US20080102930A1 - Gaming device - Google Patents

Gaming device Download PDF

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Publication number
US20080102930A1
US20080102930A1 US11/907,890 US90789007A US2008102930A1 US 20080102930 A1 US20080102930 A1 US 20080102930A1 US 90789007 A US90789007 A US 90789007A US 2008102930 A1 US2008102930 A1 US 2008102930A1
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United States
Prior art keywords
unit games
payout
reference numbers
execution number
reached
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
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US11/907,890
Inventor
Kazuo Okada
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Aruze Gaming America Inc
Original Assignee
Aruze Gaming America Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from JP2001306774A external-priority patent/JP2003111889A/en
Priority claimed from JP2001306773A external-priority patent/JP2003111888A/en
Priority claimed from JP2001309825A external-priority patent/JP2003111890A/en
Priority claimed from JP2001315488A external-priority patent/JP2003117053A/en
Application filed by Aruze Gaming America Inc filed Critical Aruze Gaming America Inc
Priority to US11/907,890 priority Critical patent/US20080102930A1/en
Assigned to ARUZE GAMING AMERICA, INC. reassignment ARUZE GAMING AMERICA, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: OKADA, KAZUO
Priority to AU2008201019A priority patent/AU2008201019A1/en
Priority to JP2008081978A priority patent/JP2008259846A/en
Publication of US20080102930A1 publication Critical patent/US20080102930A1/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

Definitions

  • the present invention relates to a gaming device, such as a slot machine, for a game to be played using bet money such as a coin, and to a control method of the gaming device.
  • the slot machine executes a unit game in which a plurality of symbols arranged on a display are rearranged. Then, when a combination of the symbols rearranged on the display becomes a predetermined combination, the slot machine pays out money corresponding to the predetermined combination.
  • the slot machine also provides payout called jackpot.
  • the slot machine reserves, as money for the jackpot, a part of the bet money bet on the slot machine. Then, at predetermined timing, the slot machine decides whether or not to pay out the money for the jackpot, and pays out the reserved money for the jackpot in the case of deciding to pay out the money.
  • Patent Document 1 U.S. Pat. No. 5,820,459
  • Patent Document 2 U.S. Pat. No. 6,695,697
  • Patent Document 3 United States Patent Application Laid-Open No. 2003/0069073
  • Patent Document 4 European Patent Application Laid-Open No. 1192975
  • Patent Document 5 U.S. Pat. No. 6,254,483
  • Patent Document 6 U.S. Pat. No. 5,611,730
  • Patent Document 7 U.S. Pat. No. 5,639,088
  • Patent Document 8 U.S. Pat. No. 6,257,981
  • Patent Document 9 U.S. Pat. No. 6,234,896
  • Patent Document 10 U.S. Pat. No. 6,001,016
  • Patent Document 11 U.S. Pat. No. 6,273,820
  • Patent Document 12 U.S. Pat. No. 6,224,482
  • Patent Document 13 U.S. Pat. No. 4,669,731
  • Patent Document 14 U.S. Pat. No. 6,244,957
  • Patent Document 15 U.S. Pat. No. 5,910,048
  • Patent Document 16 U.S. Pat. No. 5,695,402
  • Patent Document 17 U.S. Pat. No. 6,003,013
  • Patent Document 18 U.S. Pat. No. 4,283,709
  • Patent Document 19 European Patent Application Laid-Open No. 0631798
  • Patent Document 20 German Patent Application Laid-Open No. 4137010
  • Patent Document 21 United Kingdom Patent Application Laid-Open No. 2326830
  • Patent Document 22 German Patent Application Laid-Open No. 3712841
  • Patent Document 23 U.S. Pat. No. 4,964,638
  • Patent Document 24 U.S. Pat. No. 6,089,980
  • Patent Document 25 U.S. Pat. No. 5,280,909
  • Patent Document 26 U.S. Pat. No. 5,702,303
  • Patent Document 27 U.S. Pat. No. 6,270,409
  • Patent Document 28 U.S. Pat. No. 5,770,533
  • Patent Document 29 U.S. Pat. No. 5,836,817
  • Patent Document 30 U.S. Pat. No. 6,932,704
  • Patent Document 31 U.S. Pat. No. 6,932,707
  • Patent Document 32 U.S. Pat. No. 4,837,728
  • Patent Document 33 European Patent Application Laid-Open No. 1302914
  • Patent Document 34 U.S. Pat. No. 4,624,459
  • Patent Document 35 U.S. Pat. No. 5,564,700
  • Patent Document 36 International Application Laid-Open No. WO03/083795
  • Patent Document 37 German Patent Application Laid-Open No. 3242890
  • Patent Document 38 European Patent Application Laid-Open No. 0840264
  • Patent Document 39 German Patent Application Laid-Open No. 10049444
  • Patent Document 40 International Application Laid-Open No. WO04/095383
  • Patent Document 41 European Patent Application Laid-Open No. 1544811
  • Patent Document 42 U.S. Pat. No. 5,890,963
  • Patent Document 44 European Patent Application Laid-Open No. 1351180
  • a gaming device includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided; and a controller that operates: (a) to perform a control to repeatedly execute the unit games; (b) to perform a control to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) to provide a payout when it is determined that the stored execution number of unit games has reached any of the valid reference numbers; and (f) to invalidate the reference number reached by the stored execution number of unit games.
