US20070066380A1 - Gaming device - Google Patents

Gaming device Download PDF

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Publication number
US20070066380A1
US20070066380A1 US11/516,058 US51605806A US2007066380A1 US 20070066380 A1 US20070066380 A1 US 20070066380A1 US 51605806 A US51605806 A US 51605806A US 2007066380 A1 US2007066380 A1 US 2007066380A1
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Prior art keywords
dice
game
mission
gaming device
player
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Abandoned
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US11/516,058
Inventor
Tomohiro Miura
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Universal Entertainment Corp
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Aruze Corp
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Assigned to ARUZE CORP. reassignment ARUZE CORP. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: MIURA, TOMOHIRO
Publication of US20070066380A1 publication Critical patent/US20070066380A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means

Definitions

  • the present invention relates to a gaming device for providing a virtual game implemented on a display, in which the game is repeatedly executable with randomly provided missions.
  • gaming devices to provide virtual games implemented on displays with the assistance of digital equipments instead of using real items such as playing cards, dice and a slot machine, in which games in the real world are ingeniously adapted to virtual worlds on the displays.
  • These gaming devices generally succeed in implementing simple actions of the real games, such as dealing cards, rolling dice and taking bets.
  • complex actions are in general uneasy to be implemented. Particularly in a case where the game is repeatedly executed of a plurality of rounds, lack of complexity may gradually reduce player's enjoyment. It is desirable to provide players with new actions or schemes in any of the rounds for change of pace.
  • An object of the present invention is to provide a gaming device having a repeatedly executable game with randomly provided missions.
  • a gaming device has a game repeatedly executable to have a plurality of rounds; a display operable to indicate a mission and changeable images for respectively presenting tips in use of the game; a touch screen for selection of the images, the touch screen being superposed on the display; and a processor operable with the display and the touch screen to proceed with the game, randomly select one or more of the rounds to present the mission, change the images in association with the selection of images, generate the mission in the game, and calculate awards in association with combinations of the tips gotten in each the round and results whether the mission is accomplished.
  • a gaming device has a first game; a second game including a mission to be accomplished, the first game and the second game being repeatedly executable to have a plurality of rounds, the second game being randomly executed in any of the rounds instead of the first game; a display operable to indicate the mission and changeable images for respectively presenting tips in use of the first game and the second game; a touch screen for selection of the images, the touch screen being superposed on the display; and a processor operable with the display and the touch screen to randomly select and proceed with one of the first game and the second game, change the images in association with the selection of the images, generate the mission for the second game, and calculate awards in association with combinations of the tips gotten in each the round and results whether the mission is accomplished.
  • the gaming device is further provided with: an accept or to accept betting by a player; and a payout device to payout the award.
  • the images include faces of dice and the tips include dice numbers.
  • the tips include a table of the combinations of the tips applicable to the selection by the touch screen.
  • the gaming device is further provided with a storage storing a mission table including a plurality of candidates for the mission; and a random number generator generating a random number, wherein the processor selects any of the candidates in association with the random number to generate the mission.
  • FIG. 1 is a perspective view of a dice gaming device in accordance with a first embodiment of the present invention
  • FIG. 2 is a schematic drawing illustrating a sub-gaming image displayed on a sub-display of the dice gaming device
  • FIG. 3 is a schematic drawing illustrating a main gaming image displayed on a main display of the dice gaming device
  • FIG. 4 is an illustration of operations and change of dice in accordance with the first embodiment
  • FIG. 5 is a schematic drawing illustrating a mission gaming image displayed on the main display
  • FIG. 6 is a block diagram of a control system of the dice gaming device
  • FIG. 7 is a block diagram of a LCD driver for driving liquid crystal displays
  • FIG. 8 is one part of a flow chart of a main process program for operating the dice gaming device
  • FIG. 9 is another part of the flow chart of the main process program.
  • FIG. 10 is one part of a flow chart of a subroutine for processing a mission game in accordance with the first embodiment
  • FIG. 11 is another part of the flow chart of the subroutine.
  • FIG. 12 is a schematic drawing illustrating a mission gaming image in accordance with a second embodiment
  • FIG. 13 is one part of a flow chart of a surbroutine for processing a mission game in accordance with the second embodiment.
  • FIG. 14 is another part of the flow chart of the subroutine.
  • a dice gaming device 1 in accordance with a first embodiment of the present invention will be described hereinafter with reference to FIG. 1 .
  • the dice gaming device 1 has a cabinet 2 of a so-called slant type as shown in FIG. 1 , which a player takes a seat to face to.
  • a sub-display 3 preferably constituted of a liquid crystal display (LCD) is provided on the top of the cabinet 2 .
  • the sub-display 3 displays a sub-gaming image 20 as shown in FIG. 2 for displaying a history of past games and payouts correspondent to scores, details of which will be described later.
  • the player may determine a direction and a tactics of the game by referring the sub-gaming image 20 .
  • a pair of speakers 4 L and 4 R for sounding music, effective sounds and such accompanying the game are disposed at left and right sides of the sub-display 3 .
  • the cabinet 2 has a slant face in front, at a center of which a main display 5 preferably constituted of LCD is disposed.
  • the main display 5 displays a main gaming image 30 with five dice as shown in FIG. 3 , details of which will be described later.
  • a transparent touch screen 6 is superimposed on the main display 5 so as to cooperate with images displayed on the main display 5 .
  • the player uses the touch screen 6 and other buttons to process the game, and, in particular, touches a particular portion of the touch screen 6 above one of displayed images of dice to select the die.
  • the cabinet 2 is provided with an operation table 7 gently slant toward the player below the main display 5 .
  • a C/P (credit/payout) button 10 and a HELP button 11 are arranged on the operation table 7 .
  • a medal insertion slot 12 is arranged on the right of the HELP button 11 .
  • a BET button 13 , a MAXBET button 14 , and a start button 15 are also arranged on the operation table 7 as being nearer to the player.
  • the C/P button 10 is in general pushed down when the player is intended for terminating the game and serves for paying gaming medals in number correspondent to a credit value which the player currently possesses (for example, one medal by one credit). Consequently, when the player pushes the C/P button 10 down, gaming medals are paid out from a hopper 90 shown in FIG. 6 to a medal payout tray 17 . Unless the C/P button 10 is pushed down, an award as a result of the game is automatically deposited as a credit in the game.
  • the C/P button 10 is equipped with a C/P switch 82 shown in FIG. 6 housed therein to output a switching signal to CPU 73 shown in FIG. 6 at a time of being pushed down.
  • the HELP button 11 is in general pushed down when the player requires to know helpful information such as a method for operation. Consequently, when the player pushes the HELP button 11 , various helpful information is displayed on the sub-display 3 .
  • the HELP button 11 is equipped with a HELP switch 83 shown in FIG. 6 housed therein to output a switching signal to CPU 73 shown in FIG. 6 at a time of being pushed down.
  • the BET button 13 is in general pushed down when the player bets credited gaming coins. Consequently, number of bets gets one increment per one push on the BET button 13 . For example, the game could be executed with the number of bets ranging from one to ten.
  • the BET button 13 is equipped with a BET switch 84 shown in FIG. 6 housed therein to output a switching signal to CPU 73 shown in FIG. 6 at a time of being pushed down.
  • the MAXBET button 14 is in general pushed down when the player bets a maximum of credited gaming coins (in accordance with the above example, the maximum is limited to ten). Consequently, number of bets is set to be ten by pushing the MAXBET button 14 .
  • the MAXBET button 14 is equipped with a MAXBET switch 85 shown in FIG. 6 housed therein to output a switching signal to CPU 73 shown in FIG. 6 at a time of being pushed down.
  • the START button 15 is pushed down when the player starts a game in the dice gaming device 1 based on the number of bets bet by pushing the BET button 13 or the MAXBET button 14 . Consequently, when the player pushes the START button 15 , images relating to the “Yahtzee” game (described later) are displayed on the sub-display 3 and the main display 5 .
  • the START button 15 is equipped with a START switch 86 shown in FIG. 6 housed therein to output a switching signal to CPU 73 shown in FIG. 6 at a time of being pushed down.
  • a medal sensor 87 is provided in the medal insertion slot 12 and senses insertion of coins to output medal detection signals to the CPU 73 , thereby credits correspondent to number of inserted coins are stored (in this example, one credit per one coin).
  • the operation table 7 has an armrest 16 as substantially horizontally projecting toward the player.
  • the armrest 16 is configured such that the player can lay his arms thereon during playing games.
  • the medal payout tray 17 is disposed below the operation table 7 and the armrest 16 of the cabinet 2 , and is connected to the hopper 90 housed in the dice gaming device 1 .
  • Medals discharged by the hopper 90 are paid out to the medal payout tray 17 and then the player gets them.
  • a medal detector 93 is disposed inside the medal payout tray 17 and detects number of medals paid-out to the medal payout tray 17 .
  • FIG. 2 schematically illustrates the sub gaming image 20 on the sub-display 3
  • FIG. 3 schematically illustrates the main gaming image 30 on the main display 5 .
  • One set of games is constituted of plural rounds.
  • dice displayed in the main gaming image 30 are rolled, two sets of holding any of the dice and re-rolling the un-held dice are accomplished, and scores based on these results are paid out. These rounds are repeated to meet a predetermined condition for termination of the game.
  • a regular game in accordance with a regular rule of Yahtzee or a mission game in which the player may get a higher score by accomplishing a provided mission accompanying the regular rule is executed.
  • the sub-gaming image 20 indicates a history of past games, accumulated progressive pools, a current score, payouts in accordance with the number of bets and such, as shown in FIG. 2 .
  • the player may determine a direction and a tactics of the game by referring the sub-gaming image 20 .
  • Describing details of indicated contents, arranged from the left to the right of the sub-gaming image 20 , a score history table 22 , dice history 23 , a progressive indicator 24 , a round bonus table 25 , a payout number indicator 26 , and a score-payout table 27 are indicated.
  • the score history table 22 is configured to indicate scores gained by the player for past twenty games executed in the dice gaming device 1 .
  • the scores are arranged from the top to the bottom of the score history table 22 in the order of being gained.
  • the dice history 23 is configured to indicate rates of appearance probabilities with respect to respective die numbers displayed in the main gaming image 30 .
  • the rates are indicated as respective die numbers of from 1 to 6 in the past one hundred times of rolling.
  • the progressive indicator 24 is configured to indicate number of progressive pools accumulated to the present.
  • the dice gaming device 1 accumulatively stores number of medals correspondent to 1% of number of medals bet by the player. In a case where all the rolled dice are “1” at a first rolling in each round, all the medals accumulated to the present are made to be paid out.
  • medals correspondent to 1% of number of medals accumulated in the progressive pool to the present are paid out.
  • medals correspondent to 2% of number of medals accumulated in the progressive pool to the present are paid out.
  • medals correspondent to 5% of number of medals accumulated in the progressive pool to the present are paid out.
  • the round bonus table 25 is configured to indicate a round bonus gained by the player to the present in a round bonus in which medals are paid out on the basis of the current number of rounds.
  • FIG. 2 illustrates that the number of rounds of the current game reaches ten and 123 medals correspondent to 1% of medals accumulated in the progressive pool sill be paid out as a payout.
  • the payout number indicator 26 is configured to indicate number of medals gained by the player in the current game to the present (more specifically, number of medals to be paid out in a case where the game terminates at the present).
  • the score-payout table 27 is configured to indicate a table in which numbers of medals to be paid out are respectively related to scores. The indicated payout change in correspondence with number of bet medals. Consequently, the payout increase to be one multiplied by the number of bet medals.
  • the score-payout table 27 shown in FIG. 2 exemplifies a case in that five medals are bet for the game and illustrates that a payout will be 0 in a case where the score gained by the player is from 0 through 119 and one will be 5 in a case where the score is from 120 through 139.
  • the score-payout table 27 is configured to indicate a score gained by the player to the present and a correspondent payout.
  • FIG. 2 illustrates a case in that the score is 267 points and the payout based on the score is 80 medals.
  • the main gaming image 30 indicates a score table, a state of the game by the player, dice and such.
  • the player reviews the main gaming image 30 to proceed with the game.
  • a progressive indicator 32 Describing details of indicated contents on the main gaming image 30 , arranged from the left to the right thereof, a progressive indicator 32 , a score table 33 , a round indicator 34 , a credit indicator 35 , a payout number indicator 36 , a dice indicator 37 , and a rolling start button 38 are indicated.
  • the progressive indicator 32 and the payout number indicator 36 are respectively identical to the progressive indicator 24 and the payout number indicator 26 in the sub-gaming image 20 with respect to contents thereof, therefore detailed descriptions thereof will be omitted.
