U.S. patent application number 12/084329 was filed with the patent office on 2008-12-04 for game apparatus.
This patent application is currently assigned to Konami Digital Entertainment Co., Ltd. Invention is credited to Nobuhiro Goto, Yuichi Nakahara.
Application Number | 20080300040 12/084329 |
Document ID | / |
Family ID | 38005700 |
Filed Date | 2008-12-04 |
United States Patent
Application |
20080300040 |
Kind Code |
A1 |
Goto; Nobuhiro ; et
al. |
December 4, 2008 |
Game Apparatus
Abstract
The present invention provides a game apparatus that enables
game progression control for increasing game attractiveness and
adjusting the payout ratio. A game apparatus includes: a
winning-object selecting unit for selecting winning-objects from a
plurality of selection-objects; a game control unit for controlling
progression of a game, which carries out selections a predetermined
number of times using the winning-object selecting unit during one
game term; an array information generating unit for generating
array information defining a selection-object-array using part or
all of the plurality of selection-objects; an array image
displaying unit for displaying an array image in which a plurality
of selection-object-images corresponding to the respective
selection-objects included in the selection-object-array defined by
the array information generated by the array information generating
unit are arrayed based on the array information; a winning-object
storage unit for storing the winning-objects selected by the
winning-object selecting unit during the one game term; and a
decision unit for deciding, based on the winning-objects stored in
the winning-object storage unit, whether or not an array of the
winning-objects on the selection-object-array defined by the array
information is a specified-pattern, wherein the winning-object
selecting unit carries out part or all of the selections, the
predetermined number of times, which is executed during the one
game term, before generating the array information by the array
information generating unit; the array information generating unit
determines the selection-object-array based on pre-winning-objects
that the winning-object selecting unit selects before generating
the array information, and generates the array information defining
the determined selection-object-array; and the winning-object
storage unit stores the pre-winning-objects as the winning-objects
at a predetermined probability.
Inventors: |
Goto; Nobuhiro; (Tokyo,
JP) ; Nakahara; Yuichi; (Tokyo, JP) |
Correspondence
Address: |
RADER FISHMAN & GRAUER PLLC
LION BUILDING, 1233 20TH STREET N.W., SUITE 501
WASHINGTON
DC
20036
US
|
Assignee: |
Konami Digital Entertainment Co.,
Ltd
Minato-ku , Tokyo
JP
|
Family ID: |
38005700 |
Appl. No.: |
12/084329 |
Filed: |
October 27, 2006 |
PCT Filed: |
October 27, 2006 |
PCT NO: |
PCT/JP2006/321482 |
371 Date: |
April 30, 2008 |
Current U.S.
Class: |
463/17 |
Current CPC
Class: |
G07F 17/3211 20130101;
G07F 17/32 20130101; G07F 17/329 20130101 |
Class at
Publication: |
463/17 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Oct 31, 2005 |
JP |
2005-317749 |
Claims
1. A game apparatus, comprising: a winning-object selecting unit
for selecting winning-objects from a plurality of
selection-objects; a game control unit for controlling progression
of a game, which carries out selections a predetermined number of
times using the winning-object selecting unit during one game term;
an array information generating unit for generating array
information defining a selection-object-array using part or all of
the plurality of selection-objects; an array image displaying unit
for displaying an array image in which a plurality of
selection-object-images corresponding to the respective
selection-objects included in the selection-object-array defined by
the array information generated by the array information generating
unit are arrayed based on the array information; a winning-object
storage unit for storing the winning-objects selected by the
winning-object selecting unit during the one game term; and a
decision unit for deciding, based on the winning-objects stored in
the winning-object storage unit, whether or not an array of the
winning-objects on the selection-object-array defined by the array
information is a specified-pattern, wherein the winning-object
selecting unit carries out part or all of the selections, the
predetermined number of times, which is executed during the one
game term, before generating the array information by the array
information generating unit, the array information generating unit
determines the selection-object-array based on pre-winning-objects
that the winning-object selecting unit selects before generating
the array information, and generates the array information defining
the determined selection-object-array, and the winning-object
storage unit stores the pre-winning-objects as the winning-objects
at a predetermined probability.
2. The game apparatus according to claim 1, wherein the
predetermined probability is 100% when the winning-object storage
unit stores the pre-winning-objects as the winning-objects.
3. The game apparatus according to claim 1, wherein the
winning-object selecting unit carries out part of the selections,
which are executed the predetermined number of times during the one
game term, before generating the array information, and with
respect to at least selections carried out after generating the
array information, winning-objects are selected by drawings.
4. The game apparatus according to claim 2, wherein the
winning-object selecting unit carries out part of the predetermined
number of selections, which are executed during the one game term,
before generating the array information, and with respect to at
least selections carried out after generating the array
information, winning-objects are selected by drawings.
5. The game apparatus according to claim 3, wherein the
winning-object selecting unit carries out part of the selections,
which are executed the predetermined number of times during the one
game term, before generating the array information, and the
winning-object selecting unit selects, in the drawings carried out
after generating the array information, winning-objects from
selection-objects which are obtained by excluding the
pre-winning-objects stored in the winning-objects storage unit as
the winning-objects out of the pre-winning-objects selected before
generating the array information, from the plurality of
selection-objects.
6. The game apparatus according to claim 4, wherein the
winning-object selecting unit carries out part of the selections,
which are executed the predetermined number of times during the one
game term, before generating the array information, and the
winning-object selecting unit selects, in the drawings carried out
after generating the array information, winning-objects from
selection-objects which are obtained by excluding the
pre-winning-objects stored in the winning-objects storage unit as
the winning-objects out of the pre-winning-objects selected before
generating the array information, from the plurality of
selection-objects.
7. The game apparatus according to claim 1, 2, 3, 4, 5 or 6,
comprising: a notifying unit for providing a notification of the
winning-objects stored in the winning-object storage unit after the
array image displaying unit displays the array image.
8. The game apparatus according to claim 7, wherein the
winning-object selecting unit carries out part of the selections,
which are executed the predetermined number of times during the one
game term, before generating the array information, and the
notifying unit provides the notification of those stored in the
winning-object storage unit as the winning-objects out of the
pre-selecting-objects and the winning-objects that the
winning-object selecting unit selects after generating the array
information, almost in the same notification mode.
9. The game apparatus according to claim 1, comprising: a bet
accepting unit for accepting a bet for a bet-object; and an
allotment payout unit for paying out allotment, wherein the game
control unit controls the allotment payout unit to pay out a
quantity of allotment corresponding to a quantity of the
bet-objects that the bet accepting unit accepts when the decision
unit decides that the specified-pattern is formed.
10. The game apparatus according to claim 9, comprising: a payout
ratio storage unit for storing payout ratio data showing a payout
ratio that is a ratio of the quantity of the bet-objects accepted
by the bet accepting unit to the quantity of allotment paid out by
the allotment payout unit within a predetermined duration of time,
wherein the array information generating unit determines the
selection-object-array based on the pre-winning-objects selected by
the winning-object selecting unit before generating the array
information, so that the payout ratio shown by the payout ratio
data stored in the payout ratio storage unit approaches a
predetermined preset payout ratio.
11. The game apparatus according to claim 1, wherein the array
image displaying unit displays the array image, in which the
plurality of selection-object-images are arrayed in form of a
matrix based on the array information, and the decision unit
decides with the specified-pattern that is an array in which the
selection-object-images corresponding to the winning-objects are
arranged at least in one of lines in a longitudinal direction,
horizontal direction and diagonal direction on the array image.
Description
TECHNICAL FIELD
[0001] The present invention relates to a game apparatus capable of
executing a game that selects a plurality of winning-objects by
carrying out selection by a predetermined number of times in one
game term, and decides whether or not an array of the plurality of
winning-objects in a selection-object-array defined by generated
array information is a specified-pattern.
BACKGROUND ART
[0002] A bingo game machine described in, for example, Patent
Document 1 has been known as this type of game apparatus. The bingo
game machine is placed in an amusement hall such as a game center,
and can be simultaneously used by a plurality of players. With this
bingo game machine, a bingo card image (array image) arrayed in a
square matrix consisting of 5 by 5 rows, in which a number image
(an selection-object image) is disposed by an array unique to each
player, is displayed in a displaying unit set up for each player.
After that, a winning number (winning-object) is determined from
twenty-five numbers (selection-objects) from "1" through "25" by a
drawing machine, and display patterns of winning numbers and
non-winning numbers other than the won numbers are made different
from each other in the bingo card images of the respective players.
By repeating the above operation by a predetermined number of
times, when all the numbers in any one of the longitudinal
direction, the horizontal direction and the diagonal direction are
drawn on the bingo card image, BINGO is established, and allotment
is paid to the player having the bingo card image.
[0003] In the bingo game machine described in Patent Document 1
described above, following processes are carried out before bingo
card images are displayed in the displaying units. First, matrix
arrays unique to each of the players, in which numbers "1" through
"25" are arranged at random, are determined. After that, one of
arrangement information of valid areas stored in advance in several
patterns in a storage device is read, and four specified positions
on a matrix array determined by the read arrangement information
are made into valid areas. Further, a plurality of bingo card
images, in which the number images of these four valid areas are
displayed in displaying patterns different from the number images
of the above-described winning numbers and the non-winning numbers,
are displayed in the displaying units. The numbers corresponding to
the number images of the valid areas have a value equivalent to the
winning numbers selected by drawing of the drawing machine. That
is, if a bingo array (a specified-pattern) is established, in which
all of the numbers arranged in any one of the longitudinal
direction, the horizontal direction and the diagonal direction in
the bingo card image become the winning numbers or the numbers
corresponding to the number image in the valid area (hereinafter
called these numbers "pre-winning numbers"), BINGO is established.
Therefore, in the bingo game machine, a drawing is started from a
state that four numbers are drawn in advance, and a bingo game is
caused to progress.
[0004] Also, the bingo game machine described in the Patent
Document 1 make a player select a bingo card used for a bingo game
from a plurality of bingo card images displayed in the displaying
unit before commencement of drawing, and carry out a bingo game
using the bingo card image selected by the player. Herein, in this
bingo game machine, odds for respective matrix arrays corresponding
to respective bingo card images are calculated in advance before
displaying a plurality of bingo card images on the displaying unit.
This is because of the following reason.
[0005] That is, there will exist matrix arrays in which it is easy
to establish BINGO and matrix arrays in which it is difficult to
establish BINGO, in accordance with the position and numbers of
valid areas on the bingo card images. Therefore, if the same odds
are used for the entire matrix arrays generated, almost all the
players select a bingo card image having a matrix array in which
BINGO is easily established. As a result, some adverse effects
occur in that it becomes difficult to maintain a payout ratio at a
preset payout ratio or the game is made monotonous since BINGO is
always easily established. Accordingly, in the bingo game machine
described in the Patent Document 1, individual odds are calculated
with respect to the respective matrix arrays in accordance with the
easiness for BINGO to be established (that is,
BINGO-establishment-probability). In detail, comparatively low odds
are set for a matrix array in which BINGO is easily established,
and comparatively high odds are set for a matrix array in which it
is difficult to establish BINGO. Accordingly, it is possible to
easily maintain the payout ratio at a preset payout ratio. In
addition, since these odds are displayed altogether when a player
selects a bingo card image, the player may optionally select, in
response to his own taste, a bingo card image in which it is
difficult to establish BINGO although the allotment is great or a
bingo card image in which BINGO is easily established although the
allotment is slight. As a result, cases where BINGO is easily
established and where it is difficult to establish BINGO may be
caused to co-exist in a bingo game, wherein the game is not made
monotonous, by which its game attractiveness is improved.
