROM 108 and the RAM 110 included in the gaming
machine 13, or in the ROM 208 and the RAM 210 included in the
central controller 11. These programs are executed by the CPU 106
included in the gaming machine 13 or the CPU 206 included in the
central controller 11.
[0134] First, a description is provided regarding the
multi-player-type playing game processing program for the gaming
machine 13 with reference to FIGS. 17 and 18. In Step S101 shown in
FIG. 17, the CPU 106 transmits a start confirmation signal for a
multi-player-type playing game to the central controller 11.
Subsequently, the flow proceeds to Step S102 according to the
instruction from the CPU 106. The multi-player-type playing game
start confirmation signal at least includes data which specifies
the gaming machine 13.
[0135] In Step S102, CPU 106 receives a multi-player-type playing
game start data from the central controller 11 and displays a game
selection image shown in FIG. 21 described later on the liquid
crystal display 30 of the gaming machine 13, thereby causing a
player to select a game. Specifically, the player presses any one
of the select buttons 81 to 83 displayed on the liquid crystal
display 30 only to select a game. When the player selects any one
of the buttons, the CPU 106 transmits game select data based on the
selected information (Step S103).
[0136] In Step S104, the CPU 106 receives data of the determination
number of the specified symbol in the multi-player-type playing
game. Subsequently, the flow proceeds to Step S105.
[0137] Upon moving to Step S105, the CPU 106 displays a game image.
Specifically, the CPU 106 generates a multi-player-type playing
game image based on the data of the determination number received
in Step S104, and then displays the image shown in FIG. 22
described later on the liquid crystal display 30 of the gaming
machine 13. Subsequently, the flow proceeds to Step S106 shown in
FIG. 18.
[0138] Upon moving to Step S106 in FIG. 18, the CPU 106 transmits
data of a game result to the central controller 11. Specifically,
the CPU 106 performs the multi-player-type playing game based on a
program read from the ROM 108. Then, the CPU 106 transmits the data
of the result to the central controller 11. In addition, the timing
of transmission may be upon termination of a unit game.
Furthermore, the CPU 106 may transmit the data in response to an
event that the gaming machine 13 accepts an input from a player.
The data of the game result may be information regarding whether to
clear a game or not, data of the number selected by a player in the
multi-player-type playing game having a game number of 1, and the
like.
[0139] In addition, the other player's expression while performing
the multi-player-type playing game may be captured from the central
controller 11 so as to display thereof such as on the display 40 of
the gaming machine 13. Subsequently, the CPU 106 advances the flow
to Step S107.
[0140] In Step S107, the CPU 106 determines whether or not a game
result is cleared. In a case where the game result is cleared (in a
case of YES in the determination processing in Step S107), the flow
proceeds to Step S108 according to the instruction from the CPU
106. On the other hand, in the case where the game result is not
cleared (in the case of determination of NO in the processing in
Step S107), the CPU 106 terminates the routine.
[0141] In Step S120, the CPU 106 receives award data from the
central controller 11. Specifically, upon receiving the award data,
the CPU 106 stores the award data in the RAM 110. Subsequently, the
CPU 106 advances the processing to Step S109.
[0142] In Step S109, the CPU 106 adds up an award received in Step
S108. Specifically, the CPU 106 reads the amount of credits used in
the single play game, which is stored in the predetermined memory
area. Then, the CPU 106 calculates the sum total of the amount of
credits thus read and the credit data corresponding to the award
for the multi-player-type playing game stored in the PAM 110. Then,
the CPU 106 stores the sum thus calculated in the predetermined
memory area of the RAM 110. Furthermore, the CPU 106 displays the
sum thus calculated on the credit amount display unit 49 of the
gaming machine 13. The CPU 106 then terminates the routine.
[0143] As described above, in a case where the player has won an
award in the multi-player-type playing game, the credit that has
increased by the amount of the award is added to the coins for the
gaming machine 13. Such an arrangement allows the player to use the
award from the multi-player-type playing game in the form of coins.