  • the score table 33 is configured to indicate winning combinations of dice determined in the Yahtzee game (in this example, except a combination named “Chance”), scores gained by the respective winning combinations, and a total score, simultaneously. Meanwhile, “Aces” and “Twos” as number combinations, “3 of a kind” and “Full House” as normal combinations, and such are known as winning combinations in the Yahtzee game, however, the concrete description thereof will be omitted as they are publicly known.
  • the touch screen 6 is configured to allow the player to select one of the winning combinations displayed on the score table 33 . Thereby, when a combination of dice 40 corresponds with two or more winning combinations, the player is allowed to select one of the winning combinations to fill a blank on the score table.
  • the player proceeds with the game by getting winning combinations of the dice 40 displayed on the dice indicator 37 to fill blanks on the score table 33 step by step. If the player fails to get a winning combination even after re-rolling the dice 40 for two times, or gets merely a winning combination which had been already subject to filling blanks on the score table 33 , the game will be terminated at the point in time. Therefore, twelve rounds at a maximum will be executed in one game.
  • the round indicator 34 is configured to number of rounds at the present.
  • the dice gaming device 1 in accordance with the first embodiment is configured to display rolling of five dice 40 and a resulting combination thereof in the dice indicator 37 when the round starts. Re-rolling of the dice 40 will be allowed for two times and then one round is terminated. If any winning combination which had been not subject to filling a blank on the score table 33 is gotten, a next round will start.
  • the credit indicator 35 is configured to indicate number of medals bet by the player at the current game and number of credits (credited medals) which the player possesses.
  • the dice indicator 37 is configured to indicate five dice 40 .
  • the dice gaming device 1 in accordance with the first embodiment is configured to display all the dice 40 as if rolling displayed in the dice indicator 37 at a time of starting the round, and stop them as respectively determined by generated random numbers.
  • the rolling start button 38 is pushed down, only un-held dice among the dice 40 re-roll and stop in accordance with generated random numbers.
  • the touch screen 6 is further configured to allow the player to select any one or more of the dice 40 displayed in the dice indicator 37 . Thereby, at a time of re-rolling the dice 40 , the player can touch the touch screen 6 above the respective dice 40 to switch holding/un-holding the dice 40 individually. Letters of “HOLD” are respectively indicated above the held dice, thereby the player distinguishes the held dice from the un-held dice among the dice 40 .
  • the rolling start button 38 is configured to start re-rolling the dice 40 as a still image in the dice indicator 37 at a time of being pushed down.
  • the un-held dice among the dice 40 displayed in the dice indicator 37 starts re-rolling.
  • FIG. 4 schematically illustrates the process for playing the dice game by using the dice gaming device 1 in accordance with the first embodiment.
  • five dice 51 through 55 displayed in the dice indicator 37 start rolling and stop to display still images 50 A thereof in accordance with generated random numbers as shown at the top of FIG. 4 .
  • the player selects none to five of dice to be held, more specifically, to be re-rolled, in view of getting any winning combination, as images 50 B shown at the second row from the top of the FIG. 4 .
  • this row illustrates that one pair of “5” is completed by the dice 52 and 53 . Therefore, the player can expect to get any of winning combinations of “Fives”, “3 of a Kind”, “4 of a Kind”, “Yahtzee” and such and hence the dice 52 and 53 can be assumed to be held. Meanwhile, the player is also allowed to hold all the dice 51 through 55 to keep the current combination and then proceed with the current round.
  • the un-held dice (the dice 51 , 54 and 55 in the example of FIG. 4 at the second row) start to roll and stop to display still images 50 C thereof in accordance with generated random numbers as shown at the third row of FIG. 4 .
  • the player further selects dice to be held, more specifically, to be re-rolled, in view of getting any winning combination, as images 50 D shown at the fourth row from the top of the FIG. 4 .
  • this row illustrates that one trio of “5” is completed by the dice 52 , 53 and 54 . Therefore, the player can expect to get a winning combination of “Fives” in pursuit of a higher score or any of winning combinations of “4 of a Kind”, “Yahtzee” and such, and hence the dice 52 , 53 and 54 can be assumed to be held.
  • the un-held dice (the dice 51 and 55 in the example of FIG. 4 at the fourth row) start to roll and stop to display still images 50 E thereof in accordance with generated random numbers as shown at the bottom of FIG. 4 .
  • this row illustrates that one quartet of “5” is completed by the dice 51 through 54 and any winning combinations of “Fives”, “3 of a Kind” and “4 of a Kind” can be gotten. The player can select one of these winning combinations to fill a blank of the score table 33 . Then, the next round starts and the image comes back like as the top of FIG. 4 .
  • the mission game is a special game which randomly occurs at a time of starting a new round in a regular game already described above with reference to FIGS. 2-4 .
  • the player is presented with a mission (for example, to designate a particular winning combination at the present round).
  • a special score higher than normal will be given to the player when the player succeeds in accomplishing the mission.
  • FIG. 5 schematically illustrates the mission gaming image 60 .
  • the mission gaming image 60 basically contains the same contents with the main gaming image 30 , however, a mission indicator 61 is additionally indicated substantially at the center of the score table 33 as shown in FIG. 5 .
  • the mission indicator 61 is configured to indicate a content of the mission in the current mission game. “GET WINNING NUMBER COMBINATIONS !”, “GET WINNING COMBINATIONS OF XX POINTS OR MORE !” and such can be exemplified as the mission.
  • the round of the mission game will be terminated at the point in time. Then a bonus point (for example, double of a normal point) as well as the normal point correspondent to the gotten winning combination is added to the score.
  • a bonus point for example, double of a normal point
  • FIG. 6 schematically illustrates a block diagram of the control system.
  • a play controller 72 in the dice gaming device 1 in accordance with the first embodiment controls the game executed therein as shown in FIG. 6 .
  • the play controller 72 is provided with a CPU 73 , a ROM 74 , a RAM 75 , a clock generator 76 for generating a clock signal to drive the CPU 73 , a random number controller 77 for controlling generation of random numbers applied to determining the die numbers and generation of the mission, and such.
  • the ROM 74 stores a procedure of the game as a sequential program.
  • the ROM 74 further stores various other data, such as a die number determination table for determining die numbers for rolling the dice, a mission determination table for determining whether a mission game starts or not and which mission to be offered if the mission game is determined to start, and a play procedure table for determining a procedure of the game. More specifically, the CPU 73 and such operates in accordance with the sequential program and the data stored in the ROM 74 to control the regular game and the mission game in the dice gaming device 1 in accordance with the first embodiment.
  • the RAM 75 provides a storage as a working area for the CPU 73 to operate.
  • the clock generator 76 is provided with a clock oscillator 78 for generating a base clock having a predetermined frequency, and a divider 79 for dividing the base clock to generate a driving clock signal for driving the CPU 73 .
  • the random number controller 77 is provided with a random number generator 80 for generating random numbers within a constant range under control of the CPU 73 , and a random number sampler 81 for sampling an arbitrary random number from the random numbers generated at the random number generator 80 and transmitting it to the CPU 73 .
  • a plurality of I/O ports provided for the CPU 73 are connected to the medal sensor 87 , the C/P switch 82 , the HELP switch 83 , the BET switch 84 , the MAXBET switch 85 , the START switch 86 , and such, which are mentioned above.
  • the I/O ports are further connected to a hopper driver 91 , a payout signal generator 94 , a speaker driver 95 , a LCD driver 96 , a touch screen driver 97 , and such.
  • the hopper driver 91 is connected to the hopper 90 for pooling the medals. Thereby, the CPU 73 is capable of making the hopper driver 91 to pay out a predetermined number of medals from the hopper 90 .
  • the payout signal generator 94 is connected to a medal pool 92 and the medal detector 93 .
  • the medal pool 92 is a circuit for storing number of medals inserted through the medal insertion slot 12 and given as awards as a credit.
  • the medal pool 92 is configured to store the number of medals as a credit to a predetermined maximum number.
  • the medal detector 93 is configured to detect number of medals paid-out from the hopper 90 .
  • the payout signal generator 94 On the occasion when the medals are given as an award, when the payout signal generator 94 detects that the medals are stored as a credit and are paid out from the hopper 90 via the medal pool 92 and the medal detector 93 , the payout signal generator 94 transmits a payout completion signal for informing the fact to the CPU 73 . Further, on the occasion when the medals stored as a credit are paid out, when the payout signal generator 94 detects that the medals stored as a credit are paid out from the hopper 90 via the medal pool 92 and the medal detector 93 , the payout signal generator 94 transmits a payout completion signal for informing the fact to the CPU 73 .
  • the speaker driver 95 is connected to the speakers 4 L, 4 R for sounding music, effective sounds and such. Thereby, the CPU 73 is capable of generating such sounds in cooperation with the state of the game via the speaker driver 95 .
  • the LCD driver 96 is connected to the sub-display 3 for displaying the sub-gaming image 20 as shown in FIG. 2 and the main display 5 for displaying the main gaming image 30 as shown in FIG. 3 and the mission gaming image 60 as shown in FIG. 5 .
  • the CPU 73 controls the LCD driver 96 to controllably drive the sub-display 3 and the main display 5 .
  • the LCD driver 96 is composed of a program ROM 101 , an image ROM 102 , an image controller CPU 103 , a working RAM 104 , a VDP (Video Display Processor) 105 , a video RAM 106 and such.
  • the program ROM 101 stores a program for controlling images to be displayed on the sub-display 3 and a main display 5 , and various selection tables.
  • the image ROM 102 stores pixel data for forming images displayed on the sub-display 3 and the main display 5 , such as the sub-gaming image 20 , the main gaming image 30 and the mission gaming image 60 .
  • the image controller CPU 103 is configured to select and read out image data among the pixel data stored in the image ROM 102 in accordance with the image controlling program stored in the program ROM 101 .
  • the working RAM 104 provides a temporary storage for the image controller CPU 103 to execute the image controlling program.
  • the VDP 105 forms images from the image data selected by the image controller CPU 103 and outputs the images to the sub-display 3 and the main display 5 .
  • the video RAM 106 provides a temporary storage for the VDP 105 to form the images.
  • the CPU 73 is connected to the touch screen 6 via the touch screen driver 97 .
  • the touch screen 6 is equipped on the main display 5 . Under control by the touch screen driver 97 , the touch screen 6 senses where to be touched and outputs it as coordinate data to the CPU 73 . Thereby, the CPU 73 is capable of sensing not only where the player touches on the display but also where the touched point moves.
  • the CPU 73 determines whether the player deposits medals.
  • the medal sensor 87 of the dice gaming device 1 in accordance with the first embodiment detects insertion of the medals through the medal insertion slot 12 and outputs the medal detection signal to the CPU 73 . Thereby, the CPU 73 judges whether the player deposits the medals.
  • the process is left in the step 1 to wait depositing. In a case where the player does deposit the medals (S 1 : YES), the process goes to the next step S 2 . Meanwhile, the medals inserted through the medal insertion slot 12 are detected at the medal pool 92 to be stored as credits (one credit per one medal), and the stored number of credits is displayed in the credit indicator 35 .
  • the step S 2 includes processing bet acceptance, in which number of bets in the present game is determined on the basis of how many pushes the player do on the BET switch 84 and the MAXBET switch 85 . More specifically, the step S 2 is a process for receiving switching signals output by the BET switch 84 and the MAXBET switch 85 , in which each one switching signal from the BET switch 84 leads to one increment in number of bets stored in the storage area allocated in the RAM 75 . Moreover, when the switching signal from the MAXBET switch 95 is received, the number of bets stored in the storage area allocated in the RAM 75 is renewed to be ten. As accompanying the renewal of the number of bets, the current number of bets are displayed in the credit indicator 35 and the numbers of medals to be paid out indicated in the score-payout table 27 are changed to those correspondent to the current number of bets.
  • a step S 3 is to decide whether the player pushes down the START button 15 . More specifically, determination is accomplished in accordance with the switching signal from the START switch 86 , and, in a case where the player does not push down the START button 15 (S 3 : NO), the process goes back to the S 2 to process bet acceptance. In a case where the player does push down the START button 15 (S 3 : YES), the number of bets accepted in processing bet acceptance is settled to start the game.
  • a step S 4 the CPU 73 processes to determine whether the mission game starts in the current round, and to determine which mission is given in a case of starting the mission game.
  • the determination of which mission is given is accomplished in accordance with random numbers sampled by the random number sampler 81 and uses the mission determination table stored in the ROM 74 .
  • a step S 5 is to decide whether the mission game starts in the current round in accordance with the result of the step S 4 .
  • the process goes to a step S 6 to process the mission game described later.
  • a mission is provided for the player as shown in FIG. 5 , in which a higher score is given to the player by accomplishing the provided mission.
  • a new round starts in accordance with a regular game processing.
  • determination of die numbers of five dice displayed in the dice indicator 37 is processed, in which five random numbers correspondent to the five dice are sampled by the random number sampler 81 and the die numbers are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74 .