  • a gaming device includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and a controller that operates: (a) to repeatedly execute the unit games; (b) to perform a control to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to provide a payout of an amount corresponding to the one reference number; and (f) to invalidate the reference number reached by the stored execution number of unit games.
  • a gaming device includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and plural types of payout amounts in association with each other; and a controller that operates: (a) to perform a control to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to display, on a display, the predetermined reset condition, a payout amount corresponding to each of the reference numbers, and a remaining number of the unit games until the stored execution number of unit games reaches each of the reference numbers; (e) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (f) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to provide a payout of an amount corresponding to the one reference number
  • a gaming device includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided; and a controller that operates: (a) to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout; (f) to provide a payout when the information inputted from the input device indicates a message that the player is to receive the payout; and (g) to invalidate the reference number reached by the stored execution number of unit games.
  • a gaming device includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided; and a controller that operates: (a) to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout; (f) to provide a payout when the information inputted from the input device indicates a message that the player is to receive the payout; (g) to invalidate the reference number reached by the stored execution number of unit games; and (h) when the information inputted from the input device indicates the message
  • a gaming device includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and a controller that operates: (a) to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout; (f) to provide a payout of an amount corresponding to the one reference number when the information inputted from the input device indicates a message that the player is to receive the payout; and (g) to invalid
  • a gaming device includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and a controller that operates: (a) to repeatedly execute the unit games; (b) to perform a control to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout; (f) to provide a payout of an amount corresponding to the one reference number when the information inputted from the input device indicates a message that the player is to receive the payout; (
  • a gaming device includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and a controller that operates: (a) to perform a control to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to display, on a display, the predetermined reset condition, a payout amount corresponding to each of the reference numbers, and a remaining number of the unit games until the stored execution number of unit games reaches each of the reference numbers; (e) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (f) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as
  • a gaming device includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and a controller that operates: (a) to perform a control to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to display, on a display, the predetermined reset condition, a payout amount corresponding to each of the reference numbers, and a remaining number of the unit games until the stored execution number of unit games reaches each of the reference numbers; (e) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input
  • a gaming device includes: a storage device that stores plural types of reference consumptions, each of which indicates a consumption of bet money, the consumption being taken as an occasion where a payout is provided; and a controller that performs: (a) processing for performing a control to repeatedly execute unit games; (b) processing for performing a control to invalidate the plural types of reference consumptions in order from a smaller one in value when a predetermined reset condition is satisfied; (c) processing for storing each consumption of the bet money; (d) processing for performing a control to determine whether or not the stored consumption of the bet money has reached any of the reference consumptions which are valid; (e) processing for performing a control to provide a payout when it is determined that the stored consumption of the bet money has reached any of the valid reference consumptions; and (f) processing for performing a control to invalidate the reference consumption reached by the stored consumption of the bet money.
  • FIG. 1 is a flowchart showing an example of processing performed by a slot machine according to an embodiment of the present invention.
  • FIG. 2 is a perspective view of the slot machine according to the embodiment of the present invention.
  • FIG. 3 is an explanatory view showing display areas of the slot machine according to the embodiment of the present invention.
  • FIG. 4 is a block diagram showing a control circuit of the slot machine according to the embodiment of the present invention.
  • FIG. 5 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 6 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 7 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 8 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 9 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 10 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 11 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 12 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 13 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 14 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 15 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 16 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 17 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 18 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 19 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 20 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 25 is an explanatory view showing an example of a third correspondence table referred to by the slot machine according to the embodiment of the present invention.
  • FIG. 26 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 27 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 28 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 30 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 31 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 32 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 33 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 34 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 35 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 36 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 37 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 40 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 42 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 1 a perspective view of a slot machine 10 , which is shown in FIG. 2 , and explanatory views shown in FIG. 27 to FIG. 29 .
  • FIG. 3 is an explanatory view showing display areas Q 1 to Q 15 which are displayed on a liquid crystal display 16 of the slot machine 10
  • FIG. 27 to FIG. 29 are explanatory views showing images displayed on the liquid crystal display 16 of the slot machine 10 .
  • the slot machine 10 performs execution processing of a game, which is shown in FIG. 1 .