This provides a closer relation between the single game and the
multi-player-type playing game, thereby improving the amusement
value of the game provided by the overall game system 10.
[0144] Next, a description is provided regarding the
multi-player-type playing game processing program for the central
controller 11 with reference to FIGS. 17 and 18.
[0145] In Step S201 shown in FIG. 17, the CPU 206 receives a start
confirmation signal for a multi-player-type playing game
transmitted in the Step S101 from the CPU 106 of the gaming machine
13. Upon receiving the multi-player-type playing game start
confirmation signal, the CPU 206 displays a start message of the
multi-player-type playing game on the large-size monitor 16. With
such an arrangement, the start message of the multi-player-type
playing game is displayed on the large-size monitor 16. This
notifies other persons in the amusement facility of the start of
the multi-player-type game, in addition to the players at the other
gaming machines 13. Subsequently, the flow proceeds to Step S202
according to the instruction from the CPU 206.
[0146] In Step S202, the CPU 206 counts the number of games.
Specifically, the CPU 206 stores the machine number of the gaming
machines 13, in the column of machine number for each game number
in the storage table for the multi-player-type playing game stored
in the RAM 210 shown in FIG. 13 described above in the order of the
game numbers from 1, in every gaming machine 13 that has received
the multi-player-type playing game start confirmation signal.
Subsequently, the flow proceeds to Step S203 according to the
instruction from the CPU 206.
[0147] In Step S203, the CPU 206 determines whether the number of
games surpasses 30 or not. This is because it is set in advance
that 30 unit games are performed in the present embodiment in the
multi-player-type playing game of the game number 1. In a case
where the number of games surpasses 30 (in the case of YES in the
determination processing in Step S203), the flow proceeds to Step
S208 according to the instruction from the CPU 206. In a case where
the number of games does not surpass 30 (in the case of NO in the
determination processing in Step S203), the flow proceeds to Step
S204 shown in FIG. 18 according to the instruction from the CPU
206.
[0148] Upon moving to Step S208, the CPU 206 stands by in the
present state until the multi-player-type playing games of all the
gaming machines 13 are terminated. Specifically, the CPU 206 stands
by in the present state until all the game numbers 1 from 30 are
terminated and the data of game results are transmitted.
Subsequently, the flow proceeds to Step S210 shown in FIG. 18
according to the instruction from the CPU 206.
[0149] On the other hand, upon moving to Step S204, the CPU 206
transmits the multi-player-type playing game start data.
Specifically, the CPU 206 transmits a command signal for causing
the gaming machine to start the multi-player-type playing game.
[0150] In Step S205, the CPU 206 receives game select data
transmitted from the gaming machine 13. Specifically, upon
receiving the game select data, the CPU 206 stores the received
results in the column of game selection corresponding to the game
number in the storage table for the multi-player-type playing game
in the RAM 210. Subsequently, the flow proceeds to Step S206
according to the instruction from the CPU 206.
[0151] In Step S206, the CPU 206 performs processing for
determining a pop-up pirate number. A specific description is
provided below regarding processing for determining the pop-up
pirate number.
[0152] In the processing for determining a pop-up pirate number,
firstly, the CPU 206 determines the pop-up pirate number indicating
a specified symbol from which an award is seized, and determines
the sword number displaying an image of a sword which cannot be
selected in advance by a player. Specifically, the CPU 206
generates random numbers by computation processing ("0" to "6" in
the present embodiment). Furthermore, the CPU 206 reads the storage
table for the multi-player-type playing game (see FIG. 13), and
stores the storage table for the multi-player-type playing game
thus read in a predetermined memory area in the RAM 210. Then, the
CPU 206 inserts the number which adds up the pop-up pirate numbers
in the storage table for the multi-player-type playing game and the
number of random number values generated by the CPU 206 adding up
1, to the game number in the number order of the game numbers from
1 to 30. Furthermore, the CPU 206 introduces three numbers among 1
to 7 other than the numbers which are inserted to the pop-up pirate
numbers by way of random numbers generated by computation
processing, and then inserts these numbers to the column of the
storage table for the multi-player-type playing game stored in the
predetermined memory area in the RAM 210 in the number order of the
game number from 1 to 30. Subsequently, the flow proceeds to Step
S207 according to the instruction from the CPU 206.