  • a step S 8 the dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers.
  • a process of holding the dice 40 is processed on the basis of operation information of the touch screen 6 . More specifically, the dice gaming device 1 in accordance with the first embodiment controls switching of ON/OFF of holding the pushed dice 40 based on pushing the images of the dice 40 displayed in the main gaming image 30 as shown in FIG. 3 . Meanwhile, the held dice 40 are displayed with the letters “HOLD” so that the player can discriminate them from the un-held dice.
  • a step S 10 the CPU 73 decides whether the rolling start button 38 is pushed or not in accordance with operation information of the touch screen 6 .
  • the process is left in the step S 10 to wait pushing.
  • the process goes to a next step S 11 .
  • step S 11 determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37 , which are not held at the step S 9 , is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74 .
  • a step S 12 the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. As a result, the un-held dice are renewed to show new die numbers, thereby re-rolling the dice is expressed.
  • a process of holding the dice 40 is again processed on the basis of operation information of the touch screen 6 .
  • a step S 14 the CPU 73 decides whether the rolling start button 38 is pushed or not in accordance with operation information of the touch screen 6 .
  • the process is left in the step S 14 to wait pushing.
  • the process goes to a next step S 15 .
  • step S 15 determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37 , which are not held at the step S 13 , is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74 .
  • a step S 16 the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. As a result, the un-held dice are renewed to show new die numbers, thereby re-rolling the dice is expressed.
  • step S 17 it is decided whether any winning combination to fill any blank on the score table 33 is gotten or not by the combination of the dice 40 displayed in the dice indicator 37 .
  • the combination of the dice 40 is decided to be any winning combination to fill any blank (S 17 : YES)
  • the images 50 E shown in the bottom of FIG. 4 can be exemplified, which simultaneously satisfies three winning combinations of “Fives”, “3 of a Kind” and “4 of a Kind”.
  • step S 18 in a case where the combination is decided to be two or more winning combinations to fill the blanks (S 18 : YES), selection of the winning combinations in the current round is processed (S 19 ). More specifically, the player selects one desired combination from the winning combinations put forward as a candidate by touching the touch screen 6 above the name of the desired combination displayed in the score table 33 .
  • the CPU 73 specifies the selected combination in accordance with operation information of the touch screen 6 .
  • step S 20 addition of scores is processed based on the winning combination gotten by the combination of the dice 40 displayed in the dice indicator 37 . More specifically, points are newly indicated in a place among places displayed in the score table 33 , which is correspondent to the winning combination gotten (or the selected combination in the step S 19 ) by the combination of the dice 40 displayed in the dice indicator 37 , and the total score in the score table 33 is also renewed.
  • a round termination is processed.
  • values of payout based on the score gained by the player at the present in the score-payout table 27 are renewed and the numbers on the payout number indicators 26 , 36 are renewed as accompanying it.
  • the number of rounds at the present on the round indicator 34 is renewed in correspondence with the new round. Then, the process goes back to the step S 4 to start a next round.
  • a game termination is processed (S 22 ).
  • letters of “GAME OVER” to report termination of the game at the present to the player are displayed in the main gaming image 30 .
  • a step S 23 it is decided whether any payouts gained by the player at the current game composed of the plurality of rounds exist or not.
  • the dice gaming device 1 in accordance with the first embodiment there are payouts based on the scores gained in the regular game and the mission game as described above and payouts of round bonus and such paid out on the basis of the number of rounds continued to be played.
  • FIGS. 10 and 11 illustrate flow charts for processing the mission game in the dice gaming device 1 in accordance with the first embodiment.
  • a mission selected in accordance with the mission determination in the aforementioned step S 4 is indicated in the mission indicator 61 as shown in FIG. 5 to inform to the player.
  • a round based on the mission game process starts.
  • step S 32 determination of die numbers of five dice displayed in the dice indicator 37 is processed, in which five random numbers correspondent to the five dice are sampled by the random number sampler 81 and the die numbers are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74 .
  • a step S 33 the dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. Thereby, rolling of the five dice in the mission gaming image 60 is expressed.
  • a step S 34 it is decided whether the combination of the dice 40 indicated in the step 33 corresponds with any winning combination to accomplish the mission indicated in the step S 31 .
  • the mission indicated in the step S 31 is “GET WINNING NUMBER COMBINATIONS!” as shown in FIG. 5
  • the process goes to a next step S 45 to process addition of bonus scores.
  • a bonus point for example, double of a normal point
  • points are newly indicated in a place among places displayed in the score table 33 , which is correspondent to the winning combination gotten by the indicated combination of the dice 40 , and the total score in the score table 33 is also renewed.
  • a round termination is processed.
  • values of payout based on the score gained by the player at the present in the score-payout table 27 are renewed and the numbers on the payout number indicators 26 , 36 are renewed as accompanying it.
  • the number of rounds at the present on the round indicator 34 is renewed in correspondence with the new round.
  • the process goes back to the step S 4 to start the next round.
  • a process of holding the dice 40 displayed in the step S 34 is processed on the basis of operation information of the touch screen 6 . More specifically, the dice gaming device 1 in accordance with the first embodiment controls switching of ON/OFF of holding the pushed dice 40 based on pushing the images of the dice 40 displayed in the mission gaming image 60 as shown in FIG. 5 . Meanwhile, the held dice 40 are displayed with the letters “HOLD” so that the player can discriminate them from the un-held dice.
  • a step S 36 the CPU 73 decided whether the rolling start button 38 (see FIG. 5 ) is pushed or not in accordance with operation information of the touch screen 6 .
  • the rolling start button 38 is decided not to be pushed (S 36 : NO)
  • the process is left to wait pushing.
  • the rolling start button 38 is decided to be pushed (S 36 : YES)
  • the process goes to a next step S 37 .
  • step S 37 determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37 , which are not held at the step S 35 , is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74 .
  • a step S 38 the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the die numbers in accordance with the result of determination in the step S 37 .
  • the un-held dice are renewed to show new die numbers, thereby re-rolling the dice not held in the mission gaming image 60 is expressed.
  • step S 39 in the same way as in the step S 34 , it is decided whether the combination of the dice 40 indicated in the step 38 corresponds with any of winning combinations to accomplish the mission indicated in the step S 31 .
  • the process goes to the step S 45 to process addition of bonus scores.
  • step S 40 a process of holding the dice 40 displayed in the step S 38 is processed on the basis of operation information of the touch screen 6 .
  • a step S 41 the CPU 73 decides whether the rolling start button 38 (see FIG. 5 ) is pushed or not in accordance with operation information of the touch screen 6 .
  • the process is left to wait pushing.
  • the process goes to a next step S 42 .
  • step S 42 determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37 , which are not held at the step S 40 , is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74 .
  • a step S 43 only the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. As a result, the un-held dice are renewed to show new die numbers, thereby re-rolling the dice not held in the mission gaming image 60 is expressed.
  • a step S 44 in the same way as in the step S 34 and the step S 39 , it is decided whether the combination of the dice 40 indicated in the step S 43 corresponds with any of winning combinations to accomplish the mission indicated in the step S 31 .
  • the process goes to the step S 45 to process addition of bonus scores.
  • step S 47 it is decided whether any winning combination to fill any blank on the score table 33 is gotten or not by the combination of the dice 40 displayed in the dice indicator 37 .
  • step S 48 it is decided whether the combination is correspondent to two or more winning combinations to fill any two or more blanks on the score table 33 .
  • the images 50 E shown in the bottom of FIG. 4 can be exemplified, which simultaneously satisfies three winning combinations of “Fives”, “3 of a Kind” and “4 of a Kind”.
  • step S 48 in a case where the combination is decided to be two or more winning combinations to fill the blanks (S 48 : YES), selection of the winning combinations in the current round is processed (S 49 ). More specifically, the player selects one desired combination from the winning combinations put forward as a candidate by touching the touch screen 6 above the name of the desired combination displayed in the score table 33 .
  • the CPU 73 specifies the selected combination in accordance with operation information of the touch screen 6 .
  • step S 50 addition of scores is processed based on the winning combination gotten by the combination of the dice 40 displayed in the dice indicator 37 . More specifically, points are newly indicated in a place among places displayed in the score table 33 , which is correspondent to the winning combination gotten (or the selected combination in the step S 49 ) by the combination of the dice 40 displayed in the dice indicator 37 , and the total score in the score table 33 is also renewed.
  • a round termination is processed.
  • values of payout based on the score gained by the player at the present in the score-payout table 27 are renewed and the numbers on the payout number indicators 26 , 36 are renewed as accompanying it.
  • the number of rounds at the present on the round indicator 34 is renewed in correspondence with the new round. Then, the process goes back to the step S 4 to start a next round.
  • a game termination is processed (S 52 ).
  • letters of “GAME OVER” to report termination of the game at the present to the player are displayed in the main gaming image 30 .
  • a step S 53 it is decided whether any payouts gained by the player at the current game composed of the plurality of rounds exist or not.
  • the dice gaming device 1 in accordance with the first embodiment as described above, there are payouts based on the scores gained in the regular game and the mission game as described above and payouts of round bonus and such paid out on the basis of the number of rounds continued to be played.
  • the dice gaming device 1 in accordance with the first embodiment executes a procedure of the dice game including: determining whether the mission game starts at a time of starting a round (S 4 ); indicating the mission in the mission gaming image 60 (S 31 ) if the mission game is determined to start (S 5 : YES); and terminating the round without giving a chance to re-roll the dice any more (S 46 ) in a case where the displayed combination of the dice 40 is any of winning combinations to accomplish the mission (S 34 : YES, S 39 : YES, S 44 : YES).
  • the player becomes free from intricate operations, such as re-rolling the dice with holding all the dice after accomplishing the mission.
  • the dice gaming device 1 in accordance with the first embodiment provides convenience and facility in operation thereof to play the dice game and enables pleasant and speedy development of the game.
  • the dice gaming device 1 of the first embodiment omits meaningless operations which do not affect the result of the game. This leads to further convenience for the player.
  • the dice gaming device 1 of the first embodiment provides the mission game instead of the regular game in certain chances to further raise player's interest.
  • the dice gaming device 1 of the first embodiment further executes a procedure of adding a bonus point correspondent to number of bets and a kind of winning combination as well as a normal point correspondent to the gotten winning combination to the score (S 45 ) and, after this, paying out a payout correspondent to the obtained score (S 54 ); and is capable of providing more chances to the player for obtaining more medals. It leads to raising the player's further intension on the game.
  • a dice gaming device in accordance with a second embodiment of the present invention will be described hereinafter with reference to FIGS. 12 through 14 .
  • substantially the same elements as any of the elements of the dice gaming device 1 in accordance with the first embodiment will be referred with the same reference numerals.
  • the dice gaming device in accordance with the present second embodiment has a similar constitution with the dice gaming device 1 in accordance with the aforementioned first embodiment.
  • the procedure of controlling operations of the device is also similar to those in accordance with the first embodiment.
  • FIG. 12 schematically illustrates the mission gaming image 110 .
  • the mission gaming image 110 basically contains the same contents with the mission gaming image 60 (see FIG. 5 ) in accordance with the first embodiment, however, a ROLL-END button 111 is additionally displayed to the left of the rolling start button 38 as shown in FIG. 12 .
  • the ROLL-END button 111 is configured to forcibly terminate the current round at a time of being pushed even if any chance to re-roll the dice 40 displayed in still images in the dice indicator 37 is left. Further, the ROLL-END button 111 becomes allowed to be pushed merely in a case where the combination of the dice 40 displayed in the dice indicator 37 is any of winning combinations to accomplish the mission indicated in the mission indicator 61 . At a time when the ROLL-END button 111 is pushed down, the current round in which the mission game is executed terminates and a bonus point (for example, double of a normal point) as well as the normal point correspondent to the gotten winning combination is added to the score.
  • a bonus point for example, double of a normal point
  • FIGS. 13 and 14 illustrate flow charts for processing the mission game in the dice gaming device in accordance with the second embodiment.
  • a main process program executed in the dice gaming device in accordance with the second embodiment is identical to those of the first embodiment and hence the detailed description thereof will be omitted.
  • a mission selected in accordance with the mission determination in the aforementioned step S 4 is indicated in the mission indicator 61 as shown in FIG. 12 to inform to the player.
  • a round based on the mission game process starts.
  • step s 102 determination of die numbers of five dice displayed in the dice indicator 37 is processed, in which five random numbers correspondent to the five dice are sampled by the random number sampler 81 and the die numbers are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74 .
  • a step S 103 the dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. Thereby, rolling of the five dice in the mission gaming image 110 is expressed.
  • a step S 104 it is decided whether the combination of the dice 40 indicated in the step 103 corresponds with any of winning combinations to accomplish the mission indicated in the step S 101 .