  • the slot machine 10 receives a medal (bet money) bet for a unit game.
  • the medial is also referred to as a credit.
  • the bet money is a concept including a monetary value (valuable information) to be paid out from the slot machine 10 as well as a monetary value (valuable information) to be inserted by a player into the slot machine 10 .
  • the unit game is started by starting to scroll symbols stopped (arranged) on the display areas Q 1 to Q 15 , and is ended by stopping (rearranging) the symbols on the display areas Q 1 to Q 15 one more time. Note that one symbol is stopped on each of the display areas Q 1 to Q 15 .
  • Step S 12 the slot machine 10 receives an input as to whether or not to carry insurance (that is, to turn on rescue pay).
  • a rescue pay button 210 shown in FIG. 27 is displayed on the liquid crystal display 16 .
  • the rescue pay is also referred to as insurance pay.
  • a surface of the liquid crystal display 16 is covered with a touch panel sensor 19 .
  • the slot machine 10 determines whether or not the player has pressed the rescue pay button 210 based on a signal given from the touch panel sensor 19 .
  • the slot machine 10 displays an explanation panel 220 shown in FIG. 28 .
  • an explanation sentence 220 a that explains contents of the insurance, that is, contents of the rescue pay is described.
  • the rescue pay is one to pay out medals in order to rescue a player who has made a consumption.
  • the explanation panel 220 includes a YES panel 221 , a NO panel 222 , and a shifting-to reset condition explanation panel 223 .
  • the slot machine 10 determines which of the YES panel 221 , the NO panel 222 , and the shifting-to reset condition explanation panel 223 has been pressed.
  • the slot machine 10 recognizes that the player is to carry the insurance
  • the NO panel 222 has been pressed
  • the slot machine 10 recognizes that the player is not to carry the insurance.
  • the slot machine 10 stores a result of the recognition as recognition result data in a RAM 110 (refer to FIG. 4 ). In such a way, the slot machine 10 receives the input as to whether on not to carry the insurance.
  • the slot machine 10 displays an explanation sentence 220 b and a RETURN panel 224 on the explanation panel 220 .
  • the explanation sentence 220 b explains contents of the reset condition.
  • the reset condition is “a combination of five jokers or a combination in which a payout rate is 60 times or more is stopped on a payline 214 b ”. The payout rate will be described later.
  • the slot machine 10 determines whether or not the RETURN button 224 has been pressed. When the RETURN button 224 has been pressed, the slot machine 10 displays an image shown in FIG. 28 on the liquid crystal display panel 16 .
  • Step S 13 based on the recognition result data, the slot machine 10 determines whether or not the player is to carry the insurance. When the player is to carry the insurance, the processing proceeds to Step S 13 - 1 , and when the player is not to carry the insurance, the processing proceeds to Step S 14 .
  • Step S 14 the slot machine 10 increases a value Ta of a unit game counter by 1.
  • the value Ta of the unit game counter indicates the number of unit games executed when the rescue pay is turned on.
  • Step S 15 the slot machine 10 executes the unit game. Specifically, the slot machine 10 scrolls the symbols stopped on the display areas Q 1 to Q 15 , and stops the symbols on the display areas Q 1 to Q 15 one more time.
  • the slot machine 10 on the liquid crystal display 16 , there are provided: a payline 214 a that passes through the display areas Q 1 to Q 5 ; the payline 214 b that passes through the display areas Q 6 to Q 10 ; a payline 214 c that passes through the display areas Q 11 to Q 15 ; a payline 214 d that passes through the display areas Q 1 , Q 7 , Q 13 , Q 9 and Q 5 ; and a payline 214 e that passes through the display areas Q 11 , Q 7 , Q 3 , Q 9 and Q 15 .
  • the slot machine 10 decides whether or not to pay the medals to the player based on combinations of the symbols stopped on the respective paylines 214 a to 214 e.
  • Step S 16 the slot machine 10 determines a condition that a playing result of the unit game satisfies the reset condition. When this condition is satisfied, the processing proceeds to Step S 20 , and when this condition is not satisfied, the processing proceeds to Step S 17 .
  • Step S 17 the slot machine 10 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S 18 , and when this condition is not satisfied, the execution processing of the game is ended.
  • Step S 18 the slot machine 10 determines a condition that the value Ta of the unit game counter has coincided with Ta max k. When this condition is satisfied, the processing proceeds to Step S 19 , and when this condition is not satisfied, the execution processing of the game is ended.
  • k is an integer of 1 or more. Specifically, plural types of Ta max k are prepared. k is each value of a reference number counter, and details thereof will be described later.
  • Step S 19 the slot machine 10 executes the rescue pay. Specifically, the slot machine 10 pays out a predetermined number of medals. Thereafter, the slot machine 10 ends the execution processing of the game.