[0153] In Step S207, the CPU 206 transmits the data of the pop-up
pirate numbers and the sword numbers determined in Step S206 to the
gaming machine 13. While receiving the data of game result from the
gaming machine 13 soon after transmitting the data of the
determination number, the multi-player-type playing game is
performed in the gaming machine 13. Therefore, the CPU 206 may
occasionally transmit an image capturing signal to the movable
viewpoint camera 17, may capture a player's expression, and may
transmit the image data to the monitor 16, the gaming machine 13,
and the like. Subsequently, the CPU 206 moves the processing to
Step S209 of FIG. 18.
[0154] In Step S209 in FIG. 18, the CPU 206 receives the data of
game result from the gaming machine 13. Specifically, the CPU 206
receives data, as data of the game result, such as a game number, a
machine number, and the number selected by a player, and the like.
Subsequently, the flow proceeds to Step S210 according to the
instruction from the CPU 206.
[0155] In Step S210, the CPU 206 determines whether the game result
received in Step S209 is clear or not. More specifically, the CPU
206 determines whether the result received in Step S209 is clear or
not by comparison with the storage table for the multi-player-type
playing game shown in FIG. 13 based on the data received in Step
S209. In the case where the game result is cleared, which indicates
that the game is terminated, without selecting a specified symbol
(in the case of YES in the determination processing in Step S210),
the flow proceeds to Step S213 according to the instruction from
the CPU 206. On the other hand, in the case where the game result
is not cleared with selecting a specified symbol (in the case of NO
in the determination processing in Step S210), the flow proceeds to
Step S211 according to the instruction from the CPU 206. When the
game is cleared, the CPU 206 stores credit data in the memory area
of the RAM 210 of each gaming machine. In addition, in the case of
shifting to Step S208, it is determined based on the game result of
the final gaming machine 13.
[0156] In Step S211, the CPU 206 terminates the multi-player-type
playing game. In the case where the multi-player-type playing game
is terminated, the CPU 206 transmits the signal indicating the
termination to each gaming machine 13, and then the
multi-player-type playing game in each gaming machine 13 is
terminated. Subsequently, the flow proceeds to Step S212 according
to the instruction from the CPU 206.
[0157] In Step S212, the CPU 206 transmits award data only to
gaming machines 13 for which game results were cleared in order to
provide an award. Subsequently, the CPU 206 terminates the
routine.
[0158] On the other hand, in Step S213, the CPU 206 determines
whether the game number of the game which was performed until just
prior is 30 or not. In the case where the game number is 30 (in the
case of YES in the determination processing in Step S213), the flow
proceeds to Step S214 according to the instruction from the CPU
206. In the case where the game number is not 30 (in the case of NO
in the determination processing in Step S213), the flow proceeds to
Step S202 shown in FIG. 17 according to the instruction from the
CPU 206.
[0159] In Step S214, the CPU 206 transmits award data to each
gaming machine 13. Specifically, the CPU 206 transmits the award
data stored in the RAM 210 for each gaming machine 13 to the gaming
machine 13. Subsequently, the CPU 206 terminates the routine.
[0160] Furthermore, for example, in the case where a predetermined
game (the game 30 in the present embodiment) is terminated, the CPU
206 may pay out credits of a jackpot in addition to the award data
stored in the RAM 210 for each gaming machine 13 in the processing
in Step S214.
[0161] It should be noted that an arrangement may be made in which,
in a case where all the gaming machines 13 are performing only the
single play game, i.e. in a case where none of the gaming machines
13 are performing the multi-player-type playing game, the monitor
16 displays a demonstration image of the multi-player-type playing
game stored in the ROM 208.