[0006] Patent Document 1: Japanese Published Unexamined Patent
Application No. 2001-161889
DISCLOSURE OF THE INVENTION
Problems to be Solved by the Invention
[0007] Generally, in a game such as a bingo game by which people
enjoy an event of whether or not selection-objects selected by a
drawing, etc. from a specified-pattern, it is recommended that game
progression be controlled so that, in view of improving the game
attractiveness or adjusting the payout ratio, a time in which a
specified-pattern is temporarily easily completed, is set up, or a
specified-pattern matching is facilitated for a specified player.
For that, it is necessary to control determination-factors that
determine the easiness or difficulty to complete a
specified-pattern at a game apparatus side to some degree. The
determination-factors include arrangement and the number of valid
areas determined before the drawing, and the arrangement of winning
numbers determined after the drawing, in the bingo game machine
described in the Patent Document 1. However, in the bingo game
machine described in the Patent Document 1, the arrangement of the
valid areas is determined at random after the arrangement of each
number on the bingo card array is determined at random, and
respective matrix arrays are generated based on these
determinations. Thus, since the arrangement and the number of the
valid areas, which are determined before the drawing, are
determined at random, the arrangement and the numbers of the valid
areas that are the above-mentioned determination-factors cannot be
controlled at the bingo game machine side. In addition, in the
bingo game machine, the arrangement of the respective numbers on
the bingo card array is determined at random, and bingo cards which
will be used are selected by players, and further, winning numbers
are determined at random by the drawing. Therefore, the bingo game
machine cannot control the arrangement of the winning numbers
determined after the drawing, which is the above-described
determination-factor. Thus, in the bingo game machine described in
the Patent Document 1, since the determination-factors which
determine the easiness or difficulty to complete a
specified-pattern cannot be controlled at the game machine side,
there is a problem in that it is not possible to control the
progression of games as described above.
[0008] In view of the above-described problems, the present
invention realizes and provides a game apparatus capable of
controlling the above-mentioned progression of a game.
Means for solving the Problem
[0009] As an aspect of the present invention, it is listed that a
game apparatus includes: a winning-object selecting unit for
selecting winning-objects from a plurality of selection-objects; a
game control unit for controlling progression of a game, which
carries out selections a predetermined number of times using the
winning-object selecting unit during one game term; an array
information generating unit for generating array information
defining a selection-object-array using part or all of the
plurality of selection-objects; an array image displaying unit for
displaying an array image in which a plurality of
selection-object-images corresponding to the respective
selection-objects included in the selection-object-array defined by
the array information generated by the array information generating
unit are arrayed based on the array information; a winning-object
storage unit for storing the winning-objects selected by the
winning-object selecting unit during the one game term; and a
decision unit for deciding, based on the winning-objects stored in
the winning-object storage unit, whether or not an array of the
winning-objects on the selection-object-array defined by the array
information is a specified-pattern, wherein the winning-object
selecting unit may carry out part or all of the selection, the
predetermined number of times, which is executed during the one
game term, before generating the array information by the array
information generating unit, the array information generating unit
may determine the selection-object-array based on
pre-winning-objects that the winning-object selecting unit selects
before generating the array information, and generates the array
information defining the determined selection-object-array, and the
winning-object storage unit may store the pre-winning-objects as
the winning-objects at a predetermined probability.
[0010] In the game apparatus, the winning-object selecting unit
carries out selection by the predetermined number of times during
the one game term, and selected the winning-objects are stored in
the winning-object storage unit. And, based on the winning-objects
stored in the winning-object storage unit, the decision unit
decides whether or not the array of the winning-objects on the
selection-object-array defined by the array information generated
by the array information generating unit is a specified-pattern.
For this reason, the determination-factor to determine the easiness
or difficulty to complete the specified-pattern is the arrangement
of the winning-objects.
[0011] In the present game apparatus, part or all of the selections
carried out during the one game term are selected before the array
information generating unit generates array information. After
that, the selection-object-array is determined based on the
pre-winning-objects selected before the generation of the array
information, and the array information is generated. The
pre-winning-objects selected before the generation of the array
information are made into the winning-objects at a predetermined
probability and are stored in the winning-object storage unit.
Thus, since the array information is generated based on the
pre-winning-objects that are made into the winning-objects at the
predetermined probability, according to the present game apparatus,
it becomes possible to control the arrangement of at least part of
winning-objects during the one game term. That is, it becomes
possible to control the determination-factors to determine the
easiness or difficulty to complete the specified-pattern.
[0012] Also, the accuracy of the control is determined by the
number of the pre-winning-objects selected before generating the
array information and the predetermined probability showing the
probability at which the pre-winning-objects are made into the
winning-objects. That is, if the number of the pre-winning-objects
selected before generating the array information is set to the
maximum number of the winning-objects stored in the winning-object
storage unit for the one game term, and the predetermined
probability is set to 100%, arrangement of all the winning-objects
during the one game term can be completely controlled. And, the
less the number of the pre-winning-objects selected before
generating the array information is set, and the lower the
probability is set, the lower the control accuracy becomes.
However, it is possible to appropriately set the number of the
pre-winning-objects selected before generating the array
information and the predetermined probability at the game apparatus
side. Consequently, according to the game apparatus, the
determination-factors to determine the easiness or difficulty to
complete the specified-pattern can be controlled at the game
apparatus side, including the control accuracy.
[0013] In addition, in the game apparatus, the predetermined
probability may be 100% when the winning-object storage unit stores
the pre-winning-objects as winning-objects. In the game apparatus,
it is possible to enhance the control accuracy of the
determination-factors to determine the easiness or difficulty to
complete the specified-pattern. Therefore, a control accuracy of
the game progression is improved.
[0014] Also, in the game apparatus, the winning-object selecting
unit may carry out part of the selections, which are executed the
predetermined number of times during the one game term, before
generating the array information, and with respect to at least
selections carried out after generating the array information,
winning-objects are selected by drawings.
[0015] The "drawing" referred to herein includes all the types of
drawings such as a computer drawing by which the winning-objects
are determined by executing a drawing program in accordance with
winning-probability of each of the selection-objects defined by the
winning-probability data and a physical drawing by which
winning-objects are determined based on a result of movement of a
drawing-tangible-object by moving the drawing-tangible-object.
[0016] As described above, it is possible to completely control the
arrangement of all the winning-objects during the one game term.
However, if the arrangement of the winning-objects is completely
controlled at the game apparatus side, there is no room for the
arrangement of the winning-objects to be influenced by any player's
luck, etc., wherein a game attractiveness is greatly lowered in
view of players.
[0017] In the game apparatus, since, with respect to the selections
after generating the array information, the winning-objects are
selected by the drawing, the arrangement of the winning-objects is
not completely controlled at the game apparatus side. As a result,
room for the arrangement of the winning-objects to be influenced by
player's luck is caused, it is possible to prevent the game
attractiveness from being lowered in view of the players.
[0018] Further, in the game apparatus, the selections before
generating the array information may be executed by a drawing. Even
in this case, since the array information is generated based on the
pre-winning-objects selected by the drawings, there is no case
where the control accuracy is lowered for arrangement of the
winning-objects.
[0019] Further, in the game apparatus, the winning-object selecting
unit may carry out part of the predetermined number of selections,
which are executed during the one game term, before generating the
array information, and with respect to at least selections carried
out after generating the array information, winning-objects are
selected by the drawings.
[0020] If such a situation occurs where those made into the
winning-objects of the pre-winning-objects are doubly selected as
the winning-objects by the drawings after generating the array
information, a player is deprived of an opportunity where the
selection-objects (unwinning-objects) that are not yet made into
the winning-objects by the drawings are won. As a result, the
player has a feeling of loss, wherein the game attractiveness is
lowered.
[0021] In the game apparatus, there is no case where those, which
are made into winning-objects, of the pre-winning-objects selected
before generating the array information are selected by the
drawings executed after generating the array information.
Therefore, since no situation occurs where a player is deprived of
an opportunity in which unwinning-objects are won in the drawings,
a player is freed from having a feeling of loss, wherein the game
attractiveness is prevented from being lowered.
[0022] Also, the game apparatus may include: a notifying unit for
providing a notification of the winning-objects stored in the
winning-object storage unit after the array image displaying unit
displays the array image.
[0023] In the game apparatus, such an impression just like the
pre-winning-objects selected before generating the array
information having been those selected after generating the array
information is given to a player. As a result, there is no case
where the player doubts that the arrangement of the winning-objects
is intentionally determined at the game apparatus side, wherein a
game credibility is improved.
[0024] Further, in the game apparatus, the winning-object selecting
unit may carry out part of the selections, which are executed the
predetermined number of times during the one game term, before
generating the array information, and the notifying unit may
provide the notification of those stored in the winning-object
storage unit as the winning-objects out of the
pre-selecting-objects and the winning-objects that the
winning-object selecting unit selects after generating the array
information, almost in the same notification mode.
[0025] In the game apparatus, after the array image is displayed on
the array image displaying unit, the notification, which are made
into the winning-objects, of the pre-selecting-objects selected
before generating the array information, are provided by roughly
the same notifying mode as the winning-objects selected after
generating the array information. Therefore, such an impression
just like those, which are made into winning-objects, of the
pre-selecting-objects selected before generating the array
information having been selected by a selecting method similar to
the winning-objects selected after generating the array information
can be given to a player who has received the notification.
[0026] In particular, where the method for selecting
winning-objects after generating the array information is by
drawing, such an impression just like those, which are made into
winning-objects, of the pre-selecting-objects selected before
generating the array information having been selected by drawing as
well can be given to a player. Therefore, in this case, the player
can have such an impression that the winning-objects of the
pre-selecting-objects pertaining to the pre-selecting-objects are
selected by good luck of the player, wherein the game credibility
is further improved.
[0027] Also, the game apparatus may include: a bet accepting unit
for accepting a bet for a bet-object; and an allotment payout unit
for paying out allotment, wherein the game control unit may control
the allotment payout unit to pay out a quantity of allotment
corresponding to a quantity of the bet-objects that the bet
accepting unit accepts when the decision unit decides that the
specified-pattern is formed.
[0028] In the game apparatus, a player can play a so-called bet
game that the player bets a bet-object and will receive allotment
when a specified-pattern is completed. Therefore, in the bet game
in which controlling the game progression is important, it becomes
possible to control the game progression.
[0029] Further, the game apparatus includes: a payout ratio storage
unit for storing payout ratio data showing a payout ratio that is a
ratio of the quantity of the bet-objects accepted by the bet
accepting unit to the quantity of allotment paid out by the
allotment payout unit within a predetermined duration of time,
wherein the array information generating unit may determine the
selection-object-array based on the pre-winning-objects selected by
the winning-object selecting unit before generating the array
information, so that the payout ratio shown by the payout ratio
data stored in the payout ratio storage unit approaches a
predetermined preset payout ratio.