  • the mission indicated in the step S 101 is “GET WINNING NUMBER COMBINATIONS!” as shown in FIG. 12
  • the process goes to a next step S 105 to decide whether the ROLL-END button 111 (see FIG. 12 ) is pushed down or not in accordance with operation information of the touch screen 6 .
  • the process goes to a next step S 106 .
  • the process goes to a step S 117 to process addition of bonus scores.
  • a bonus point for example, double of a normal point
  • points are newly indicated in a place among places displayed in the score table 33 , which is correspondent to the winning combination gotten by the indicated combination of the dice 40 , and the total score in the score table 33 is also renewed.
  • a round termination is processed.
  • values of payout based on the score gained by the player at the present in the score-payout table 27 are renewed and the numbers on the payout number indicators 26 , 36 are renewed as accompanying it.
  • the number of rounds at the present on the round indicator 34 is renewed in correspondence with the new round.
  • the process goes back to the main process program to start the next round.
  • a process of holding the dice 40 displayed in the step S 103 is processed on the basis of operation information of the touch screen 6 . More specifically, the dice gaming device 1 in accordance with the first embodiment controls switching of ON/OFF of holding the pushed dice 40 based on pushing the images of the dice 40 displayed in the mission gaming image 110 as shown in FIG. 12 . Meanwhile, the held dice 40 are displayed with the letters “HOLD” so that the player can discriminate them from the un-held dice.
  • a step S 107 the CPU 73 decided whether the rolling start button 38 (see FIG. 12 ) is pushed or not in accordance with operation information of the touch screen 6 .
  • the process is left to wait pushing.
  • the process goes to a next step S 108 .
  • step S 108 determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37 , which are not held at the step S 106 , is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74 .
  • a step S 109 the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the die numbers in accordance with the result of determination in the step S 108 .
  • the un-held dice are renewed to show new die numbers, thereby re-rolling the dice not held in the mission gaming image 110 is expressed.
  • a step S 110 in the same way as in the step S 104 , it is decided whether the combination of the dice 40 indicated in the step 38 corresponds with any of winning combinations to accomplish the mission indicated in the step S 101 .
  • the process goes to a step S 111 to decide whether the ROLL-END button 111 (see FIG. 12 ) is pushed down or not in accordance with operation information of the touch screen 6 .
  • the ROLL-END button 111 is decided not to be pushed down (S 111 : NO)
  • the process goes to a next step S 112 .
  • the process goes to a step S 117 to process addition of bonus scores.
  • step S 112 a process of holding the dice 40 displayed in the step S 109 is again processed on the basis of operation information of the touch screen 6 .
  • a step S 113 the CPU 73 decides whether the rolling start button 38 (see FIG. 12 ) is pushed or not in accordance with operation information of the touch screen 6 .
  • the process is left to wait pushing.
  • the process goes to a next step S 114 .
  • step S 114 determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37 , which are not held at the step S 112 , is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74 .
  • a step S 115 only the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. As a result, the un-held dice are renewed to show new die numbers, thereby re-rolling the dice not held in the mission gaming image 110 is expressed.
  • a step S 116 in the same way as in the step S 104 and the step S 110 , it is decided whether the combination of the dice 40 indicated in the step S 115 corresponds with any of winning combinations to accomplish the mission indicated in the step S 101 .
  • the process goes to the step S 117 to process addition of bonus scores.
  • step S 119 it is decided whether any winning combination to fill any blank on the score table 33 is gotten or not by the combination of the dice 40 displayed in the dice indicator 37 .
  • the combination of the dice 40 is decided to be any winning combination to fill any blank (S 119 : YES), further in a step S 120 , it is decided whether the combination is correspondent to two or more winning combinations to fill any two or more blanks on the score table 33 .
  • the images 50 E shown in the bottom of FIG. 4 can be exemplified, which simultaneously satisfies three winning combinations of “Fives”, “3 of a Kind” and “4 of a Kind”.
  • step S 120 in a case where the combination is decided to be two or more winning combinations to fill the blanks (S 120 : YES), selection of the winning combinations in the current round is processed (S 121 ). More specifically, the player selects one desired combination from the winning combinations put forward as a candidate by touching the touch screen 6 above the name of the desired combination displayed in the score table 33 .
  • the CPU 73 specifies the selected combination in accordance with operation information of the touch screen 6 .
  • step S 122 addition of scores is processed based on the winning combination gotten by the combination of the dice 40 displayed in the dice indicator 37 . More specifically, points are newly indicated in a place among places displayed in the score table 33 , which is correspondent to the winning combination gotten (or the selected combination in the step S 121 ) by the combination of the dice 40 displayed in the dice indicator 37 , and the total score in the score table 33 is also renewed.
  • a round termination is processed.
  • values of payout based on the score gained by the player at the present in the score-payout table 27 are renewed and the numbers on the payout number indicators 26 , 36 are renewed as accompanying it.
  • the number of rounds at the present on the round indicator 34 is renewed in correspondence with the new round. Then, the process goes back to the main process program to start the next round.
  • a game termination is processed (S 124 ).
  • letters of “GAME OVER” to report termination of the game at the present to the player are displayed in the main gaming image 30 .
  • a step S 125 it is decided whether any payouts gained by the player at the current game composed of the plurality of rounds exist or not.
  • the dice gaming device 1 in accordance with the first embodiment there are payouts based on the scores gained in the regular game and the mission game as described above and payouts of round bonus and such paid out on the basis of the number of rounds continued to be played.
  • the dice gaming device executes a procedure of the dice game including: determining whether the mission game starts at a time of starting a round (S 4 ); indicating the mission in the mission gaming image 110 (S 101 ) if the mission game is determined to start (S 5 : YES); and terminating the round without giving a chance to re-roll the dice any more (S 118 ) in a case where the displayed combination of the dice 40 is any of winning combinations to accomplish the mission (S 104 : YES, S 110 : YES) and further the ROLL-END button 111 is pushed down (S 105 : YES, S 111 : YES).
  • the dice gaming device in accordance with the second embodiment provides convenience and facility in operation thereof to play the dice game and enables pleasant and speedy development of the game.
  • the dice gaming device of the second embodiment omits meaningless operations which do not affect the result of the game. This leads to further convenience for the player.
  • the dice gaming device of the second embodiment provides the mission game instead of the regular game in certain chances to further raise player's interest.
  • the dice gaming device 1 of the second embodiment further executes a procedure of adding a bonus point correspondent to number of bets and a kind of winning combination as well as a normal point correspondent to the gotten winning combination to the score (S 117 ) and, after this, paying out a payout correspondent to the obtained score (S 126 ); and is capable of providing more chances to the player for obtaining more medals. It leads to raising the player's further intension on the game.
  • the present invention can be further enabled with modifying the above embodiments in accordance with the following.
  • the determination may be dependent on another condition.
  • the mission game may be determined to start in a case where the combinations of the dice 40 displayed in the dice indicator 37 continue not to establish any winning combination for a predetermined number of times, or in a case where a rate of payout goes below a predetermined value (for example, 70%).
  • the mission is indicated in the mission indicator 61 to report to the player in the mission game in accordance with the above first and second embodiments, the report may be made by voices explaining contents of the mission sounding from the speakers 4 L, 4 R.
  • various degrees of difficulty may be respectively set to the missions and, if the player succeeds in accomplishing a mission having a higher degree of difficulty, greater points may be awarded to the player.

Abstract

A gaming device is disclosed. The gaming device has a game repeatedly executable to have a plurality of rounds; a display operable to indicate a mission and changeable images for respectively presenting tips in use of the game; a touch screen for selection of the images, the touch screen being superposed on the display; and a processor operable with the display and the touch screen to proceed with the game, randomly select one or more of the rounds to present the mission, change the images in association with the selection of images, generate the mission in the game, and calculate awards in association with combinations of the tips gotten in each the round and results whether the mission is accomplished.

Description

    CROSS-REFERENCE TO RELATED APPLICATIONS
  • This application is based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2005-274465 (filed on Sep. 21, 2005); the entire contents of which are incorporated herein by reference.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming device for providing a virtual game implemented on a display, in which the game is repeatedly executable with randomly provided missions.
  • 2. Description of the Related Art
  • There had been proposed many gaming devices to provide virtual games implemented on displays with the assistance of digital equipments instead of using real items such as playing cards, dice and a slot machine, in which games in the real world are ingeniously adapted to virtual worlds on the displays. These gaming devices generally succeed in implementing simple actions of the real games, such as dealing cards, rolling dice and taking bets. However, complex actions are in general uneasy to be implemented. Particularly in a case where the game is repeatedly executed of a plurality of rounds, lack of complexity may gradually reduce player's enjoyment. It is desirable to provide players with new actions or schemes in any of the rounds for change of pace.
  • SUMMARY OF THE INVENTION
  • An object of the present invention is to provide a gaming device having a repeatedly executable game with randomly provided missions.
  • According to a first aspect of the present invention, a gaming device has a game repeatedly executable to have a plurality of rounds; a display operable to indicate a mission and changeable images for respectively presenting tips in use of the game; a touch screen for selection of the images, the touch screen being superposed on the display; and a processor operable with the display and the touch screen to proceed with the game, randomly select one or more of the rounds to present the mission, change the images in association with the selection of images, generate the mission in the game, and calculate awards in association with combinations of the tips gotten in each the round and results whether the mission is accomplished.
  • According to a second aspect of the present invention, a gaming device has a first game; a second game including a mission to be accomplished, the first game and the second game being repeatedly executable to have a plurality of rounds, the second game being randomly executed in any of the rounds instead of the first game; a display operable to indicate the mission and changeable images for respectively presenting tips in use of the first game and the second game; a touch screen for selection of the images, the touch screen being superposed on the display; and a processor operable with the display and the touch screen to randomly select and proceed with one of the first game and the second game, change the images in association with the selection of the images, generate the mission for the second game, and calculate awards in association with combinations of the tips gotten in each the round and results whether the mission is accomplished.
  • Preferably, the gaming device is further provided with: an accept or to accept betting by a player; and a payout device to payout the award. More preferably, the images include faces of dice and the tips include dice numbers. Still preferably, the tips include a table of the combinations of the tips applicable to the selection by the touch screen. Further preferably, the gaming device is further provided with a storage storing a mission table including a plurality of candidates for the mission; and a random number generator generating a random number, wherein the processor selects any of the candidates in association with the random number to generate the mission.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a perspective view of a dice gaming device in accordance with a first embodiment of the present invention;
  • FIG. 2 is a schematic drawing illustrating a sub-gaming image displayed on a sub-display of the dice gaming device;
  • FIG. 3 is a schematic drawing illustrating a main gaming image displayed on a main display of the dice gaming device;
  • FIG. 4 is an illustration of operations and change of dice in accordance with the first embodiment;
  • FIG. 5 is a schematic drawing illustrating a mission gaming image displayed on the main display;
  • FIG. 6 is a block diagram of a control system of the dice gaming device;
  • FIG. 7 is a block diagram of a LCD driver for driving liquid crystal displays;
  • FIG. 8 is one part of a flow chart of a main process program for operating the dice gaming device;
  • FIG. 9 is another part of the flow chart of the main process program;
  • FIG. 10 is one part of a flow chart of a subroutine for processing a mission game in accordance with the first embodiment;
  • FIG. 11 is another part of the flow chart of the subroutine;
  • FIG. 12 is a schematic drawing illustrating a mission gaming image in accordance with a second embodiment;
  • FIG. 13 is one part of a flow chart of a surbroutine for processing a mission game in accordance with the second embodiment; and
  • FIG. 14 is another part of the flow chart of the subroutine.
  • DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT
  • Certain embodiments of the present invention will be described hereinafter with reference to the appended drawings, in which the present invention is applied to dice gaming devices for providing a dice game of so-called “Yahtzee” displayed on a display.
  • (First Embodiment)
  • A dice gaming device 1 in accordance with a first embodiment of the present invention will be described hereinafter with reference to FIG. 1.
  • The dice gaming device 1 has a cabinet 2 of a so-called slant type as shown in FIG. 1, which a player takes a seat to face to. On the top of the cabinet 2, a sub-display 3 preferably constituted of a liquid crystal display (LCD) is provided. The sub-display 3 displays a sub-gaming image 20 as shown in FIG. 2 for displaying a history of past games and payouts correspondent to scores, details of which will be described later. The player may determine a direction and a tactics of the game by referring the sub-gaming image 20. A pair of speakers 4L and 4R for sounding music, effective sounds and such accompanying the game are disposed at left and right sides of the sub-display 3.
  • The cabinet 2 has a slant face in front, at a center of which a main display 5 preferably constituted of LCD is disposed. The main display 5 displays a main gaming image 30 with five dice as shown in FIG. 3, details of which will be described later. A transparent touch screen 6 is superimposed on the main display 5 so as to cooperate with images displayed on the main display 5. The player uses the touch screen 6 and other buttons to process the game, and, in particular, touches a particular portion of the touch screen 6 above one of displayed images of dice to select the die.