[0162] FIGS. 19 and 20 show examples of a basic game which is a
single play game in the gaming machine 13 in the embodiment of the
present invention. In the example shown in FIG. 19, the symbols are
displayed to be stationary on the liquid crystal display 30 of the
gaming machine 13. Furthermore, in the example shown in FIG. 20,
the symbols are displayed to be stationary on the liquid crystal
display 30 of the gaming machine 13. More specifically, in the FIG.
20, there is a column displaying a payout display unit 48 and a bet
amount display unit 50 on the upper portion of the image, in order
from the left, and a credit amount display unit 49 on the right
side of the image. Here, the information of credits regarding the
single play game can be referred to. Furthermore, in the center of
the image, five video reels 3A to 3E are displayed to be
stationary. When a combination except "Other" shown in FIG. 10 on
the line shown in the FIG. 4 is achieved, the predetermined credits
shown in FIG. 11 are paid out.
[0163] FIG. 21 shows a display example which is displayed during
game selection of the pop-up pirate game for the multi-player-type
playing game in the gaming machine 13 in the embodiment of the
present invention. In Step S102 in FIG. 17 described above, the
display example is displayed on the liquid crystal display 30 when
the gaming machine 13 receives the multi-player-type playing game
start data. A player can select any one of the buttons 81 to 83,
and the difficulty level depends on the player's selection.
[0164] Thus, game contents can be changed according to the player's
selection.
[0165] FIG. 22 shows a display example which is displayed initially
on the liquid crystal display 30 as a display example of the pop-up
pirate game for the multi-player-type playing game in the gaming
machine 13.
[0166] At first, on the upper left portion of the liquid crystal
display 30, the amount of coins, which the gaming machine 13 has
obtained in the pop-up pirate game from the start of the pop-up
pirate game to the present, is displayed as a current amount of
obtained coins. In addition, a game number is displayed on the
upper right part of the liquid crystal display 30. In the example
of FIG. 22, a first game is displayed. In addition, at the center
of the image, a doll with a black beard in a barrel is displayed.
In the barrel that the doll is in, the 7 holes to be pierced by
swords are numbered in order from 1. Three holes among the 7 are
displayed for which the swords have been already pierced. Since the
hole where the displayed image that the sword has pierced has been
decided based on the storage table for the multi-player-type
playing game, the image in which the sword has pierced the number
with the hole can be displayed. In the case of the example of the
FIG. 22, the swords have pierced the numbers 1, 2, and 6 with the
holes.
[0167] FIG. 23 is a display example in which the hole concealing
coins as an award is pierced in the pop-up pirate game. In this
example, since the game number represented in the storage table for
the multi-player-type playing game shown in FIG. 13 is "1", the
sword number 5 is not the pop-up pirate number which is a specified
symbol. Therefore, when a player selects the number 5, the image in
which 10 dollar coins comes up is displayed, and "$10" is displayed
as the current amount of obtained coins on the upper left portion
of the liquid crystal display.
[0168] On the other hand, FIG. 24 is a display example in which the
hole concealing the pop-up pirate number, which is a specific
symbol, is pierced in the pop-up pirate game. In this example,
since the game number represented in the storage table for the
multi-player-type playing game shown in FIG. 13 is "1", the sword
number 3 is the pop-up pirate number which is the specified symbol.
Therefore, when a player selects the number 3, the doll in the
barrel jumps up and the game is terminated. Simultaneously, the
current amount of the obtained coins returns to "$0", and the
player loses all the coins that the player has obtained from
before.
[0169] While the gaming system according to the present invention
has been described above by way of embodiments, it should be
clearly understood that the embodiments in no way restrict the
present invention, and that the specific configurations such as the
means and components may be modified and altered as suitable.
Moreover, it should be understood that the advantages described in
association with the embodiments are merely a listing of most
preferred advantages, and that the advantages of the present
invention are by no means restricted to those described in
connection with the embodiments.
[0170] For example, although a game performed in the gaming machine
13 is normally set forth as a single play game performed in a slot
machine, the present invention is not limited thereto. Any game
which can be played as a single play game may be available.
* * * * *