[0030] In the bet game described above, unless the payout ratio is
maintained at the preset payout ratio, management of the game
balance becomes difficult, wherein it becomes impossible to provide
a high game attractiveness in a stable state. Also, where the game
apparatus is a game apparatus for business use placed in an
amusement hall such as a game center, and uses tangible entities
such as tokens bought by a player paying cash and electronic data
equivalent thereto as bet-objects and allotment, it is important to
maintain the payout ratio to the preset payout ratio in view of
business management.
[0031] Herein, in the game apparatus, whether allotment is paid out
is determined based on whether or not a specified-pattern is
completed, and the arrangement of the winning-objects that are the
determination-factors to determine the easiness or difficulty to
complete the specified-pattern can be controlled at the game
apparatus side as described above. And, the arrangement of the
winning-objects is controlled by how the array information
generating unit determines the selection-object-arrays based on the
pre-winning-objects selected before generating the array
information. Therefore, according to the game apparatus, it is
possible to control whether or not the allotment is paid out, based
on how the array information generating unit determines the
selection-object-arrays based on the pre-winning-objects.
Consequently, according to the game apparatus, it is possible to
adjust the payout ratio based on how the array information
generating unit determines the selection-object-arrays based on the
pre-winning-objects. And, since, with the game apparatus, the
selection-object-arrays are determined so that the payout ratio is
drawn to a predetermined preset payout ratio, the payout ratio
becomes almost fixed. Accordingly, it becomes easy to manage the
game balance, and the high game attractiveness can be stably
brought about. In addition, where the game apparatus is used as the
above-mentioned game apparatus for business use, the business
management can be facilitated.
[0032] Furthermore, in the game apparatus, the array image
displaying unit may display the array image, in which the plurality
of selection-object-images are arrayed in form of a matrix based on
the array information, and the decision unit may decide with the
specified-pattern that is an array in which the
selection-object-images corresponding to the winning-objects are
arranged at least in one of lines in a longitudinal direction,
horizontal direction and diagonal direction on the array image.
[0033] In the game apparatus, a so-called bingo game can be
executed. Therefore, it becomes possible to control the game
progression in a bingo game.
EFFECT OF THE INVENTION
[0034] According to the present invention, since the
determination-factors to determine the easiness or difficulty to
complete the specified-pattern can be controlled, it becomes
possible to control the game progression such as enhancement of the
game attractiveness and adjustment of the payout ratio.
BRIEF DESCRIPTION OF DRAWINGS
[0035] FIG. 1 is a flowchart showing a flow of a process for
generating and displaying bingo cards in a bingo game machine
according to an embodiment.
[0036] FIG. 2 is a perspective view of the entire appearance of the
bingo game machine.
[0037] FIG. 3 is a front view showing a station of the bingo game
machine.
[0038] FIG. 4 is a top view of the station 10.
[0039] FIG. 5 is a block diagram showing a major hardware
configuration of the bingo game machine.
[0040] FIG. 6 is a functional block diagram showing major parts of
the bingo game machine.
[0041] FIG. 7 is a descriptive view showing a game screen displayed
on a touch panel of the station.
[0042] FIG. 8 is a flowchart showing a flow of a bingo game
according to the bingo game machine.
[0043] FIG. 9 is a descriptive view showing a main screen displayed
on the large-sized display of the bingo game machine.
[0044] FIG. 10 is a flowchart showing a flow of a
winning-probability changing process.
[0045] FIG. 11 is a flowchart showing a flow of an attack
process.
[0046] FIG. 12 is a flowchart showing a flow of a bingo game
according to a modified version.
DESCRIPTION OF REFERENCE NUMERALS
[0047] 2 Large-sized display [0048] 7 RAM [0049] 8 ROM [0050] 9 Sub
storage device [0051] 10 Station [0052] 11 Touch panel [0053] 12
Attack button [0054] 18 Token management device [0055] 20 Computer
drawing machine [0056] 101 Game progression control unit [0057] 102
Card generating unit [0058] 103 Station displaying unit [0059] 104
Main displaying unit [0060] 105 Drawing unit [0061] 106
Winning-probability changing unit [0062] 107 Bingo decision unit
[0063] 108 Odds management unit
BEST MODE FOR CARRYING OUT THE INVENTION
[0064] Hereinafter, a description is given of one embodiment in
which the present invention is applied to a bingo game machine
being a game apparatus for business use placed in an amusement hall
such as a game center.
[0065] FIG. 2 is a perspective view showing the entire appearance
of a bingo game machine according to the embodiment.
[0066] The bingo game machine is composed of one game machine body
I and seven stations 10. In the bingo game machine according to the
embodiment, seven players or less who are participants of drawing
can simultaneously join and play a bingo game in which twenty-five
selection-objects (numbers from "1" to "25") are selected one by
one by a computer drawing described later. The number of
selection-objects and the maximum number of game participants are
optional. Respective players join and play a bingo game using any
one of the stations 10. The game machine body 1 is provided with a
large-sized display 2 at a position where the respective players
are able to visually recognize. Also, the game machine body 1 is
also provided with a speaker 3, which is a sound outputting unit
operating as sound outputting means, and an illumination device in
order to carry out various types of performances and notification
to the players.
[0067] FIG. 3 is a front view of the station 10. FIG. 4 is a top
view of the station 10. Since the seven stations are composed of
the same configuration, a description is given below of one of the
seven stations.
[0068] The station 10 includes a touch panel 11 that is an
operation unit operating as operating means; an attack button 12; a
token inputting port 13 for inputting tokens; a token receiving
portion 14 for receiving tokens by refunding credits; and a refund
button 15 for instructing refund of credits. The touch panel 11
displays a game screen including a bingo card image (array image)
in which number images (selection-object-images) of "1" through
"25" are arrayed in form of a matrix, etc. A player can carry out
various types of operations by touching respective types of images
in the game screen.
[0069] FIG. 5 is a block diagram showing a main hardware
configuration of the bingo game machine.
[0070] The bingo game machine according to the embodiment has a
controller 4 in the interior of the game machine body 1, which
controls movements of the entire game machine. The touch panel 11
of the respective stations 10 is controlled by the controller 4.
The controller 4 is composed of a microprocessor, etc., and carries
out various types of calculations necessary for game progression
and operational control of various types of devices. The controller
4 is connected via a bus to a screen drawing controller 16, which
draws various types of images on the touch panel 11 in accordance
with instructions from the controller 4. Also, the controller 4 is
connected to an input controller 17, which controls data inputted
by touching various types of images drawn on the touch panel 11 via
the bus. Further, the controller 4 is also connected to a token
management device 18 via the bus. These devices 16, 17 and 18 are
provided in the interior of the respective stations 10. In
addition, although not illustrated, an operation brought about when
pressing the attack button 12 is transmitted to the controller 4
via the bus.
[0071] The token management device 18 stores credit data showing
the number of tokens that a player owns. When tokens are inputted
into the token inputting port 13, the token management device 18
executes a process of adding the credit equivalent to the number of
inputted tokens to the credit data. In addition, the token
management device 18, which is an allotment payout unit, functions
as allotment paying-out means when receiving a payout instruction
from the controller 4 and executes a process of adding credits of
the quantity in accordance with the payout instruction to the
credit data as allotment. Also, when the token management device 18
receives a bet instruction from the controller 4, the device 18
executes a process of subtracting credits of the quantity in
accordance with the bet instruction from the credit data.
[0072] Additionally, the controller 4 is connected via the bus to a
sound controller 5 for outputting, from a speaker, sounds for
performances in accordance with an instruction from the controller
4, and a large-sized screen controller 6 for drawing various types
of images in accordance with instructions of the controller 4 on
the large-sized display 2.
[0073] Further, the controller 4 is connected via the bus to a
computer drawing machine 20 for carrying out number drawing in
accordance with an instruction from the controller 4, a RAM 7, a
ROM 8 and an auxiliary storage device 9, which function as various
types of storage units. In the ROM 8, programs and data necessary
to control basic operations when commencing the bingo game machine,
and main programs necessary to control game progression are stored.
The auxiliary storage device 9 is a rewritable storage device that
is composed of a hard-disk storage device, etc., and stores data
and programs that cannot be stored in the RAM 7 and the ROM 8. The
data and programs stored in the auxiliary storage device 9 are
loaded into a predetermined area of the RAM 7 in response to an
instruction from the controller 4, and are utilized.
[0074] FIG. 6 is a functional block diagram showing major parts in
the bingo game machine.
[0075] In the embodiment, the bingo game machine is composed mainly
of a game progression control unit 101, a card generating unit 102,
a station displaying unit 103, a main displaying unit 104, a
drawing unit 105, a winning-probability changing unit 106, a bingo
decision unit 107 and an odds management unit 108.
[0076] The game progression control unit 101 is composed of the
controller 4, the RAM 7, the ROM 8, and the auxiliary storage
device 9, etc., in the hardware configuration shown in FIG. 5. The
game progression control unit 101, which is a game control unit,
functions as game controlling means by the controller 4 executing a
game progression program stored in the ROM 8 or the auxiliary
storage device 9. Also the game progression control unit 101
carries out various types of control and processes described
later.
[0077] The card generating unit 102 is composed of the controller
4, the RAM 7, the ROM 8, and the auxiliary storage device 9, etc.,
in the hardware configuration shown in FIG. 5. The card generating
unit 102 reads an array determination program to array the numbers
"1" through "25" in form of a matrix from the auxiliary storage
device 9 when receiving a card generation instruction from the game
progression control unit 101, and generates array information in
accordance with the card generation instruction. Although the
matrix according to the embodiment is a 5.times.5 square matrix, it
is not limited thereto. The generated array information is stored
in the array-information-storage-area of the RAM 7. The array
information stored in the RAM 7 is utilized by the game progression
control unit 101, etc. A detailed description is given later of
generation of the array information.
[0078] Also, in the embodiment, the quantity of the numbers read
from the auxiliary storage device 9 is coincident with the quantity
of number images that compose the matrix, but the quantity of the
numbers may be smaller than or greater than the quantity of number
images.
[0079] The station displaying unit 103 is composed of the touch
panel 11 and the image drawing controller 16, etc., in the hardware
configuration shown in FIG. 5. The station displaying unit 103
displays images on the touch panel 111 in accordance with various
types of displaying instructions from the game progression control
unit 101. In detail, when a card displaying instruction based on
the array information stored in the array-information-storage-area
of the RAM 7 is transmitted from the game progression control unit
101, the station displaying unit 103, which is the array image
displaying unit, functions as array image displaying means and
displays a bingo card image consisting of the number images of "1"
through "25" arrayed in form of a 5.times.5 matrix on the touch
panel 11 in accordance with the card displaying instruction.