  • The cabinet 2 is provided with an operation table 7 gently slant toward the player below the main display 5. A C/P (credit/payout) button 10 and a HELP button 11 are arranged on the operation table 7. A medal insertion slot 12 is arranged on the right of the HELP button 11. A BET button 13, a MAXBET button 14, and a start button 15 are also arranged on the operation table 7 as being nearer to the player.
  • The C/P button 10 is in general pushed down when the player is intended for terminating the game and serves for paying gaming medals in number correspondent to a credit value which the player currently possesses (for example, one medal by one credit). Consequently, when the player pushes the C/P button 10 down, gaming medals are paid out from a hopper 90 shown in FIG. 6 to a medal payout tray 17. Unless the C/P button 10 is pushed down, an award as a result of the game is automatically deposited as a credit in the game.
  • The C/P button 10 is equipped with a C/P switch 82 shown in FIG. 6 housed therein to output a switching signal to CPU 73 shown in FIG. 6 at a time of being pushed down.
  • The HELP button 11 is in general pushed down when the player requires to know helpful information such as a method for operation. Consequently, when the player pushes the HELP button 11, various helpful information is displayed on the sub-display 3.
  • The HELP button 11 is equipped with a HELP switch 83 shown in FIG. 6 housed therein to output a switching signal to CPU 73 shown in FIG. 6 at a time of being pushed down.
  • The BET button 13 is in general pushed down when the player bets credited gaming coins. Consequently, number of bets gets one increment per one push on the BET button 13. For example, the game could be executed with the number of bets ranging from one to ten.
  • The BET button 13 is equipped with a BET switch 84 shown in FIG. 6 housed therein to output a switching signal to CPU 73 shown in FIG. 6 at a time of being pushed down.
  • The MAXBET button 14 is in general pushed down when the player bets a maximum of credited gaming coins (in accordance with the above example, the maximum is limited to ten). Consequently, number of bets is set to be ten by pushing the MAXBET button 14.
  • The MAXBET button 14 is equipped with a MAXBET switch 85 shown in FIG. 6 housed therein to output a switching signal to CPU 73 shown in FIG. 6 at a time of being pushed down.
  • The START button 15 is pushed down when the player starts a game in the dice gaming device 1 based on the number of bets bet by pushing the BET button 13 or the MAXBET button 14. Consequently, when the player pushes the START button 15, images relating to the “Yahtzee” game (described later) are displayed on the sub-display 3 and the main display 5.
  • The START button 15 is equipped with a START switch 86 shown in FIG. 6 housed therein to output a switching signal to CPU 73 shown in FIG. 6 at a time of being pushed down.
  • A medal sensor 87 is provided in the medal insertion slot 12 and senses insertion of coins to output medal detection signals to the CPU 73, thereby credits correspondent to number of inserted coins are stored (in this example, one credit per one coin).
  • The operation table 7 has an armrest 16 as substantially horizontally projecting toward the player. The armrest 16 is configured such that the player can lay his arms thereon during playing games.
  • The medal payout tray 17 is disposed below the operation table 7 and the armrest 16 of the cabinet 2, and is connected to the hopper 90 housed in the dice gaming device 1. Medals discharged by the hopper 90 are paid out to the medal payout tray 17 and then the player gets them. A medal detector 93 is disposed inside the medal payout tray 17 and detects number of medals paid-out to the medal payout tray 17.
  • The sub gaming image 20 displayed on the sub-display 3 and the main gaming image 30 displayed on the main display 5 both applied to the dice game of Yahtzee in the dice gaming device 1 will be described hereinafter with reference to FIGS. 3 and 4. FIG. 2 schematically illustrates the sub gaming image 20 on the sub-display 3 and FIG. 3 schematically illustrates the main gaming image 30 on the main display 5.
  • One set of games is constituted of plural rounds. In each round, dice displayed in the main gaming image 30 are rolled, two sets of holding any of the dice and re-rolling the un-held dice are accomplished, and scores based on these results are paid out. These rounds are repeated to meet a predetermined condition for termination of the game. Meanwhile, in each round, either a regular game in accordance with a regular rule of Yahtzee or a mission game in which the player may get a higher score by accomplishing a provided mission accompanying the regular rule is executed.
  • The sub-gaming image 20 indicates a history of past games, accumulated progressive pools, a current score, payouts in accordance with the number of bets and such, as shown in FIG. 2. The player may determine a direction and a tactics of the game by referring the sub-gaming image 20.
  • Describing details of indicated contents, arranged from the left to the right of the sub-gaming image 20, a score history table 22, dice history 23, a progressive indicator 24, a round bonus table 25, a payout number indicator 26, and a score-payout table 27 are indicated.
  • The score history table 22 is configured to indicate scores gained by the player for past twenty games executed in the dice gaming device 1. The scores are arranged from the top to the bottom of the score history table 22 in the order of being gained.
  • The dice history 23 is configured to indicate rates of appearance probabilities with respect to respective die numbers displayed in the main gaming image 30. The rates are indicated as respective die numbers of from 1 to 6 in the past one hundred times of rolling.
  • The progressive indicator 24 is configured to indicate number of progressive pools accumulated to the present. In this example, the dice gaming device 1 accumulatively stores number of medals correspondent to 1% of number of medals bet by the player. In a case where all the rolled dice are “1” at a first rolling in each round, all the medals accumulated to the present are made to be paid out.
  • Further in a case where number of rounds reaches to ten, medals correspondent to 1% of number of medals accumulated in the progressive pool to the present are paid out. Moreover in a case where number of rounds reaches to eleven, medals correspondent to 2% of number of medals accumulated in the progressive pool to the present are paid out. Furthermore, in a case where number of rounds reaches to twelve, which is a final round, medals correspondent to 5% of number of medals accumulated in the progressive pool to the present are paid out. Thereby, the player can get an opportunity to obtain more medals by getting winning combinations to continue rounds.
  • The round bonus table 25 is configured to indicate a round bonus gained by the player to the present in a round bonus in which medals are paid out on the basis of the current number of rounds. For example, FIG. 2 illustrates that the number of rounds of the current game reaches ten and 123 medals correspondent to 1% of medals accumulated in the progressive pool sill be paid out as a payout.
  • The payout number indicator 26 is configured to indicate number of medals gained by the player in the current game to the present (more specifically, number of medals to be paid out in a case where the game terminates at the present).
  • The score-payout table 27 is configured to indicate a table in which numbers of medals to be paid out are respectively related to scores. The indicated payout change in correspondence with number of bet medals. Consequently, the payout increase to be one multiplied by the number of bet medals. For example, the score-payout table 27 shown in FIG. 2 exemplifies a case in that five medals are bet for the game and illustrates that a payout will be 0 in a case where the score gained by the player is from 0 through 119 and one will be 5 in a case where the score is from 120 through 139.
  • Further, the score-payout table 27 is configured to indicate a score gained by the player to the present and a correspondent payout. For example, FIG. 2 illustrates a case in that the score is 267 points and the payout based on the score is 80 medals.
  • The main gaming image 30 indicates a score table, a state of the game by the player, dice and such. The player reviews the main gaming image 30 to proceed with the game.
  • Describing details of indicated contents on the main gaming image 30, arranged from the left to the right thereof, a progressive indicator 32, a score table 33, a round indicator 34, a credit indicator 35, a payout number indicator 36, a dice indicator 37, and a rolling start button 38 are indicated. The progressive indicator 32 and the payout number indicator 36 are respectively identical to the progressive indicator 24 and the payout number indicator 26 in the sub-gaming image 20 with respect to contents thereof, therefore detailed descriptions thereof will be omitted.
  • The score table 33 is configured to indicate winning combinations of dice determined in the Yahtzee game (in this example, except a combination named “Chance”), scores gained by the respective winning combinations, and a total score, simultaneously. Meanwhile, “Aces” and “Twos” as number combinations, “3 of a kind” and “Full House” as normal combinations, and such are known as winning combinations in the Yahtzee game, however, the concrete description thereof will be omitted as they are publicly known.
  • The touch screen 6 is configured to allow the player to select one of the winning combinations displayed on the score table 33. Thereby, when a combination of dice 40 corresponds with two or more winning combinations, the player is allowed to select one of the winning combinations to fill a blank on the score table.
  • In the Yahtzee game as publicly known, the player proceeds with the game by getting winning combinations of the dice 40 displayed on the dice indicator 37 to fill blanks on the score table 33 step by step. If the player fails to get a winning combination even after re-rolling the dice 40 for two times, or gets merely a winning combination which had been already subject to filling blanks on the score table 33, the game will be terminated at the point in time. Therefore, twelve rounds at a maximum will be executed in one game.
  • The round indicator 34 is configured to number of rounds at the present. The dice gaming device 1 in accordance with the first embodiment is configured to display rolling of five dice 40 and a resulting combination thereof in the dice indicator 37 when the round starts. Re-rolling of the dice 40 will be allowed for two times and then one round is terminated. If any winning combination which had been not subject to filling a blank on the score table 33 is gotten, a next round will start.
  • The credit indicator 35 is configured to indicate number of medals bet by the player at the current game and number of credits (credited medals) which the player possesses.
  • The dice indicator 37 is configured to indicate five dice 40. The dice gaming device 1 in accordance with the first embodiment is configured to display all the dice 40 as if rolling displayed in the dice indicator 37 at a time of starting the round, and stop them as respectively determined by generated random numbers. When the rolling start button 38 is pushed down, only un-held dice among the dice 40 re-roll and stop in accordance with generated random numbers.
  • The touch screen 6 is further configured to allow the player to select any one or more of the dice 40 displayed in the dice indicator 37. Thereby, at a time of re-rolling the dice 40, the player can touch the touch screen 6 above the respective dice 40 to switch holding/un-holding the dice 40 individually. Letters of “HOLD” are respectively indicated above the held dice, thereby the player distinguishes the held dice from the un-held dice among the dice 40.
  • Details of rolling and stop of the dice 40 displayed in the dice indicator 37 will be described later.
  • The rolling start button 38 is configured to start re-rolling the dice 40 as a still image in the dice indicator 37 at a time of being pushed down. When the player pushes down the rolling start button 38, the un-held dice among the dice 40 displayed in the dice indicator 37 starts re-rolling.
  • A process for playing the dice game (Yahtzee) by rolling and stopping the dice 40 displayed in the dice indicator 37 will be described with reference to FIG. 4. FIG. 4 schematically illustrates the process for playing the dice game by using the dice gaming device 1 in accordance with the first embodiment.
  • When starting a round in the dice gaming device 1 in accordance with the first embodiment, five dice 51 through 55 displayed in the dice indicator 37 start rolling and stop to display still images 50A thereof in accordance with generated random numbers as shown at the top of FIG. 4.
  • Next, the player selects none to five of dice to be held, more specifically, to be re-rolled, in view of getting any winning combination, as images 50B shown at the second row from the top of the FIG. 4. For example, this row illustrates that one pair of “5” is completed by the dice 52 and 53. Therefore, the player can expect to get any of winning combinations of “Fives”, “3 of a Kind”, “4 of a Kind”, “Yahtzee” and such and hence the dice 52 and 53 can be assumed to be held. Meanwhile, the player is also allowed to hold all the dice 51 through 55 to keep the current combination and then proceed with the current round.
  • Then, by pushing down the rolling start button 38, the un-held dice (the dice 51, 54 and 55 in the example of FIG. 4 at the second row) start to roll and stop to display still images 50C thereof in accordance with generated random numbers as shown at the third row of FIG. 4.
  • Next, the player further selects dice to be held, more specifically, to be re-rolled, in view of getting any winning combination, as images 50D shown at the fourth row from the top of the FIG. 4. For example, this row illustrates that one trio of “5” is completed by the dice 52, 53 and 54. Therefore, the player can expect to get a winning combination of “Fives” in pursuit of a higher score or any of winning combinations of “4 of a Kind”, “Yahtzee” and such, and hence the dice 52, 53 and 54 can be assumed to be held.
  • Then, by pushing down the rolling start button 38, the un-held dice (the dice 51 and 55 in the example of FIG. 4 at the fourth row) start to roll and stop to display still images 50E thereof in accordance with generated random numbers as shown at the bottom of FIG. 4. For example, this row illustrates that one quartet of “5” is completed by the dice 51 through 54 and any winning combinations of “Fives”, “3 of a Kind” and “4 of a Kind” can be gotten. The player can select one of these winning combinations to fill a blank of the score table 33. Then, the next round starts and the image comes back like as the top of FIG. 4.