[0080] The main displaying unit 104 is composed of the large-sized
display 2 and the large-sized screen controller 6, etc., in the
hardware configuration shown in FIG. 5. The main displaying unit
104 displays images on the large-sized display 2 in accordance with
various types of displaying instructions from the game progression
control unit 101. In detail, when a displaying instruction of a
roulette image as a winning-probability image showing
winning-probability of each of numbers, which is determined by the
winning-probability data stored in the
winning-probability-storage-area of the RAM 7, is transmitted from
the game progression control unit 101, which is a
winning-probability displaying control unit, operating as
winning-probability displaying control means, the main displaying
unit 104, which is the winning-probability image displaying unit,
functions as winning-probability image displaying means and
displays the roulette image on the large-sized display 2 in
accordance with the displaying instruction. Also, the large-sized
display 2 may be any type of display as long as it can display
pictures based on electronic signals from the large-sized screen
controller 6.
[0081] The drawing unit 105 is composed of the computer drawing
machine 20, RAM 7, ROM 8 and auxiliary storage device 9, etc., in
the hardware configuration shown in FIG. 5. When the drawing unit
105 receives a drawing commencement instruction from the game
progression control unit 101, the drawing unit 105 functions as
drawing means, which is winning-object selecting means, and carries
out the computer drawing in accordance with the winning-probability
of each of selection-objects, which is determined by the
winning-probability data stored in the
winning-probability-storage-area of the RAM 7 being a
winning-probability data storage unit operating as
winning-probability data storage means. As a result, winning
numbers are determined. The determined winning numbers are stored
in the winning-history-storage-area of the RAM 7 that is the
winning-object storage unit operating as winning-object storage
means.
[0082] The winning-probability changing unit 106 is composed of the
controller 4, RAM 7, ROM 8, and auxiliary storage device 9, etc.,
in the hardware configuration shown in FIG. 5. The
winning-probability changing unit 106 changes the
winning-probability data stored in the
winning-probability-storage-area of the RAM 7 in accordance with a
winning-probability changing instruction from the game progression
control unit 101. A changing process of the winning-probability
data will be described later. The bingo decision unit 107 is
composed of the computer drawing machine 20, RAM 7, ROM 8 and
auxiliary storage device 9, etc., in the hardware configuration
shown in FIG. 5. When the bingo decision unit 107 receives a
decision instruction from the game progression control unit 101,
the bingo decision unit 107 carries out a bingo decision process
based on the winning numbers stored in the
winning-history-storage-area of the RAM 7 and the array information
stored in the array-information-storage-area of the RAM 7. In the
bingo decision process, for each array information stored in the
array-information-storage-area of the RAM 7, it is decided whether
or not arrays, that are on the matrix based on the corresponding
array information, of the numbers corresponding to a plurality of
winning numbers stored in the winning-history-storage-area of the
RAM 7 coincide with a predetermined bingo array. The predetermined
bingo array according to the embodiment is an array in which all
the number images arrayed in any line in the longitudinal
direction, the horizontal direction and the diagonal direction on
the bingo card image become winning numbers. And, where the array
of a plurality of winning numbers stored in the
winning-history-storage-area of the RAM 7 is the predetermined
bingo array, it is determined that BINGO is established with
respect to the corresponding array information. Where it is
determined that BINGO has been established, the bingo decision unit
107 transmits bingo generation information of BINGO having
occurred, to the game progression control unit 101.
[0083] In addition, in the embodiment, the bingo decision unit 107
carries out a process for deciding whether or not only one number
is needed to reach one or more of the predetermined bingo arrays
when it receives the decision instruction from the game progression
control unit 101. In the process, it is decided that a state of
waiting for the last number of the predetermined bingo array(s)
occurs when entering the state in which BINGO occurs if a specified
number is drawn next, based on the winning numbers stored in the
winning-history-storage-area of the RAM 7 and the array information
stored in the array-information-storage-area of the RAM 7. Where it
is decided that the state of waiting for the last number of the
predetermined bingo array(s) occurs, the bingo decision unit 107
transmits occurrence information of the state, to the game
progression control unit 101.
[0084] The odds management unit 108 is composed of the computer
drawing machine 20, RAM 7, ROM 8 and auxiliary storage device 9,
etc., in the hardware configuration shown in FIG. 5. When the odds
management unit 108 receives an odds calculation instruction from
the game progression control unit 101, the odds management unit 108
calculates the odds data for each of the respective numbers, which
is the allotment quantity determination data, to determine the
quantity of allotment to be paid out by meeting the payout
condition including bingo establishment if the corresponding number
were the winning number determined next by the drawing unit 105.
The calculation process of the odds data is carried out whenever
drawings coming after the fourth time drawing are carried out by
the drawing unit 105. Usually, in the calculation process of the
odds data, the odds are calculated so that the quantity of
allotment decreases as the number of times of drawing increases.
Although the details will be described later, the odds are
calculated for the numbers whose winning-probabilities increase by
the winning-probability changing unit 106, so that the quantity of
allotment decreases. The odds data calculated is stored in an
odds-storage-area of the RAM 7, which is an allotment quantity
determination data storage unit, operating as allotment quantity
determination data storage means.
[0085] FIG. 7 is a descriptive view showing one example of a game
image displayed on the touch panel 11. Two bingo card images are
displayed on the game screen. The numbers enclosed by a square
frame on the respective bingo card image show those won in the
drawings carried out up until the present time, and the numbers
enclosed by a circular frame shows those that are not yet won. The
display pattern of number "16" positioned at the right lower corner
of the left side bingo card image in the figure is a display
pattern when a player desires to win and touches the number. This
number is a winning-desired number. Also, the winning-desired
number on the right side bingo card image in the figure is
displayed by being enclosed by a large circular frame.
[0086] In addition, a BET-display-column 11a showing the credit
quantity (token quantity) as bet-objects bet by a player, a
credit-acquisition-quantity-display-column 11b showing the credit
quantity acquired by generation of BINGO, a credit-display-column
11c showing the present credit quantity of the player, etc., are
displayed at the lowermost part of the game screen. Also, on these
display columns, a winning-history-display-column 11d showing the
numbers, which are won by the drawings up until the present time,
from the left side in the figure in order is provided. Further, the
example of illustrated in the figure shows a state where a drawing
has been carried out ten times up until the present time.
[0087] Also, an allotment-quantity-display-column 11e is displayed
on the uppermost part of the game screen. The
allotment-quantity-display-column 11e shows the relationship
between the colors and the allotment quantity, which are described
later. The allotment quantities of the respective colors are
obtained by multiplying the odds data corresponding to the
respective colors by the bet quantity of the player.
[0088] Furthermore, attack-gauge-display-column 11f is displayed on
the left upper part of the game screen. An attack gauge of the
attack-gauge-display-column 11f is increased by meeting
predetermined conditions, and if the attack gauge becomes full, an
attack-operation described later can be carried out. The details
will be described later. Next, a description is given of operations
of the present bingo game machine in accordance with flows of a
bingo game according to the embodiment.
[0089] FIG. 8 is a flowchart showing the flows of the bingo
game.
[0090] In the bingo game machine, if a player inputs tokens into
the token inputting port 13 of the station 10, the number of tokens
inputted is detected by the token management device 18, and credit
equivalent to the number of inputted tokens is stored in the credit
data. Also, when the token management device 18 detects input of
tokens, it notifies the controller 4, which composes the game
progression control unit 101, of the detection.
[0091] In detail, the game progression control unit 101 that
received information that tokens are inputted outputs a bet screen
displaying instruction to the station displaying unit 103. Whereby
a bet screen is displayed on the touch panel 111 of the station 10
in which the player input the tokens. Two bet buttons, one of which
is a one-bet button and the other of which is a ten-bet button, are
displayed on the bet screen. The player can bet credit of the
desired quantity by touching these bet buttons. If the player
touches these bet buttons, the bet data showing the bet quantity is
transmitted from the input controller 17 to the game progression
control unit 101. The game progression control unit 101 as the bet
accepting unit functions as bet accepting means and accepts the
bet, and outputs a bet instruction to the token management device
18. Thereby, the token management device 18 carries out a process
of subtracting credits equivalent to the number of tokens
corresponding to the bet instruction and adding the credits
equivalent to the number to the bet data (S1). Thus, the player can
bet the credits only by touching the bet buttons equivalent to a
desired number of bets.
[0092] Also, the game progression control unit 101 outputs a
displaying instruction to the station displaying unit 103 when
receiving bet data from the input controller 17, and revises the
BET-display-column 11a and the credit-display-column 11c on the
game screen of the touch panel 11.
[0093] Further, when he game progression control unit 101 receives
bet data from the input controller 17, it calculates the allotment
quantity in response to the bet data stored in the token management
device 18 based on eight odds data stored in the odds-storage-area
of the RAM 7. In the embodiment, the eight odds data, which are 1.5
times, 2.5 times, 3.5 times, 5 times, 8 times, 12 times, 20 times
and 30 times, are stored in the odds-storage-area of the RAM 7 made
to correspond to the respective number as the basic odds data. The
game progression control unit 101 calculates the allotment quantity
corresponding to respective odds data by multiplying the bet data
stored in the token management device 18 by respective odds data.
And, the game progression control unit 101 outputs a displaying
instruction to the station displaying unit 103 and makes the
station displaying unit 103 revise the allotment quantities
displayed in eight odds-sections in the
allotment-quantity-display-column 11e on the game screen of the
touch panel 11 to the calculated allotment quantities. The eight
odds-sections are displayed by different colors, respectively, and
the respective colors correspond to the roulette colors described
later.
[0094] After the bet acceptance is finished, the first through the
fourth drawings are carried out (S2). In detail, the game
progression control unit 101 outputs a commencement instruction of
the first drawing to the drawing unit 105. And, the drawing unit
105 carries out the computer drawing in accordance with the
winning-probability of each of the numbers, which are determined by
the winning-probability data stored in the
winning-probability-storage-area of the RAM 7, thereby the
pre-winning numbers (pre-winning-objects) are determined. A
detailed description is given of one example of a drawing process
carried out by the drawing unit 105. A predetermined range of
random numbers is divided into sections corresponding to respective
unwinning numbers, respectively, so that winning-probability of
each of the unwinning numbers that are not won up until the present
time are made into winning-probabilities determined the
corresponding winning-probability data stored in the
winning-probability-storage-area of the RAM 7. Therefore, in the
first drawing, sections corresponding to the numbers "1" through
"25" are allotted among the predetermined random number range. In
the second drawing, sections corresponding to twenty-four unwinning
numbers, excluding the number won in the first drawing, of "1"
through "25" are allotted among the predetermined random number
range. In the third drawing, sections corresponding to the
unwinning numbers excluding the numbers won up until that time are
allotted as in the preceding drawings. If the winning-probability
is changed by the winning-probability changing process described
later, the respective sections are evenly allotted. After the
predetermined random number range is thus divided, random numbers
are generated. And, a section to which the random number belongs is
specified, and the number corresponding to the specified section is
determined as a pre-winning number. The determined pre-winning
number is stored in the winning-history-storage-area of the RAM 7
as a winning number. That is, in the embodiment, the pre-winning
numbers are made into winning numbers at the probability of
100%.
[0095] After that, the game progression control unit 101 executes a
process of generating and displaying bingo cards (S40). In the
process of generating and displaying bingo cards, array information
of a bingo card, in which respective pre-winning numbers determined
by the first through the fourth drawings are arranged on the matrix
array, are generated by two per station 10 that accepted a bet so
that the payout ratio are drawn near a preset payout ratio. And,
two bingo card images consisting of "1" through "25" number images
arrayed in form of a 5.times.5 matrix are displayed on the touch
panel 11 of the respective stations 10 based on the array
information. In the embodiment, although a description is given of
a case where two bingo card images are displayed on the touch panel
11 of one station 10, one bingo card image may be displayed or
three or more bingo card images may be displayed. The process of
generating and displaying bingo cards will be described in detail
later.
[0096] After the bingo card images are thus displayed on the touch
panel 11 of the station 10, the game progression control unit 101
next outputs a roulette turning instruction to execute performance
of the first drawing to the main displaying unit 104. Thereby, the
main displaying unit 104 turns the roulette of a roulette image
displayed on the large-sized display 2 and executes performance of
the first drawing (S3).
[0097] FIG. 9 is a descriptive view showing one example of the main
screen displayed on the large-sized display 2. The roulette image
having image areas corresponding to the numbers, which have not yet
won, of "1" through "25" is displayed on the main screen.
Therefore, a roulette image having the image areas corresponding to
all of "1" trough "25" is displayed in a performance of the first
drawing. A roulette image having the image areas corresponding to
twenty-four numbers, excluding the number won in the first drawing,
of "1" through "25" is displayed in a performance of the second
drawing. And, in a performance of a subsequent drawing, a roulette
image having the image areas corresponding to the numbers excluding
the numbers won up until that time is displayed. Herein,
differences in size of the image areas of the respective numbers in
the roulette image on the large-sized display 2 correspond to the
degree of the winning-probability of each of the numbers. Also,
unless the winning-probabilities are changed by the
winning-probability changing process described later, the sizes of
the image areas of the respective numbers on the roulette image
become equal to each other because the winning-probability of each
of the numbers are equal. In the embodiment, since the
winning-probability changing process is not carried out before the
fourth drawing is finished, the roulette image in which the sizes
in image areas of the respective numbers are equal to each other is
used in performances of the first through the fourth drawing.
However, if the winning-probabilities are changed by the
winning-probability changing process in the drawings including and
after the fifth time, the image area of numbers having a high
winning-probability is widened, and the image area of numbers
having a low winning-probability is narrowed as shown in FIG.
9.
[0098] The colors of the image areas of the respective numbers in
the roulette image on the large-sized display 2 correspond to the
allotment quantities of the respective numbers. That is, the colors
of the image areas of the respective numbers correspond to those of
eight odds-sections of the allotment-quantity-display-column 11e
displayed on the game screen of the touch panel 11 of the station
10. Therefore, a player can easily understand the quantity of
allotment paid out where a number is drawn in the next drawing and
bingo is thereby completed, by look at the colors of the respective
numbers on the roulette image on the large-sized display 2.
[0099] When the main displaying unit 104 receives a roulette
turning instruction, it carries out performance of executing a
drawing by turning the roulette of the roulette image displayed on
the large-sized display 2. After that, the game progression control
unit 101 reads the winning number stored in the
winning-history-storage-area of the RAM 7 and outputs, to the main
displaying unit 104, a performance displaying instruction showing
that the winning number is drawn. Therefore, as shown in FIG. 9,
the main displaying unit 104 executes performance of causing the
number image corresponding to the winning number to appear at the
center part of the roulette image displayed on the large-sized
display 2. Also, the example shown in FIG. 9 is a case where "21"
is the winning number. That is, the main displaying unit 104, which
is a notifying unit, functions as notifying means for providing a
notification of the winning number to a player whenever the drawing
unit 105 determines the winning number after a bingo card image is
displayed on the touch panel 11 of the station 10.
[0100] In addition, when the game progression control unit 101
reads the winning number stored in the winning-history-storage-area
of the RAM 7, it outputs a displaying instruction to the station
displaying unit 103. And the game progression control unit 101 make
the station displaying unit 103 revise the winning history display
part ld on the game screen of the touch panel 11, and change the
number image corresponding to the winning number on the bingo card
image from those of being enclosed in a circular frame to those of
being enclosed in a square frame. That is, the station displaying
unit 103, which is the notifying unit, functions as the notifying
means for providing a notification of the winning number to a
player whenever the drawing unit 105 determines the winning
number.
[0101] After such a performance of drawing is repeated three more
times and a performance of the fourth drawing is carried out, the
game progression control unit 101 outputs a decision instruction to
the bingo decision unit 107. Thereby, the bingo decision unit 107
carries out the above-described process for deciding whether or not
only one number is needed to reach one or more of the predetermined
bingo arrays (S4). Where it is decided in the process that the
state of waiting for the last number of the predetermined bingo
array(s) occurs, the bingo decision unit 107 transmits the
occurrence information of the state to the game progression control
unit 101, and the game progression control unit 101 sets a flag
showing the state with respect to the corresponding array
information (S5).
[0102] Next, the game progression control unit 101 executes a
winning-probability changing process of a winning desired number
that a player desires to win (S20). The winning-probability
changing process is carried out whenever the fourth drawing, the
sixth drawing, the eighth drawing and the tenth drawing are
finished. A detailed description of the winning-probability
changing process will be given later.
[0103] Subsequently, the game progression control unit 101 executes
the fifth drawing, and determines the fifth winning number (S6). In
the embodiment, although the first through the fourth drawings are
carried out before the card generating unit 102 generates array
information, the fifth and subsequent drawings are carried out
after the card generating unit 102 generates array information.
After that, a performance of the fifth drawing is carried out (S7).
Performance of drawings coming after the fifth time is carried out
the same like performance of the first through the fourth drawing.
That is, in the performance of the fifth drawing, the game
progression control unit 101 outputs a roulette turning instruction
to the main displaying unit 104, and the main displaying unit 104
turns the roulette of the roulette image displayed on the
large-sized display 2, thereby performance of executing the fifth
drawing is carried out. And, the game progression control unit 101
reads the winning number brought about by the fifth drawing, which
is stored in the winning-history-storage-area of the RAM 7, and
outputs a performance displaying instruction of the winning number
having been drawn to the main displaying unit 104. Thereby, the
main displaying unit 104 executes performance by which the number
image corresponding to the winning number is caused to appear at
the center part of the roulette image displayed on the large-sized
display 2. Performance of the sixth and subsequent drawing is the
same as above.
[0104] After that, the game progression control unit 101 outputs a
decision instruction to the bingo decision unit 107, and makes the
bingo decision unit 107 execute the above-described bingo decision
process (S8). The bingo decision process decides whether or not
BINGO has occurred, based on the winning numbers (five winning
numbers at the present) stored in the winning-history-storage-area
of the RAM 7 and the array information stored in the
array-information-storage-area of the RAM 7. Where it is decided
that BINGO has occurred, the bingo decision unit 107 transmits
bingo occurrence information to the game progression control unit
101. The game progression control unit 101 that receives the
information outputs to the token management device 18 a payout
instruction which instructs payout of the allotment quantity of an
odds-section corresponding to the winning numbers won by the
drawings of the five times. The token management device 18 that
receives the payout instruction temporarily stores the allotment
quantity corresponding to the payout instruction and carries out a
process of adding the credits equivalent to the allotment quantity
to the credit data when the bingo game is finished (S9).
[0105] Also, the bingo decision unit 107 that receives a decision
instruction executes the above-described process for deciding
whether or not only one number is needed to reach one or more of
the predetermined bingo arrays (S10), and where it is determined
that the state of waiting for the last number of the predetermined
bingo array(s) occurs, the flag showing the state is set for the
corresponding array information (S11).
[0106] Next, the game progression control unit 101 outputs an odds
calculation instruction to the odds management unit 108. Thereby,
the odds management unit 108 revises the odds data of the
respective numbers (S12). In detail, the odds management unit 108
calculates the odds data for each of the unwinning numbers that are
not drawn up until the present time. The calculated odds data is
stored in the odds-storage-area of RAM 7 in connection with the
corresponding unwinning numbers. In the embodiment, when the fourth
drawing is finished, the basic odds data of 30 times is selected
for all of the twenty-one unwinning numbers. That is, when BINGO is
established at the fifth drawing, the odds are 30 times. And,
unless the odds data is changed in the winning-probability changing
process described later, the basic odds data that is lower by one
rank than the current basic odds data is selected with respect to
the respective unwinning numbers whenever the drawings coming after
the fifth time are finished, and the odds data is stored in the
odds-storage-area of the RAM 7. Therefore, unless the odds data is
changed in the winning-probability changing process described
later, the basic odds data of 20 times, which is lower by one rank
than 30 times being the current basic odds data, is selected evenly
for twenty unwinning numbers when the fifth drawing is finished.
Whenever subsequent drawings are finished, the basic odds data that
is lower by one rank is selected evenly for the remaining numbers
in order.
[0107] Herein, the allotment quantity displayed in the
allotment-quantity-display-column 11e on the game screen of the
touch panel 11 of the station 10 is revised when performances of
the fourth, the sixth, the eight, and the tenth drawing are
finished. And, the allotment quantity corresponding to the basic
odds data is displayed in the sections of the respective colors of
the allotment-quantity-display-column 11e until three numbers on
the same line on the bingo card image displayed in the game screen
become winning numbers. On the other hand, where three or four
numbers on the same line on the bingo card image have become
winning numbers when the allotment-quantity-display-column 11e is
revised, the allotment quantities corresponding to the actual odds
data are displayed in the sections corresponding to the respective
colors of the allotment-quantity-display-column 11e. The actual
odds data is calculated by the odds management unit 108 based on
the probabilities by which BINGO is established in the subsequent
two drawings (that is, drawings executed until the
allotment-quantity-display-column 11e is next revised). In detail,
the actual odds data is calculated based on the winning-probability
of each of numbers in the revision (the winning-probabilities after
change if the winning-probability data is changed by the
winning-probability changing process described later) and the
arrangement of numbers on a matrix array obtained from the array
information corresponding to a bingo card image displayed on the
touch panel 11 corresponding to the station 10 in the revision. By
carrying out such a process, where the touch panel 11 of the
station 10 displays a bingo card image having three or four numbers
on the same line thereof become winning numbers when revising the
allotment-quantity-display-column 11e, the allotment quantity
displayed on the allotment-quantity-display-column 11e is changed
from the allotment quantity based on the basic odds data to the
allotment quantity based on the actual odds data. As a result,
after three or four numbers on the same line become winning
numbers, individual allotment quantities are displayed in the
allotment-quantity-display-column 11e on the touch panel 11 of the
respective stations 10. That is, although the numbers and colors of
the respective odds-sections divided by colors on the
allotment-quantity-display-columns 11e are common to all the
stations 10, the allotment quantities displayed in the
odds-sections are different at the respective stations 10.
[0108] After the odds data of respective unwinning numbers are
stored in the odds-storage-area of the RAM 7 by the odds management
unit 108, the game progression control unit 101 outputs a roulette
change displaying instruction to the main displaying unit 104. The
main displaying unit 104 received the roulette change displaying
instruction makes the large-sized display 2 display a roulette
image, having image areas of the unwinning numbers at this point in
time (twenty numbers at the point when the fifth drawing is
finished), in which the colors of the respective image areas are
colors corresponding to the odds data revised in the above step S12
(S13).