  • Next, descriptions will be given to a mission game which occurs when a predetermined condition is satisfied in the dice gaming machine 1 in accordance with the first embodiment. The mission game is a special game which randomly occurs at a time of starting a new round in a regular game already described above with reference to FIGS. 2-4. In the mission game, the player is presented with a mission (for example, to designate a particular winning combination at the present round). A special score higher than normal will be given to the player when the player succeeds in accomplishing the mission.
  • A mission gaming image 60 displayed on the main display 5, which is used for playing the mission game in the dice gaming device 1 in accordance with the first embodiment, will be described with reference to FIG. 5. FIG. 5 schematically illustrates the mission gaming image 60.
  • The mission gaming image 60 basically contains the same contents with the main gaming image 30, however, a mission indicator 61 is additionally indicated substantially at the center of the score table 33 as shown in FIG. 5.
  • The mission indicator 61 is configured to indicate a content of the mission in the current mission game. “GET WINNING NUMBER COMBINATIONS !”, “GET WINNING COMBINATIONS OF XX POINTS OR MORE !” and such can be exemplified as the mission.
  • When the player uses the dice 40 displayed in the dice indicator 37 and the rolling start button 38 to get a winning combination to accomplish the mission indicated in the mission indicator 61, the round of the mission game will be terminated at the point in time. Then a bonus point (for example, double of a normal point) as well as the normal point correspondent to the gotten winning combination is added to the score.
  • A control system of the dice gaming device 1 will be described hereinafter with reference to FIG. 6. FIG. 6 schematically illustrates a block diagram of the control system.
  • A play controller 72 in the dice gaming device 1 in accordance with the first embodiment controls the game executed therein as shown in FIG. 6. The play controller 72 is provided with a CPU 73, a ROM 74, a RAM 75, a clock generator 76 for generating a clock signal to drive the CPU 73, a random number controller 77 for controlling generation of random numbers applied to determining the die numbers and generation of the mission, and such.
  • The ROM 74 stores a procedure of the game as a sequential program. The ROM 74 further stores various other data, such as a die number determination table for determining die numbers for rolling the dice, a mission determination table for determining whether a mission game starts or not and which mission to be offered if the mission game is determined to start, and a play procedure table for determining a procedure of the game. More specifically, the CPU 73 and such operates in accordance with the sequential program and the data stored in the ROM 74 to control the regular game and the mission game in the dice gaming device 1 in accordance with the first embodiment.
  • The RAM 75 provides a storage as a working area for the CPU 73 to operate.
  • The clock generator 76 is provided with a clock oscillator 78 for generating a base clock having a predetermined frequency, and a divider 79 for dividing the base clock to generate a driving clock signal for driving the CPU 73.
  • The random number controller 77 is provided with a random number generator 80 for generating random numbers within a constant range under control of the CPU 73, and a random number sampler 81 for sampling an arbitrary random number from the random numbers generated at the random number generator 80 and transmitting it to the CPU 73.
  • A plurality of I/O ports provided for the CPU 73 are connected to the medal sensor 87, the C/P switch 82, the HELP switch 83, the BET switch 84, the MAXBET switch 85, the START switch 86, and such, which are mentioned above. The I/O ports are further connected to a hopper driver 91, a payout signal generator 94, a speaker driver 95, a LCD driver 96, a touch screen driver 97, and such.
  • The hopper driver 91 is connected to the hopper 90 for pooling the medals. Thereby, the CPU 73 is capable of making the hopper driver 91 to pay out a predetermined number of medals from the hopper 90.
  • The payout signal generator 94 is connected to a medal pool 92 and the medal detector 93. The medal pool 92 is a circuit for storing number of medals inserted through the medal insertion slot 12 and given as awards as a credit. The medal pool 92 is configured to store the number of medals as a credit to a predetermined maximum number. The medal detector 93 is configured to detect number of medals paid-out from the hopper 90.
  • On the occasion when the medals are given as an award, when the payout signal generator 94 detects that the medals are stored as a credit and are paid out from the hopper 90 via the medal pool 92 and the medal detector 93, the payout signal generator 94 transmits a payout completion signal for informing the fact to the CPU 73. Further, on the occasion when the medals stored as a credit are paid out, when the payout signal generator 94 detects that the medals stored as a credit are paid out from the hopper 90 via the medal pool 92 and the medal detector 93, the payout signal generator 94 transmits a payout completion signal for informing the fact to the CPU 73.
  • The speaker driver 95 is connected to the speakers 4L, 4R for sounding music, effective sounds and such. Thereby, the CPU 73 is capable of generating such sounds in cooperation with the state of the game via the speaker driver 95.
  • The LCD driver 96 is connected to the sub-display 3 for displaying the sub-gaming image 20 as shown in FIG. 2 and the main display 5 for displaying the main gaming image 30 as shown in FIG. 3 and the mission gaming image 60 as shown in FIG. 5. The CPU 73 controls the LCD driver 96 to controllably drive the sub-display 3 and the main display 5.
  • The LCD driver 96 is composed of a program ROM 101, an image ROM 102, an image controller CPU 103, a working RAM 104, a VDP (Video Display Processor) 105, a video RAM 106 and such. The program ROM 101 stores a program for controlling images to be displayed on the sub-display 3 and a main display 5, and various selection tables. The image ROM 102 stores pixel data for forming images displayed on the sub-display 3 and the main display 5, such as the sub-gaming image 20, the main gaming image 30 and the mission gaming image 60.
  • The image controller CPU 103 is configured to select and read out image data among the pixel data stored in the image ROM 102 in accordance with the image controlling program stored in the program ROM 101. The working RAM 104 provides a temporary storage for the image controller CPU 103 to execute the image controlling program. The VDP 105 forms images from the image data selected by the image controller CPU 103 and outputs the images to the sub-display 3 and the main display 5. The video RAM 106 provides a temporary storage for the VDP 105 to form the images.
  • The CPU 73 is connected to the touch screen 6 via the touch screen driver 97. The touch screen 6 is equipped on the main display 5. Under control by the touch screen driver 97, the touch screen 6 senses where to be touched and outputs it as coordinate data to the CPU 73. Thereby, the CPU 73 is capable of sensing not only where the player touches on the display but also where the touched point moves.
  • Referring to FIGS. 8 through 11, descriptions will be given hereinafter with respect to processing of the game by the play controller 72 in the dice gaming device 1 in accordance with the first embodiment. Respective programs correspondent to flow charts illustrated in the drawings are stored in the ROM 74 and the RAM 75 and executed by CPU 73.
  • In accordance with a step S1, the CPU 73 determines whether the player deposits medals. The medal sensor 87 of the dice gaming device 1 in accordance with the first embodiment detects insertion of the medals through the medal insertion slot 12 and outputs the medal detection signal to the CPU 73. Thereby, the CPU 73 judges whether the player deposits the medals.
  • In a case where the player does not deposit medals (S1: NO), the process is left in the step 1 to wait depositing. In a case where the player does deposit the medals (S1: YES), the process goes to the next step S2. Meanwhile, the medals inserted through the medal insertion slot 12 are detected at the medal pool 92 to be stored as credits (one credit per one medal), and the stored number of credits is displayed in the credit indicator 35.
  • The step S2 includes processing bet acceptance, in which number of bets in the present game is determined on the basis of how many pushes the player do on the BET switch 84 and the MAXBET switch 85. More specifically, the step S2 is a process for receiving switching signals output by the BET switch 84 and the MAXBET switch 85, in which each one switching signal from the BET switch 84 leads to one increment in number of bets stored in the storage area allocated in the RAM 75. Moreover, when the switching signal from the MAXBET switch 95 is received, the number of bets stored in the storage area allocated in the RAM 75 is renewed to be ten. As accompanying the renewal of the number of bets, the current number of bets are displayed in the credit indicator 35 and the numbers of medals to be paid out indicated in the score-payout table 27 are changed to those correspondent to the current number of bets.
  • A step S3 is to decide whether the player pushes down the START button 15. More specifically, determination is accomplished in accordance with the switching signal from the START switch 86, and, in a case where the player does not push down the START button 15 (S3: NO), the process goes back to the S2 to process bet acceptance. In a case where the player does push down the START button 15 (S3: YES), the number of bets accepted in processing bet acceptance is settled to start the game.
  • In a step S4, the CPU 73 processes to determine whether the mission game starts in the current round, and to determine which mission is given in a case of starting the mission game. The determination of which mission is given is accomplished in accordance with random numbers sampled by the random number sampler 81 and uses the mission determination table stored in the ROM 74.
  • A step S5 is to decide whether the mission game starts in the current round in accordance with the result of the step S4. In a case where the mission game is decided to start (S5: YES), the process goes to a step S6 to process the mission game described later. In the step S6 to process the mission game, a mission is provided for the player as shown in FIG. 5, in which a higher score is given to the player by accomplishing the provided mission.
  • In a case where the mission game is decided not to start (S5: NO), a new round starts in accordance with a regular game processing. First, in a step S7, determination of die numbers of five dice displayed in the dice indicator 37 is processed, in which five random numbers correspondent to the five dice are sampled by the random number sampler 81 and the die numbers are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74.
  • Next, in a step S8, the dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers.
  • Next, in a step S9, a process of holding the dice 40 is processed on the basis of operation information of the touch screen 6. More specifically, the dice gaming device 1 in accordance with the first embodiment controls switching of ON/OFF of holding the pushed dice 40 based on pushing the images of the dice 40 displayed in the main gaming image 30 as shown in FIG. 3. Meanwhile, the held dice 40 are displayed with the letters “HOLD” so that the player can discriminate them from the un-held dice.
  • Next, in a step S10, the CPU 73 decides whether the rolling start button 38 is pushed or not in accordance with operation information of the touch screen 6. In a case where the rolling start button 38 is decided not to be pushed (S10: NO), the process is left in the step S10 to wait pushing. In a case where the rolling start button 38 is decided to be pushed (S10: YES), the process goes to a next step S11.
  • In the step S11, determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37, which are not held at the step S9, is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74.
  • Next, in a step S12, the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. As a result, the un-held dice are renewed to show new die numbers, thereby re-rolling the dice is expressed.
  • Next, in a step S13, a process of holding the dice 40 is again processed on the basis of operation information of the touch screen 6.
  • Next, in a step S14, the CPU 73 decides whether the rolling start button 38 is pushed or not in accordance with operation information of the touch screen 6. In a case where the rolling start button 38 is decided not to be pushed (S14: NO), the process is left in the step S14 to wait pushing. In a case where the rolling start button 38 is decided to be pushed (S14: YES), the process goes to a next step S15.
  • In the step S15, determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37, which are not held at the step S13, is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74.
  • Next, in a step S16, the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. As a result, the un-held dice are renewed to show new die numbers, thereby re-rolling the dice is expressed.
  • Next, in a step S17, it is decided whether any winning combination to fill any blank on the score table 33 is gotten or not by the combination of the dice 40 displayed in the dice indicator 37.
  • In a case where the combination of the dice 40 is decided to be any winning combination to fill any blank (S17: YES), further in a step S18, it is decided whether the combination is correspondent to two or more winning combinations to fill any two or more blanks on the score table 33. As such the combination, the images 50E shown in the bottom of FIG. 4 can be exemplified, which simultaneously satisfies three winning combinations of “Fives”, “3 of a Kind” and “4 of a Kind”.
  • As a result of decision in accordance with the step S18, in a case where the combination is decided to be two or more winning combinations to fill the blanks (S18: YES), selection of the winning combinations in the current round is processed (S19). More specifically, the player selects one desired combination from the winning combinations put forward as a candidate by touching the touch screen 6 above the name of the desired combination displayed in the score table 33. The CPU 73 specifies the selected combination in accordance with operation information of the touch screen 6.
  • On the contrary, in a case where the combination is decided not to be two or more winning combinations to fill the blanks (S18: NO), the process goes to a next step S20.
  • In the step S20, addition of scores is processed based on the winning combination gotten by the combination of the dice 40 displayed in the dice indicator 37. More specifically, points are newly indicated in a place among places displayed in the score table 33, which is correspondent to the winning combination gotten (or the selected combination in the step S19) by the combination of the dice 40 displayed in the dice indicator 37, and the total score in the score table 33 is also renewed.
  • Next, in a step S21, a round termination is processed. In the process of the round termination, values of payout based on the score gained by the player at the present in the score-payout table 27 are renewed and the numbers on the payout number indicators 26, 36 are renewed as accompanying it. Moreover, the number of rounds at the present on the round indicator 34 is renewed in correspondence with the new round. Then, the process goes back to the step S4 to start a next round.
  • In contrast, in a case where the combination of the dice 40 is decided not to be any winning combination to fill any blank (S17: NO), a game termination is processed (S22). In the game termination, letters of “GAME OVER” to report termination of the game at the present to the player are displayed in the main gaming image 30.