[0109] And, the game progression control unit 101 decides which
time the number of times of drawings finished up until the present
time is, the sixth time, the eighth time, or the tenth time (S14).
Where it is decided that the drawing is either one of the sixth,
the eighth or the tenth drawing, the winning-probability changing
process is carried out (S20). That is, in the embodiment, the
winning-probability changing process is carried out whenever the
fourth, the sixth, the eighth and the tenth drawings are finished.
On the other hand, where it is decided that the drawing is neither
of the sixth, the eighth nor the tenth drawing, the game
progression control unit 101 decides whether or not the number of
times of drawings finished up until the present time reaches 12
times (S15). And, where it is decided that the number of times of
drawings does not reach 12 times, the next drawing process is
executed without carrying out the winning-probability changing
process (S6). On the other hand, where it is decided that the
number of times of drawings reaches 12 times, the bingo game is
finished.
[0110] After the bingo game is finished, the token management
device 18 carries out a process of adding the credits equivalent to
the allotment quantity temporarily stored upon receiving a payout
instruction during the bingo game to the credit data. Thereby, the
credit quantity displayed in the credit-display-column 11c becomes
the credit quantity after being added.
[0111] Next, a description is given of the winning-probability
changing process.
[0112] FIG. 10 is a flowchart showing a flow of the
winning-probability changing process.
[0113] In the embodiment, after the fourth, the sixth, the eighth
and the tenth drawings are finished, the game progression control
unit 101 outputs to the station displaying unit 103 a displaying
instruction of causing the station displaying unit 103 to display a
description image for urging a player to touch a number that the
player desires to win. Thereby, the station displaying unit 103
displays a description image saying, "Please touch your desired
number" on the game screen of the touch panel 11 as shown in FIG.
7. Within the time limit, the player who looked at the description
image selects one of the number images of unwinning numbers in the
bingo image displayed on the game screen of the touch panel 11, and
touches the number. If so, the winning-desired number information
showing the touched number is outputted from the input controller
17, and the winning-desired number information is accepted by the
game progression control unit 101 (S21). Also, if no
winning-desired number information is accepted within the time
limit, the winning-probability changing process is finished as it
is.
[0114] If the game progression control unit 101 accepts the
winning-desired number information, it determines the
winning-desired number that the player desires to win. And, the
game progression control unit 101 outputs a winning-probability
changing instruction to the winning-probability changing unit 106.
Thereby, the winning-probability changing unit 106, which is the
winning-probability data changing unit, functions as
winning-probability data changing means and changes the
winning-probability data stored in the
winning-probability-storage-area of the RAM 7 so that the
winning-probability of the winning-desired number corresponding to
the winning-probability changing instruction is increased (S22). By
the change, with respect to a drawing process by the drawing unit
105, the section corresponding to the winning-desired number in the
predetermined range of random numbers is widened, and the sections
of the remaining unwinning numbers are evenly narrowed. As a
result, the winning-probability of the winning-desired number is
increased.
[0115] Herein, in the embodiment, seven players can simultaneously
join a bingo game at maximum. Therefore, there may be cases where a
plurality of pieces of winning-desired number information differing
from each other is accepted from the input controllers 17 of a
plurality of stations 10, respectively. In this case, the game
progression control unit 101 outputs a winning-probability changing
instruction for each pieces of the winning-desired number
information, whereby the winning-probability changing unit 106
changes the winning-probability data stored in the
winning-probability-storage-area of the RAM 7 so that the
winning-probability of the winning-desired number corresponding to
the winning-probability changing instruction is increased. As a
result, in the drawing process by the drawing unit 105, the
sections corresponding to the winning-desired numbers in a
predetermined range of random numbers are widened, and the sections
of the remaining unwinning numbers are evenly narrowed. Whereby the
winning-desired number corresponding to the winning-desired number
information that is more accepted will have higher
winning-probability. However, in a case where the winning-desired
number information is accepted from a plurality of players, if the
winning-desired number information from many players is
concentrated on a specified number, there may be cases where, even
if the winning-desired number information corresponding to other
numbers is accepted, the winning-probability of each of the other
numbers are lowered.
[0116] In addition, the game progression control unit 101 outputs
an odds calculation instruction to the odds management unit 108.
Thereby, the odds management unit 108 reads the winning-probability
data changed in the above step S22 from the
winning-probability-storage-area of the RAM 7, and carries out a
process of changing the odds data in the odds-storage-area of the
RAM 7 based on the winning-probability data (S23). In detail, the
odds management unit 108 changes the odds data allotted to the
respective unwinning numbers before and after changing the
winning-probability data in the above step S22, so that the payout
ratio becomes almost fixed. Therefore, the odds data of the
respective unwinning numbers is changed so that the odds data of
the unwinning numbers whose winning-probabilities are increased by
the change of the winning-probability data in the above step S22 is
relatively low.
[0117] Subsequently, the game progression control unit 101, which
is a winning-probability displaying control unit, functions as
winning-probability displaying control means and outputs a roulette
change displaying instruction to the main displaying unit 104 based
on the winning-probability data after a change, so that the size of
the image area of each of the unwinning numbers in the roulette
image becomes a size corresponding to the winning-probability after
the change, and the color of the image area of each of the
unwinning numbers becomes a color corresponding to the odds data
after the change. Thereby, the main displaying unit 104, which is a
winning-probability image displaying unit and an allotment quantity
image displaying unit, functions as winning-probability image
displaying means and allotment quantity image displaying means, so
that the main displaying unit 104 displays a roulette image, in
which the size of the image area of each the unwinning number is a
size corresponding to the winning-probability after the change, and
the color of the image area of each the unwinning number becomes a
color corresponding to the odds data after the change, on the
large-sized display 2 (S24).
[0118] By executing the winning-probability changing process as
described above, a player checks the winning numbers up until this
point in time by looking at the bingo card image displayed on the
touch panel 11, and touches an image of the winning-desired number,
which the player desires to win, such as numbers necessary to
establish BINGO, whereby the winning-probability of the
winning-desired number can be increased.
[0119] Also, in the embodiment, the winning-probability of each of
the numbers can be understood based on the sizes of the image areas
in the roulette image. And, if when a player touches the image of a
winning-desired number on the touch panel 11, which the player
desires to win, so that the winning-probability of winning-desired
number is increased, the size of the image area corresponding to
the winning-desired number on the roulette image is widened.
Therefore, the player can intuitively understand that the
winning-probability of the number that the player desires to win
has been increased. Also, simultaneously, since the color
corresponding to the odds data is changed after the color of the
image area corresponding to the winning-desired number on the
roulette image changes, the player can intuitively know the
allotment quantity after the change.
[0120] In addition, in the embodiment, whenever the winning-desired
number that a player desires to win is drawn, the attack gauge of
the attack-gauge-display-column 11f, which is displayed at the left
upper part of the game screen of the touch panel 11, is increased.
If the attack gauge becomes full, an attack-operation is enabled.
In detail, where the attack gauge has been become full, whenever
the attack button 12 is pressed after the player touches the
winning-desired number image on the touch panel 11 when executing
the winning-probability changing process (attack-operation), the
winning-desired number information is accepted by the game
progression control unit 101. That is, the game progression control
unit 101 accepts a plurality of pieces of winning-desired number
information with respect to the same number from one station 10
during one-time winning-probability changing process. Thereby, the
player who is able to carry out an attack-operation can greatly
increase the winning-probability of the winning-desired number that
the player desires to win, by pressing the attack button 12 when
executing a winning-probability changing process. However, such a
condition of carrying out an attack-operation other than the
condition that the attack gauge becomes full may be added. For
example, such a condition may be added, in which the flag showing
the state of waiting for the last number of the predetermined bingo
array(s) is set with respect to the array information corresponding
to the bingo card image displayed on the touch panel 11
corresponding to the station 10.
[0121] In the embodiment, if a player touches a winning-desired
number on the touch panel 11 when the fourth, the sixth, the
eighth, and the tenth drawings are finished, the winning-desired
number information is outputted from the input controller 17 and is
accepted by the game progression control unit 101, wherein the
winning-probability of the winning-desired number is increased. The
after-changed winning-probability is maintained until the next
winning-probability changing process is executed, and the
winning-probability is reset when the next winning-probability
changing process is carried out. That is, for example, where the
winning-probability of the winning-desired number is increased when
the fourth drawing is finished, the fifth and the six drawings are
executed in a state where the winning-probability of the
winning-desired number is kept high. However, the
winning-probability of each of all the unwinning numbers is evenly
reset when the sixth drawing is finished. This is the same in a
case where the winning-probability is increased when the sixth, the
eighth, and the tenth drawings are finished.
[0122] FIG. 11 is a flowchart showing a flow of an attack
process.
[0123] The attack process is commenced after the fourth and
subsequent drawings are finished. If the winning-desired number the
winning-probability of which has been increased is drawn by the
drawing (S31), the game progression control unit 101 executes a
process of increasing the attack data, which is stored in the
attack gauge storage area of the RAM 7, by a predetermined amount
(S32). Also, the game progression control unit 101 outputs a
displaying instruction to the station displaying unit 103, and
increases the attack gauge of the attack-gauge-display-column 11f
on the game screen of the touch panel 11. After that, when the
fourth, the sixth, the eighth and the tenth drawings are finished,
that is, when a commencement condition of the winning-probability
changing process is satisfied (S33), the game progression control
unit 101 decides whether or not the attack gauge data stored in the
attack gauge storage area of the RAM 7 reaches a predetermined
amount (that is, becomes full) (S34). When it is decided that the
attack gauge is not full, it is possible to increase the
winning-probability of the winning-desired number by the normal
winning-probability changing process described above (S20). On the
other hand, when it is decided that the attack gauge is full, the
game progression control unit 101 permits an attack-operation at
the corresponding station 10 (S35). In detail, the game progression
control unit 101 outputs to the station displaying unit 103 a
displaying instruction to display a description image for urging
the player to touch the number that the player desires to win, and
thereafter to press the attack button 12. Thereby, the station
displaying unit 103 displays the description image on the game
screen of the touch panel 11. The player who looked at the
description image presses the attack button 12 (S36) as much as the
player likes within the time limit (S38), after selecting one of
the unwinning numbers on the number image of the bingo image
displayed on the game screen of the touch panel 11 and touching the
number. If so, the winning-desired number information showing the
touched number are outputted (S37) from the input controller 17 as
times as the attack button 12 is pressed, and the winning-desired
number information are accepted by the game progression control
unit 101.
[0124] When the game progression control unit 101, which is a
fluctuation amount determination unit, accepts the winning-desired
number information, it functions as fluctuation amount
determination means. And the game progression control unit 101
determines the amount of increase in the winning-probability of the
winning-desired number in accordance with a predetermined
determination condition of fluctuation amount. The condition is
that the amount of increase in the winning-probability of the
winning-desired number, which the player playing at the station of
the outputting source desires to win, becomes gradually greater in
line with an increase in the number of times of outputting the
winning-desired number information. The winning-probability
changing unit 106 changes the winning-probability data so that the
winning-probability of the winning-desired number is increased
equivalent to the amount of increase. In the embodiment, although
one station 10 outputs only one piece of winning-desired number
information in the normal winning-probability changing process, a
plurality of pieces of winning-desired number information can be
outputted with respect to the same winning-desired number from one
station 10 if an attack-operation is carried out. Therefore,
according to the attack process, the winning-probability of the
winning-desired number can be increased to a large degree in
comparison with a case of the normal winning-probability changing
process.