  • Next, in a step S23, it is decided whether any payouts gained by the player at the current game composed of the plurality of rounds exist or not. In the dice gaming device 1 in accordance with the first embodiment, there are payouts based on the scores gained in the regular game and the mission game as described above and payouts of round bonus and such paid out on the basis of the number of rounds continued to be played.
  • In a case where the payouts are decided to exist (S23: YES), credits correspondent to medals for the payouts are paid out as a process to payout in a step S24. The paid out credits are stored in the medal pool 92 so as to be applied to bets in any following games or be paid out as medals by pushing the C/P button 10. In contrast, in a case where the payouts are decided not to exist (S23: NO), the main process program is terminated without executing payout.
  • Referring to FIGS. 10 and 11, description will be given hereinafter with respect to processing of the mission game in the step S6 in the dice gaming device 1 in accordance with the first embodiment. FIGS. 10 and 11 illustrate flow charts for processing the mission game in the dice gaming device 1 in accordance with the first embodiment.
  • In processing the mission game, first in a step S31, a mission selected in accordance with the mission determination in the aforementioned step S4 is indicated in the mission indicator 61 as shown in FIG. 5 to inform to the player. Next, a round based on the mission game process starts.
  • In a step S32, determination of die numbers of five dice displayed in the dice indicator 37 is processed, in which five random numbers correspondent to the five dice are sampled by the random number sampler 81 and the die numbers are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74.
  • Next, in a step S33, the dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. Thereby, rolling of the five dice in the mission gaming image 60 is expressed.
  • Next, in a step S34, it is decided whether the combination of the dice 40 indicated in the step 33 corresponds with any winning combination to accomplish the mission indicated in the step S31. For example, in a case where the mission indicated in the step S31 is “GET WINNING NUMBER COMBINATIONS!” as shown in FIG. 5, it is decided whether the combination of the dice 40 indicated in the step S33 corresponds with any of the winning number combinations “Aces”, “Twos”, “Threes”, “Fours”, “Fives”, and “Sixes”.
  • In a case where the combination of the dice 40 is decided to be any of winning combinations to accomplish the mission (S34: YES), the process goes to a next step S45 to process addition of bonus scores. In the addition of bonus scores, a bonus point (for example, double of a normal point) as well as the normal point correspondent to the gotten winning combination is added to the score. Further, points are newly indicated in a place among places displayed in the score table 33, which is correspondent to the winning combination gotten by the indicated combination of the dice 40, and the total score in the score table 33 is also renewed.
  • Next, in a step S46, a round termination is processed. In the process of the round termination, values of payout based on the score gained by the player at the present in the score-payout table 27 are renewed and the numbers on the payout number indicators 26, 36 are renewed as accompanying it. Moreover, the number of rounds at the present on the round indicator 34 is renewed in correspondence with the new round. Next, the process goes back to the step S4 to start the next round.
  • In contrast, in a case where the combination of the dice 40 is decided not to be any of winning combinations to accomplish the mission in the step S34 (S34: NO), the process goes to a step S35.
  • In the step S35, a process of holding the dice 40 displayed in the step S34 is processed on the basis of operation information of the touch screen 6. More specifically, the dice gaming device 1 in accordance with the first embodiment controls switching of ON/OFF of holding the pushed dice 40 based on pushing the images of the dice 40 displayed in the mission gaming image 60 as shown in FIG. 5. Meanwhile, the held dice 40 are displayed with the letters “HOLD” so that the player can discriminate them from the un-held dice.
  • Next, in a step S36, the CPU 73 decided whether the rolling start button 38 (see FIG. 5) is pushed or not in accordance with operation information of the touch screen 6. In a case where the rolling start button 38 is decided not to be pushed (S36: NO), the process is left to wait pushing. In a case where the rolling start button 38 is decided to be pushed (S36: YES), the process goes to a next step S37.
  • In the step S37, determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37, which are not held at the step S35, is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74.
  • Next, in a step S38, the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the die numbers in accordance with the result of determination in the step S37. As a result, the un-held dice are renewed to show new die numbers, thereby re-rolling the dice not held in the mission gaming image 60 is expressed.
  • Next, in a step S39, in the same way as in the step S34, it is decided whether the combination of the dice 40 indicated in the step 38 corresponds with any of winning combinations to accomplish the mission indicated in the step S31. In a case where the combination of the dice 40 is decided to be any of winning combinations to accomplish the mission (S39: YES), the process goes to the step S45 to process addition of bonus scores.
  • In contrast, in a case where the combination of the dice 40 is decided not to be any of winning combinations to accomplish the mission (S39: NO), the process goes to a step S40.
  • In the step S40, a process of holding the dice 40 displayed in the step S38 is processed on the basis of operation information of the touch screen 6.
  • Next, in a step S41, the CPU 73 decides whether the rolling start button 38 (see FIG. 5) is pushed or not in accordance with operation information of the touch screen 6. In a case where the rolling start button 38 is decided not to be pushed (S41: NO), the process is left to wait pushing. In a case where the rolling start button 38 is decided to be pushed (S41: YES), the process goes to a next step S42.
  • In a step S42, determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37, which are not held at the step S40, is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74.
  • Next, in a step S43, only the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. As a result, the un-held dice are renewed to show new die numbers, thereby re-rolling the dice not held in the mission gaming image 60 is expressed.
  • Next, in a step S44, in the same way as in the step S34 and the step S39, it is decided whether the combination of the dice 40 indicated in the step S43 corresponds with any of winning combinations to accomplish the mission indicated in the step S31. In a case where the combination of the dice 40 is decided to be any of winning combinations to accomplish the mission (S44: YES), the process goes to the step S45 to process addition of bonus scores.
  • In contrast, in a case where the combination of the dice 40 is decided not to be any of winning combinations to accomplish the mission (S44: NO), the process goes to a step S47.
  • Next, in the step S47, it is decided whether any winning combination to fill any blank on the score table 33 is gotten or not by the combination of the dice 40 displayed in the dice indicator 37.
  • In a case where the combination of the dice 40 is decided to be any winning combination to fill any blank (S47: YES), further in a step S48, it is decided whether the combination is correspondent to two or more winning combinations to fill any two or more blanks on the score table 33. As such the combination, the images 50E shown in the bottom of FIG. 4 can be exemplified, which simultaneously satisfies three winning combinations of “Fives”, “3 of a Kind” and “4 of a Kind”.
  • As a result of decision in accordance with the step S48, in a case where the combination is decided to be two or more winning combinations to fill the blanks (S48: YES), selection of the winning combinations in the current round is processed (S49). More specifically, the player selects one desired combination from the winning combinations put forward as a candidate by touching the touch screen 6 above the name of the desired combination displayed in the score table 33. The CPU 73 specifies the selected combination in accordance with operation information of the touch screen 6.
  • On the contrary, in a case where the combination is decided not to be two or more winning combinations to fill the blanks (S48: NO), the process goes to a next step S50.
  • In the step S50, addition of scores is processed based on the winning combination gotten by the combination of the dice 40 displayed in the dice indicator 37. More specifically, points are newly indicated in a place among places displayed in the score table 33, which is correspondent to the winning combination gotten (or the selected combination in the step S49) by the combination of the dice 40 displayed in the dice indicator 37, and the total score in the score table 33 is also renewed.
  • Next, in a step S51, a round termination is processed. In the process of the round termination, values of payout based on the score gained by the player at the present in the score-payout table 27 are renewed and the numbers on the payout number indicators 26, 36 are renewed as accompanying it. Moreover, the number of rounds at the present on the round indicator 34 is renewed in correspondence with the new round. Then, the process goes back to the step S4 to start a next round.
  • In contrast, in a case where the combination of the dice 40 is decided not to be any winning combination to fill any blank (S47: NO), a game termination is processed (S52). In the game termination, letters of “GAME OVER” to report termination of the game at the present to the player are displayed in the main gaming image 30.
  • Next, in a step S53, it is decided whether any payouts gained by the player at the current game composed of the plurality of rounds exist or not. In the dice gaming device 1 in accordance with the first embodiment, as described above, there are payouts based on the scores gained in the regular game and the mission game as described above and payouts of round bonus and such paid out on the basis of the number of rounds continued to be played.
  • In a case where the payouts are decided to exist (S53: YES), credits correspondent to medals for the payouts are paid out as a process to payout in a step S54. The paid out credits are stored in the medal pool 92 so as to be applied to bets in any following games or be paid out as medals by pushing the C/P button 10. In contrast, in a case where the payouts are decided not to exist (S53: NO), the main process program is terminated without executing payout.
  • As described above, the dice gaming device 1 in accordance with the first embodiment executes a procedure of the dice game including: determining whether the mission game starts at a time of starting a round (S4); indicating the mission in the mission gaming image 60 (S31) if the mission game is determined to start (S5: YES); and terminating the round without giving a chance to re-roll the dice any more (S46) in a case where the displayed combination of the dice 40 is any of winning combinations to accomplish the mission (S34: YES, S39: YES, S44: YES). As such automated procedure, the player becomes free from intricate operations, such as re-rolling the dice with holding all the dice after accomplishing the mission. The dice gaming device 1 in accordance with the first embodiment provides convenience and facility in operation thereof to play the dice game and enables pleasant and speedy development of the game.
  • The dice gaming device 1 of the first embodiment omits meaningless operations which do not affect the result of the game. This leads to further convenience for the player.
  • The dice gaming device 1 of the first embodiment provides the mission game instead of the regular game in certain chances to further raise player's interest.
  • The dice gaming device 1 of the first embodiment further executes a procedure of adding a bonus point correspondent to number of bets and a kind of winning combination as well as a normal point correspondent to the gotten winning combination to the score (S45) and, after this, paying out a payout correspondent to the obtained score (S54); and is capable of providing more chances to the player for obtaining more medals. It leads to raising the player's further intension on the game.
  • (Second Embodiment)
  • A dice gaming device in accordance with a second embodiment of the present invention will be described hereinafter with reference to FIGS. 12 through 14. In the following description and the drawings, substantially the same elements as any of the elements of the dice gaming device 1 in accordance with the first embodiment will be referred with the same reference numerals.
  • The dice gaming device in accordance with the present second embodiment has a similar constitution with the dice gaming device 1 in accordance with the aforementioned first embodiment. The procedure of controlling operations of the device is also similar to those in accordance with the first embodiment.
  • A difference exists in that the dice gaming device in accordance with the second embodiment terminates the current round without giving a chance to re-roll the dice any more in a case where the player carries out a predetermined operation in the mission game as well as the combination of the dice 40 displayed in the dice indicator 37 accomplishes the provided mission, though the dice gaming device 1 in accordance with the first embodiment do the same in a case where the combination of the dice 40 merely accomplishes the provided mission in the mission game.
  • Next, a mission gaming image 110 displayed on the main display 5, which is used for playing the mission game in the dice gaming device in accordance with the second embodiment, will be described with reference to FIG. 12. FIG. 12 schematically illustrates the mission gaming image 110.
  • The mission gaming image 110 basically contains the same contents with the mission gaming image 60 (see FIG. 5) in accordance with the first embodiment, however, a ROLL-END button 111 is additionally displayed to the left of the rolling start button 38 as shown in FIG. 12.
  • The ROLL-END button 111 is configured to forcibly terminate the current round at a time of being pushed even if any chance to re-roll the dice 40 displayed in still images in the dice indicator 37 is left. Further, the ROLL-END button 111 becomes allowed to be pushed merely in a case where the combination of the dice 40 displayed in the dice indicator 37 is any of winning combinations to accomplish the mission indicated in the mission indicator 61. At a time when the ROLL-END button 111 is pushed down, the current round in which the mission game is executed terminates and a bonus point (for example, double of a normal point) as well as the normal point correspondent to the gotten winning combination is added to the score.
  • Next, referring to FIGS. 13 and 14, description will be given hereinafter with respect to processing of the mission game in the step S6 in the dice gaming device in accordance with the second embodiment. FIGS. 13 and 14 illustrate flow charts for processing the mission game in the dice gaming device in accordance with the second embodiment. Meanwhile, a main process program executed in the dice gaming device in accordance with the second embodiment is identical to those of the first embodiment and hence the detailed description thereof will be omitted.
  • In processing the mission game, first in a step S101, a mission selected in accordance with the mission determination in the aforementioned step S4 is indicated in the mission indicator 61 as shown in FIG. 12 to inform to the player. Next, a round based on the mission game process starts.
  • In a step s102, determination of die numbers of five dice displayed in the dice indicator 37 is processed, in which five random numbers correspondent to the five dice are sampled by the random number sampler 81 and the die numbers are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74.
  • Next, in a step S103, the dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. Thereby, rolling of the five dice in the mission gaming image 110 is expressed.
  • Next, in a step S104, it is decided whether the combination of the dice 40 indicated in the step 103 corresponds with any of winning combinations to accomplish the mission indicated in the step S101. For example, in a case where the mission indicated in the step S101 is “GET WINNING NUMBER COMBINATIONS!” as shown in FIG. 12, it is decided whether the combination of the dice 40 indicated in the step S103 corresponds with any of the winning number combinations “Aces”, “Twos”, “Threes”, “Fours”, “Fives”, and “Sixes”.