[0125] Further, in the embodiment, although the winning-probability
of a winning-desired number is only increased by pressing the
attack button 12 when executing an attack process, it may be
devised that a bet is added when pressing the attack button 12.
Generally, the larger the bet credit amount becomes, the greater
the risk of losing credit is increased. In this case, since the
risk of losing more credits is increased in line with an increase
in the winning-probability of the winning-desired number, a more
favorable game balance is obtained in comparison with a case of
merely increasing the winning-probability of a winning-desired
number.
[0126] Also, although the attack-operation described above can be
carried out after the fourth, the sixth, the eighth or the tenth
drawing is finished, it may be devised that the attack-operation is
carried out after the bingo card image is displayed on the touch
panel 11 of the station 10 before providing a notification of the
winning number determined by the first drawing. This is because
there are cases where, even before providing a notification of the
first winning number, a player who looked at the bingo card image
desires winning of a number disposed at an advantageous position
for BINGO establishment or disposed at the player favorite
position.
[0127] Also, it may be devised that the winning-probability is
increased with respect to the winning-desired number that a player
who has a larger bet amount bet when a bingo game is commenced
desires winning. In this case, since a player who has a high risk
of losing more credits can further increase the winning-probability
of the winning-desired number, a further favorable game balance is
obtained in comparison with a case of merely increasing the
winning-probability of the winning-desired number.
[0128] In addition, the degree of increasing the
winning-probability by one piece of the winning-desired number
information may be changed based on whether or not the flag showing
the state of waiting for the last number of the predetermined bingo
array(s) is set for array information corresponding to the station
10 that is the transmission source of the winning-desired number
information. In this case, the player whose numbers are in the
state of waiting for the last number of the predetermined bingo
array(s) may increase the winning-probability of the
winning-desired number. Therefore, the advantages of players differ
from each other with respect to the winning-probability of the
winning-desired number based on whether or not the numbers are in
the state, wherein the game attractiveness is improved.
[0129] Next, a description is given of a process of generating and
displaying bingo cards, which is a characteristic part of the
present invention.
[0130] FIG. 1 is a flowchart showing a flow of the process of
generating and displaying bingo cards according to the
embodiment.
[0131] In the embodiment, after the first through the fourth
drawings are executed (S2), the game progression control unit 101
outputs a card generation instruction to the card generating unit
102. Thereby, the card generating unit 102 executes an array
determination program, and reads the payout ratio data stored in
the payout ratio storage area of the RAM 7 and the preset payout
ratio data stored in the preset payout ratio storage area of the
RAM 7. The payout ratio data shows a payout ratio that is the ratio
of the total amount of credits accepted within a predetermined term
to the total amount of allotment paid out within the predetermined
term. The predetermined term may be appropriately set, for example,
to a fixed term such as a week, a month, etc., or may be set to the
time from installation of the present bingo game machine up until
the present time. The game progression control unit 101 carries out
a process of storing the payout ratio data in collaboration with
the token management device 18. Also, the preset payout ratio data
stored in the preset payout ratio storage area of the RAM 7 shows a
target payout ratio (the preset payout ratio), and generally is set
to 90% or so. And, the card generating unit 102 that read the
payout ratio data and the preset payout ratio data compares the
payout ratio and the preset payout ratio, which are shown by these
pieces of data, with each other (S41).
[0132] The card generating unit 102 allots four pre-winning numbers
selected by the first through the fourth drawings to the positions
on the 5.times.5 matrix array based on the result of comparison. If
described in detail, in the embodiment, several arrangement
patterns showing arrangement of four pre-winning numbers are stored
in the ROM 8 in advance. These arrangement patterns are classified
into two levels in accordance with the bingo occurrence
probabilities. That is, since the bingo probabilities can be
arithmetically calculated by arrangement of four pre-winning
numbers, the arrangement patterns may be classified into two
levels, one of which is a
high-bingo-probability-arrangement-pattern the bingo occurrence
probability of which is relatively high, and a
low-bingo-probability-arrangement-pattern the bingo occurrence
probability of which is relatively low, in accordance with the
calculated bingo occurrence probabilities. If one example is
described, the high-bingo-probability-arrangement-pattern is made
into such a pattern that three or more of the four pre-winning
numbers are arranged in any one of the lines in the longitudinal
direction, the horizontal direction and the diagonal direction, on
the matrix array, and the low-bingo-probability-arrangement-pattern
is made into a pattern in which two or more of four pre-winning
numbers are not arranged in any one of the lines in the
longitudinal direction, the horizontal direction and the diagonal
direction on the matrix array.
[0133] In addition, several arrangement patterns are included in
each of the levels. In the embodiment, since six arrangement
patterns are included in the respective levels, arrangement
patterns of twelve types in total are stored in the ROM 8. In
addition, it is possible to optionally set the number of levels and
the number of arrangement patterns belonging to the respective
levels.
[0134] Where the card generating unit 102 decides, based on the
result of comparison in the above step S41, that the payout ratio
is greater than the preset payout ratio, the card generating unit
102 carries out a process of increasing the selection probability
of the six arrangement patterns classified to the
low-bingo-probability-arrangement-pattern, the bingo occurrence
probability of which is low (S42). In detail, the selection
probability data in which the selection probability of six
arrangement patterns classified in the
low-bingo-probability-arrangement-pattern is higher than that of
the six arrangement patterns classified in the
high-bingo-probability-arrangement-pattern is stored in the
selection-probability-storage-area of the RAM 7. On the other hand,
where it is decided, based on the result of comparison in the above
step S41, that the payout ratio is less than the preset payout
ratio, the card generating unit 102 carries out a process of
increasing the selection probability of the six arrangement
patterns classified in the
high-bingo-probability-arrangement-pattern, the bingo occurrence
probability of which is high (S43). In detail, the selection
probability data in which the selection probability of six
arrangement patterns classified in the
high-bingo-probability-arrangement-pattern is higher than that of
the six arrangement patterns classified in the
low-bingo-probability-arrangement-pattern are stored in the
selection-probability-storage-area of the RAM 7. And, the card
generating unit 102 executes selection by drawing in accordance
with the selection probability of respective arrangement patterns
defined by the selection probability data stored in the
selection-probability-storage-area of the RAM 7. A method of the
drawing is the same as that executed by the drawing unit 105. And,
the predetermined number of arrangement patterns is selected from
the twelve arrangement patterns by the drawing (S44). The number of
selections of the arrangement patterns is the same as the number of
bingo cards displayed on the touch panel 11 of the station 10 that
accepted bet.
[0135] Further, in the embodiment, there are cases where a
arrangement pattern classified in the
high-bingo-probability-arrangement-pattern is selected even if the
payout ratio is more than the preset payout ratio, and on the
contrary there are cases where a arrangement pattern classified in
the low-bingo-probability-arrangement-pattern is selected even if
the payout ratio is less than the preset payout ratio. This is to
prevent irregularity of bingo probability depending on timing, in
that BINGO is apt to occur at a time when the payout ratio is more
than the preset payout ratio, or BINGO hardly occurs when the
payout ratio is less than the preset payout ratio. As a matter of
course, the method of selecting the arrangement pattern is not
limited to the above. For example, arrangement patterns may be
selected from the arrangement patterns classified to the
low-bingo-probability-arrangement-pattern when the payout ratio is
more than the preset payout ratio, or may be selected from the
arrangement patterns classified to the
high-bingo-probability-arrangement-pattern when the payout ratio is
less than the preset payout ratio. In this case, it becomes easy to
control the payout ratio, wherein the payout ratio can easily
approach the preset payout ratio.
[0136] Thus, after the arrangement pattern is selected, the card
generating unit 102 allots four pre-winning numbers selected by the
first through the fourth drawings to four positions shown by the
selected arrangement pattern (S45). And, numbers differing from
each other, which are other than these pre-winning numbers, are
allotted at random to positions other than the four positions
(S46). Thereby, the matrix array in which the pre-winning numbers
are allotted to the four positions shown by the selected
arrangement pattern, respectively, is determined, and the card
generating unit 102 generates array information showing the matrix
array (S47) and stores the generated array information in the
array-information-storage-area of the RAM 7. As a result, the array
information, the number of which is the same as the number of the
bingo card images displayed on the touch panel 11 of the station 10
that has accepted bets, is stored in the
array-information-storage-area of the RAM 7.
[0137] After the card generating unit 102 generates array
information, the game progression control unit 101 reads the array
information from the array-information-storage-area of the RAM 7
and outputs to the station displaying unit 103 a card displaying
instruction based on the array information. Thereby, two bingo card
images in each of which number images "1" through "25" are arrayed
in form of a 5.times.5 matrix are displayed on the touch panel 11
of the station 10 in which the player inputs tokens (S48).
[0138] Also, in the embodiment, although a description is given of
a case where two bingo cards are displayed on the touch panel 11 of
one station 10, the touch panel 11 may display one bingo card image
or three or more bingo card images. A detailed description is given
later of a process for generating and displaying bingo cards.
[0139] As described above, in the embodiment, drawings are carried
out twelve times during one game term, and winning numbers selected
by the drawings are stored in the winning-number-storage-area of
the RAM 7. And, it is decided based on a plurality of winning
numbers stored in the winning-number-storage-area whether or not
BINGO is established, and if BINGO is established, allotment is
paid out. In such a bingo game, a determination-factor that
determines the easiness or difficulty of BINGO establishment is
arrangement of winning numbers on the matrix array. And, in the
embodiment, the first through the fourth drawings of the twelve
drawings are carried out before generating the array information,
and a matrix array is determined based on the pre-winning numbers
selected before generating the array information (the numbers which
are selected by the first through the fourth drawings), so that the
array information is generated. Also, the pre-winning numbers are
made into winning-objects at a probability of 100%, and are stored
in the winning-number-storage-area of the RAM 7. Thus, since the
array information is generated based on the pre-winning-objects
that become winning-objects at a probability of 100%, it is
possible to control arrangement of the winning numbers by the first
through the fourth drawings during one bingo game term. That is, it
is possible to control the determination-factor to determine the
easiness or difficulty of BINGO establishment. As a result, since
the allotment to be paid out when BINGO is established can be
controlled, the payout ratio can approach the preset payout ratio
as described above.
[0140] [Modified Version]
[0141] Next, a description is given of one modified example of the
above embodiment.
[0142] In the modified version, although the card generating unit
102 carries out a process for selecting four pre-winning numbers
before generating the array information as in the embodiment
described above, the pre-winning numbers selected by the selection
process do not necessarily become winning numbers. In detail, in
the modified version, the first through the twelfth drawings are
executed after the array information is generated, the drawings are
carried out using a very high winning-probability with respect to
one of the four pre-winning numbers in the respective first through
the fourth drawings. Hereinafter, a detailed description is given
thereof.
[0143] FIG. 12 is a flowchart showing a flow of a bingo game
according to the modified version.