  • In a case where the combination of the dice 40 is decided to be any of winning combinations to accomplish the mission (S104: YES), the process goes to a next step S105 to decide whether the ROLL-END button 111 (see FIG. 12) is pushed down or not in accordance with operation information of the touch screen 6. In a case where the ROLL-END button 111 is decided not to be pushed down (S105: NO), the process goes to a next step S106. In contrast, in a case where the ROLL-END button 111 is decided to be pushed down (S105: YES), the process goes to a step S117 to process addition of bonus scores.
  • In the addition of bonus scores of the step S117, a bonus point (for example, double of a normal point) as well as the normal point correspondent to the gotten winning combination is added to the score. Further, points are newly indicated in a place among places displayed in the score table 33, which is correspondent to the winning combination gotten by the indicated combination of the dice 40, and the total score in the score table 33 is also renewed.
  • Next, in a step S118, a round termination is processed. In the process of the round termination, values of payout based on the score gained by the player at the present in the score-payout table 27 are renewed and the numbers on the payout number indicators 26, 36 are renewed as accompanying it. Moreover, the number of rounds at the present on the round indicator 34 is renewed in correspondence with the new round. Next, the process goes back to the main process program to start the next round.
  • In contrast, in a case where the combination of the dice 40 is decided not to be any of winning combinations to accomplish the mission in the step S104 (S104: NO), the process goes to a step S106.
  • In the step S106, a process of holding the dice 40 displayed in the step S103 is processed on the basis of operation information of the touch screen 6. More specifically, the dice gaming device 1 in accordance with the first embodiment controls switching of ON/OFF of holding the pushed dice 40 based on pushing the images of the dice 40 displayed in the mission gaming image 110 as shown in FIG. 12. Meanwhile, the held dice 40 are displayed with the letters “HOLD” so that the player can discriminate them from the un-held dice.
  • Next, in a step S107, the CPU 73 decided whether the rolling start button 38 (see FIG. 12) is pushed or not in accordance with operation information of the touch screen 6. In a case where the rolling start button 38 is decided not to be pushed (S107: NO), the process is left to wait pushing. In a case where the rolling start button 38 is decided to be pushed (S107: YES), the process goes to a next step S108.
  • In the step S108, determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37, which are not held at the step S106, is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74.
  • Next, in a step S109, the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the die numbers in accordance with the result of determination in the step S108. As a result, the un-held dice are renewed to show new die numbers, thereby re-rolling the dice not held in the mission gaming image 110 is expressed.
  • Next, in a step S110, in the same way as in the step S104, it is decided whether the combination of the dice 40 indicated in the step 38 corresponds with any of winning combinations to accomplish the mission indicated in the step S101. In a case where the combination of the dice 40 is decided to be any of winning combinations to accomplish the mission (S110: YES), the process goes to a step S111 to decide whether the ROLL-END button 111 (see FIG. 12) is pushed down or not in accordance with operation information of the touch screen 6. In a case where the ROLL-END button 111 is decided not to be pushed down (S111: NO), the process goes to a next step S112. In contrast, in a case where the ROLL-END button 111 is decided to be pushed down (S111: YES), the process goes to a step S117 to process addition of bonus scores.
  • In contrast, in a case where the combination of the dice 40 is decided not to be any of winning combinations to accomplish the mission (S110: NO), the process goes to a step S112.
  • In the step S112, a process of holding the dice 40 displayed in the step S109 is again processed on the basis of operation information of the touch screen 6.
  • Next, in a step S113, the CPU 73 decides whether the rolling start button 38 (see FIG. 12) is pushed or not in accordance with operation information of the touch screen 6. In a case where the rolling start button 38 is decided not to be pushed (S113: NO), the process is left to wait pushing. In a case where the rolling start button 38 is decided to be pushed (S113: YES), the process goes to a next step S114.
  • In a step S114, determination of die numbers of un-held dice among the five dice displayed in the dice indicator 37, which are not held at the step S112, is again processed, in which random numbers correspondent to the un-held dice are sampled by the random number sampler 81 and the die numbers thereof are determined to be any one from 1 to 6 with using the die number determination table stored in the ROM 74.
  • Next, in a step S115, only the un-held dice among the five dice 40 displayed in the dice indicator 37 start to roll and stop to display still images of die faces correspondent to the determined die numbers. As a result, the un-held dice are renewed to show new die numbers, thereby re-rolling the dice not held in the mission gaming image 110 is expressed.
  • Next, in a step S116, in the same way as in the step S104 and the step S110, it is decided whether the combination of the dice 40 indicated in the step S115 corresponds with any of winning combinations to accomplish the mission indicated in the step S101. In a case where the combination of the dice 40 is decided to be any of winning combinations to accomplish the mission (S116: YES), the process goes to the step S117 to process addition of bonus scores.
  • In contrast, in a case where the combination of the dice 40 is decided not to be any of winning combinations to accomplish the mission (S116: NO), the process goes to a step 119.
  • Next, in the step S119, it is decided whether any winning combination to fill any blank on the score table 33 is gotten or not by the combination of the dice 40 displayed in the dice indicator 37.
  • In a case where the combination of the dice 40 is decided to be any winning combination to fill any blank (S119: YES), further in a step S120, it is decided whether the combination is correspondent to two or more winning combinations to fill any two or more blanks on the score table 33. As such the combination, the images 50E shown in the bottom of FIG. 4 can be exemplified, which simultaneously satisfies three winning combinations of “Fives”, “3 of a Kind” and “4 of a Kind”.
  • As a result of decision in accordance with the step S120, in a case where the combination is decided to be two or more winning combinations to fill the blanks (S120: YES), selection of the winning combinations in the current round is processed (S121). More specifically, the player selects one desired combination from the winning combinations put forward as a candidate by touching the touch screen 6 above the name of the desired combination displayed in the score table 33. The CPU 73 specifies the selected combination in accordance with operation information of the touch screen 6.
  • On the contrary, in a case where the combination is decided not to be two or more winning combinations to fill the blanks (S120: NO), the process goes to a next step S122.
  • In the step S122, addition of scores is processed based on the winning combination gotten by the combination of the dice 40 displayed in the dice indicator 37. More specifically, points are newly indicated in a place among places displayed in the score table 33, which is correspondent to the winning combination gotten (or the selected combination in the step S121) by the combination of the dice 40 displayed in the dice indicator 37, and the total score in the score table 33 is also renewed.
  • Next, in a step S123, a round termination is processed. In the process of the round termination, values of payout based on the score gained by the player at the present in the score-payout table 27 are renewed and the numbers on the payout number indicators 26, 36 are renewed as accompanying it. Moreover, the number of rounds at the present on the round indicator 34 is renewed in correspondence with the new round. Then, the process goes back to the main process program to start the next round.
  • In contrast, in a case where the combination of the dice 40 is decided not to be any winning combination to fill any blank (S119: NO), a game termination is processed (S124). In the game termination, letters of “GAME OVER” to report termination of the game at the present to the player are displayed in the main gaming image 30.
  • Next, in a step S125, it is decided whether any payouts gained by the player at the current game composed of the plurality of rounds exist or not. In the dice gaming device 1 in accordance with the first embodiment, there are payouts based on the scores gained in the regular game and the mission game as described above and payouts of round bonus and such paid out on the basis of the number of rounds continued to be played.
  • In a case where the payouts are decided to exist (S125: YES), credits correspondent to medals for the payouts are paid out as a process to payout in a step S126. The paid out credits are stored in the medal pool 92 so as to be applied to bets in any following games or be paid out as medals by pushing the C/P button 10. In contrast, in a case where the payouts are decided not to exist (S125: NO), the main process program is terminated without executing payout.
  • As described above, the dice gaming device in accordance with the second embodiment executes a procedure of the dice game including: determining whether the mission game starts at a time of starting a round (S4); indicating the mission in the mission gaming image 110 (S101) if the mission game is determined to start (S5: YES); and terminating the round without giving a chance to re-roll the dice any more (S118) in a case where the displayed combination of the dice 40 is any of winning combinations to accomplish the mission (S104: YES, S110: YES) and further the ROLL-END button 111 is pushed down (S105: YES, S111: YES). As such automated procedure, the player becomes free from intricate operations, such as re-rolling the dice with holding all the dice after accomplishing the mission. The dice gaming device in accordance with the second embodiment provides convenience and facility in operation thereof to play the dice game and enables pleasant and speedy development of the game.
  • The dice gaming device of the second embodiment omits meaningless operations which do not affect the result of the game. This leads to further convenience for the player.
  • The dice gaming device of the second embodiment provides the mission game instead of the regular game in certain chances to further raise player's interest.
  • The dice gaming device 1 of the second embodiment further executes a procedure of adding a bonus point correspondent to number of bets and a kind of winning combination as well as a normal point correspondent to the gotten winning combination to the score (S117) and, after this, paying out a payout correspondent to the obtained score (S126); and is capable of providing more chances to the player for obtaining more medals. It leads to raising the player's further intension on the game.
  • Meanwhile, the present invention can be further enabled with modifying the above embodiments in accordance with the following.
  • For example, though whether the mission game to provide any mission to the player is executed is determined by random numbers and the predetermined mission determination table in the above first and second embodiments, the determination may be dependent on another condition. For example, the mission game may be determined to start in a case where the combinations of the dice 40 displayed in the dice indicator 37 continue not to establish any winning combination for a predetermined number of times, or in a case where a rate of payout goes below a predetermined value (for example, 70%).
  • Further, though the mission is indicated in the mission indicator 61 to report to the player in the mission game in accordance with the above first and second embodiments, the report may be made by voices explaining contents of the mission sounding from the speakers 4L, 4R.
  • Further, various degrees of difficulty may be respectively set to the missions and, if the player succeeds in accomplishing a mission having a higher degree of difficulty, greater points may be awarded to the player.
  • Although the invention has been described above by reference to certain embodiments of the invention, the invention is not limited to the embodiments described above. Modifications and variations of the embodiments described above will occur to those skilled in the art, in light of the above teachings.

Claims (10)

1. A gaming device comprising:
a game repeatedly executable to have a plurality of rounds;
a display operable to indicate a mission and changeable images for respectively presenting tips in use of the game;
a touch screen for selection of the images, the touch screen being superposed on the display; and
a processor operable with the display and the touch screen to proceed with the game, randomly select one or more of the rounds to present the mission, change the images in association with the selection of the images, generate the mission in the game, and calculate awards in association with combinations of the tips gotten in each the round and results whether the mission is accomplished.
2. The gaming device of claim 1, further comprising:
an acceptor to accept betting by a player; and
a payout device to pay out the award.
3. The gaming device of claim 1, wherein the images include faces of dice and the tips include dice numbers.
4. The gaming device of claim 1, wherein the tips include a table of the combinations of the tips applicable to the selection by the touch screen.
5. The gaming device of claim 1, further comprising:
a storage storing a mission table including a plurality of candidates for the mission; and
a random number generator generating a random number, wherein the processor selects any of the candidates in association with the random number to generate the mission.
6. A gaming device comprising:
a first game;
a second game including a mission to be accomplished, the first game and the second game being repeatedly executable to have a plurality of rounds, the second game being randomly executed in any of the rounds instead of the first game;
a display operable to indicate the mission and changeable images for respectively presenting tips in use of the first game and the second game;
a touch screen for selection of the images, the touch screen being superposed on the display; and
a processor operable with the display and the touch screen to randomly select and proceed with one of the first game and the second game, change the images in association with the selection of the images, generate the mission for the second game, and calculate awards in association with combinations of the tips gotten in each the round and results whether the mission is accomplished.
7. The gaming device of claim 6, further comprising:
an acceptor to accept betting by a player; and
a payout device to pay out the award.
8. The gaming device of claim 6, wherein the images include faces of dice and the tips include dice numbers.
9. The gaming device of claim 6, wherein the tips include a table of the combinations of the tips applicable to the selection by the touch screen.
10. The gaming device of claim 6, further comprising:
a storage storing a mission table including a plurality of candidates for the mission; and
a random number generator generating a random number, wherein the processor selects any of the candidates in association with the random number to generate the mission.
US11/516,058 2005-09-21 2006-09-06 Gaming device Abandoned US20070066380A1 (en)

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US20060254888A1 (en) * 2005-04-27 2006-11-16 Aruze Corp. Gaming machine
US20080293477A1 (en) * 2005-04-27 2008-11-27 Aruze Corp. Gaming machine
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US20160078728A1 (en) * 2014-09-15 2016-03-17 King Show Games, Inc. Gaming methods, systems, and devices for implementing dice game having re-roll feature
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