[0144] In the modified version, after bets are accepted as in the
embodiment described above (S1), a selection process of four
pre-winning numbers is carried out (S51). In detail, the game
progression control unit 101 outputs the first selection
instruction to the drawing unit 105, and the drawing unit 105
carries out computer drawing in accordance with the
winning-probability of each of the numbers, which are determined by
the winning-probability data stored in the
winning-probability-storage-area of the RAM 7, and determines four
pre-winning numbers (pre-winning-objects). At this time, with
respect to the winning-probability data, the winning-probability of
each of the twenty-five numbers is uniform.
[0145] Thus, after the four pre-winning numbers are selected, next,
the game progression control unit 101 executes a process for
generating and displaying bingo cards (S40) as in the embodiment
described above, using these four pre-winning numbers. Thereby,
array information in which these four pre-winning numbers are
arranged in accordance with the payout ratio is generated, and a
bingo card image based on the array information is displayed on the
touch panel 11 of the station 10.
[0146] Next, the game progression control unit 101 makes the
winning-probability changing unit 106 generate winning-probability
data in which the winning-probability of the first pre-winning
number being one of the four pre-winning numbers is very high (95%
in the modified version), and the winning-probability of each of
twenty-one numbers other than the four pre-winning numbers is
uniform (S52). Accordingly, in the modified version, the
winning-probability of each of the other three pre-winning numbers
is 0%. In detail, the game progression control unit 101 outputs a
winning-probability data generating instruction for the first
drawing. Thereby, the winning-probability changing unit 106
generates the winning-probability data for the first drawing, in
which the winning-probability of the first pre-winning number is
set to 95% as described above, in accordance with the instruction,
and stores the winning-probability data in the
winning-probability-storage-area of the RAM 7. After that, the game
progression control unit 101 outputs the first drawing commencement
instruction to the drawing unit 105, and the drawing unit 105
carries out computer drawing based on the winning-probability of
each of the numbers, which are determined by the
winning-probability data stored in the
winning-probability-storage-area of the RAM 7, and determines the
winning number (S53). Since, in the first drawing, the first
pre-winning number becomes a winning number at a probability of
95%, the first pre-winning number is stored in the
winning-number-storage-area of the RAM 7 as a winning number at the
probability of 95%. Also, after the winning number is determined, a
performance of the drawing is also carried out as in the embodiment
described above (S53).
[0147] Next, the game progression control unit 101 generates
winning-probability data for the second drawing (S54). In the
modified version, in drawings including the second and subsequent
drawings, a winning number is selected from unwinning numbers
excepting the winning numbers won up until then. Therefore, when
generating the winning-probability data for the second drawing, the
winning-probability changing unit 106 is made to generate
winning-probability data in which the winning-probability of the
second pre-winning number being one of the three pre-winning
numbers other than the first pre-winning number is very high (95%
in the modified version), and the winning-probability of each of
the remaining numbers excepting the numbers won in the first
drawing are uniform, and the winning-probability data is stored in
the winning-probability-storage-area of the RAM 7. After that, the
game progression control unit 101 outputs the second drawing
commencement instruction to the drawing unit 105, and the drawing
unit 105 carries out computer drawing in accordance with the
winning-probability of each of the numbers, which are determined by
the winning-probability data stored in the
winning-probability-storage-area of the RAM 7, and determines a
winning number (S55). In the second drawing, since the second
pre-winning number becomes a winning number at a probability of
95%, the second pre-winning number is stored in the
winning-number-storage-area of the RAM 7 as the winning number at a
probability of 95%. Also, after the winning number is determined, a
performance of the drawing is also executed as in the embodiment
described above (S55).
[0148] Next, the game progression control unit 101 generates
winning-probability data for the third drawing (S56). In detail,
when generating the winning-probability data for the third drawing,
the winning-probability changing unit 106 is made to generate
winning-probability data in which the winning-probability of the
third pre-winning number being one of the two pre-winning numbers
other than the first pre-winning number and the second pre-winning
number is very high (95% in the modified version), and the
winning-probability of each of the remaining numbers excepting the
two winning numbers won in the first and the second drawings are
uniform, and the winning-probability data is stored in the
winning-probability-storage-area of the RAM 7. After that, the game
progression control unit 101 outputs the third drawing commencement
instruction to the drawing unit 105, and the drawing unit 105
carries out computer drawing in accordance with the
winning-probability of each of the numbers, which are determined by
the winning-probability data stored in the
winning-probability-storage-area of the RAM 7, and determines a
winning number (S57). In the third drawing, since the third
pre-winning number becomes a winning number at a probability of
95%, the third pre-winning number is stored in the
winning-number-storage-area of the RAM 7 as the winning number at a
probability of 95%. Also, after the winning number is determined, a
performance of the drawing is also executed as in the embodiment
described above (S57). Next, the game progression control unit 101
generates winning-probability data for the fourth drawing (S58). In
detail, when generating the winning-probability data for the fourth
drawing, the winning-probability changing unit 106 is made to
generate winning-probability data in which the winning-probability
of the fourth pre-winning number being the remaining pre-winning
numbers is very high (95% in the modified version), and the
winning-probability of each of the remaining numbers excepting the
three winning numbers won in the first through the third drawings
are uniform, and the winning-probability data is stored in the
winning-probability-storage-area of the RAM 7. After that, the game
progression control unit 101 outputs the fourth drawing
commencement instruction to the drawing unit 105, and the drawing
unit 105 carries out computer drawing in accordance with the
winning-probability of each of the numbers, which are determined by
the winning-probability data stored in the
winning-probability-storage-area of the RAM 7, and determines a
winning number (S59). In the fourth drawing, since the fourth
pre-winning number becomes a winning number at a probability of
95%, the fourth pre-winning number is stored in the
winning-number-storage-area of the RAM 7 as the winning number at a
probability of 95%. Also, after the winning number is determined, a
performance of the drawing is also executed as in the embodiment
described above (S59).
[0149] After the first through the fourth drawings and the
performance are finished as described above, the subsequent
processes coming thereafter are the same as those according to the
embodiment described above (S4 through S15, and S20).
[0150] According to the modified version, even if the array
information is generated based on four pre-winning numbers, the
pre-winning numbers do not necessarily become winning numbers.
Therefore, although the payout control accuracy is slightly
inferior to the embodiment described above, it is possible to
sufficiently control the payout ratio.
[0151] Also, in the above description, the example case where the
array information is generated based on the pre-winning numbers for
the purpose of adjusting the payout ratio is described above.
However, the array information may be generated based on the
pre-winning numbers in order to achieve the other purposes. For
example, array information by which easiness to establish BINGO is
completed in a specified term may be generated for the purpose of
bringing about easiness of BINGO establishment in the specified
term (for example, in the morning). Also, for example, array
information may be generated by which BINGO is further easily
established for a player whose individual payout ratio is low by
recording individual payout ratio of respective players.
[0152] In addition, in the above description, the bingo game
capable of changing the winning-probability of a winning-desired
number, which a player desires to win, by the winning-probability
changing process is described as an example. However, a general
bingo game, in which such a winning-probability changing process is
not carried out, is the same as above.
[0153] Also, in the above description, a description is given of
the case where array information is generated based on pre-winning
numbers that are made into winning numbers at a predetermined
probability in the first through the fourth drawings. However, the
time of drawing at which pre-winning numbers are made into winning
numbers at a predetermined probability may be any time of drawings.
Therefore, for example, the array information may be generated
based on the pre-winning numbers that are made into winning numbers
at a predetermined probability in the third through the eighth
drawings, or the array information may be generated based on the
pre-winning numbers that are made into winning numbers at a
predetermined probability at every drawing. Further, as long as the
winning-probability of the pre-winning number is determined,
drawings in which winning-probability is set to pre-winning numbers
in all the drawings until the pre-winning number is drawn from the
beginning may be carried out without particularly determining which
time of drawing.
[0154] Also, in the above description, a case where the present
invention is applied to a bingo game machine being a token game
machine as a game apparatus for business use was described as an
example. However, the present invention may be applied not only to
a bingo game machine but also other game apparatuses such as a game
machine for home use, a coin type game machine, etc., even if it is
a game apparatus capable of selecting a plurality of
winning-objects by carrying out selection a predetermined number of
times during one game term and capable of deciding whether or not
the array of the plurality of winning-objects at the
selection-object-array defined by the generated array information
is a specified-pattern.
[0155] In addition, in the above description, a game apparatus in
which a plurality of players (seven players at maximum) can join at
the same time was described as an example. The present invention
may be applicable to a game apparatus in which a single player can
enjoy.
[0156] Further, it is possible that a plurality of bingo game
machines described above are connected to each other via a network,
wherein bingo games using the same result of drawings can be
carried out at the plurality of bingo game machines.
[0157] Also, any drawing described above is a computer drawing by
which winning numbers are determined by executing a drawing program
in accordance with winning-probability of each of numbers
determined by the winning-probability data. However, the drawing
may be based on other drawing methods such as a physical drawing by
which winning-objects are determined based on the result of
movement of a drawing-tangible-object to be selected, by moving the
drawing-tangible-object.
[0158] In addition, a part of the configuration of the
above-described bingo game machine may be provided at a
communication terminal such as a mobile telephone set equipped with
a data communication feature, which a player has. Also, in this
case, it is necessary that the bingo game machine is provided with
a communication unit operating as communication means to enable
data transmission between the bingo game machine and the
communication terminal via a network.
[0159] The detailed example thereof may be an example in which the
roulette image (winning-probability image) displayed on the
large-sized display 2 described above is displayed at the
displaying unit operating as displaying means of the communication
terminal. In this example, data to display the roulette image on
the displaying unit of the communication terminal may be
transmitted from the above-described communication unit to the
communication terminal via the network. And, when the
winning-probability changing unit 106 changes the
winning-probability data, data for changing the roulette image
displayed on the displaying unit of the communication terminal to
that in accordance with the winning-probability data after the
change may be transmitted from the communication unit to the mobile
communication terminal via the network. Thereby, the player can
check the roulette image by looking at the displaying unit of the
communication terminal that the player has, without looking at the
large-sized display 2. In addition, if all the images displayed on
the large-sized display 2 are displayed on the displaying unit of
the communication terminal, there is no need to provide such a
large-sized display 2.
[0160] As another detailed example, such an example in which
operations for selecting desired numbers that a player desires to
win are executed by not using the touch panel 11 of the station 10
but using the operation unit operating as operating means of the
communication terminal may be described. In this example, for
example, the winning-desired number information may be transmitted
from the communication terminal when a player selects his or her
desired number by operating the operation unit of the communication
terminal. And, when the communication unit receives the
winning-desired number information, the game progression control
unit 101 determines the winning-desired number that the player
desires to win, based on the received winning-desired number
information.
[0161] As still another example, such an example may be described,
in which all of the components equipped in the station 10 are
provided in a communication terminal. In this case, a player is
able to play a game using the communication terminal, which the
player has, without using the station 10. However, in this case,
since it is difficult that the communication terminal has a
mechanism for transfer of tokens such as the token input port 13
and the token receiving port 14, bets and allotment payouts may be
carried out by not using tokens but using credit data.
* * * * *