  • the predetermined number of medals are paid out means that the predetermined number of medals are paid out from a medal payout port 28 , or means that the total number of medals stored in the RAM 110 is increased by the predetermined number.
  • the total number of medals indicates the total number of medals owned by the player among the medals incorporated in the slot machine 10 .
  • Step S 20 the slot machine 10 increases the value k of the reference number counter by 1.
  • Step S 21 based on each combination of the symbols stopped again on each of the paylines 214 a to 214 e , the slot machine 10 decides the number of medals to be paid to the player, and pays out the decided number of medals to the player. Thereafter, the slot machine 10 ends the execution processing of the game.
  • the slot machine 10 includes a cabinet 11 , a top box 12 provided on the cabinet, and a main door 13 .
  • the liquid crystal display 16 is provided on a surface of the cabinet 11 , which faces to the player.
  • the cabinet 11 there are provided a variety of constituent members including: a controller 40 (refer to FIG. 4 ) for electrically controlling this slot machine 10 ; a hopper 44 (refer to FIG. 4 ) for controlling the insertion, reserving, and payout of the medals; and the like.
  • the MAX BET switch 24 is a switch for betting, by one operation, the maximum number (“3” in the first embodiment and the respective embodiments to be described later) bettable in one game. Specifically, when the player presses the MAX BET switch 24 once, three medals are bet on the unit game.
  • lamps 47 are provided, and emit light based on a preset light-emitting pattern.
  • the payout port 28 of the medals is provided below the foot display 34 .
  • the upper display 33 is a liquid crystal display, on which various types of information are displayed.
  • a speaker 29 is provided in the top box 12 .
  • a ticket printer 35 Below the upper display 33 , there are provided a ticket printer 35 , a card reader 36 , a data display 37 , and a keypad 38 .
  • the ticket printer 35 prints, on a ticket, a bar code in which the respective data such as the number of medals, a date, and an identification number of the slot machine 10 are encoded, and outputs the ticket as a bar code-added ticket 39 .
  • the player allows another slot machine to read the bar code-added ticket 39 , and thereby can play the game on the slot machine concerned, and can exchange the bar code-added ticket 39 with bills and the like at a predetermined spot (for example, cashier in a casino) of a game arcade.
  • a predetermined spot for example, cashier in a casino
  • a lamp 30 is provided on an upper end portion of the upper display 33 .
  • the lamp 30 includes: a light source composed of an electric bulb; a reflection plate capable of reflecting light from the light source; and a drive unit that rotates the reflection plate about the light source.
  • the lamp 30 irradiates the light from the light source, and meanwhile, rotates the reflection plate about the light source, thus making it possible to rotate the light from the light source.
  • the CPU 106 increases the bet number per unit game by 1 every time when being given the signal from the medal sensor 43 . After the bet number per unit game reaches 3, the CPU 106 increases the total number of medals by 1 every time when being given the signal from the medal sensor 43 .
  • the bet number per unit game indicates the number of medals bet on the unit game, and is stored in the RAM 110 .
  • the CPU 106 reads out the game execution program and executes the unit game on the occasion when a start operation of the game is received by the START switch 27 .
  • the game execution program is a program for executing the unit game on the liquid crystal display 16 through the display controller 140 .
  • the game execution program is programmed so as to execute the unit game, in which the symbols are scrolled on the respective display areas Q 1 to Q 15 (refer to FIG. 2 ), and thereafter, the symbols are stopped again thereon.
  • the RAM 110 is used as the area of the work by the CPU 106 .
  • the communication interface circuit 111 is connected to a whole server or the like, and transmits the data regarding the history of the plays executed in the slot machine 10 , and the like to the whole server. Moreover, the communication interface circuit 111 receives a variety of data transmitted from the whole server.
  • the random number generator 112 generates a random number for deciding the symbols to be stopped in the unit game executed on the liquid crystal display 16 .
  • the speaker drive circuit 122 outputs audio data to the speaker 29 .
  • the CPU 106 reads out the audio data stored in the ROM 108 , and transmits the audio data to the speaker drive circuit 122 through the input/output bus 104 . In such a way, a predetermined effect sound is emitted from the speaker 29 .
  • the hopper drive circuit 124 outputs a payout signal to the hopper 44 when cashout occurs. Specifically, upon receiving the cashout signal from the cashout switch 23 , the CPU 106 outputs a drive signal to the hopper drive circuit 124 through the input/output bus 104 . In such a way, the hopper 44 pays out the medals of the number corresponding to the total number of medals.
  • the display controller 140 performs a display control to execute the unit game on the liquid crystal display 16 .
  • the CPU 106 generates a signal of an image display command corresponding to a state of the unit game and a result of the unit game, and outputs the signal of the image display command to the display controller 140 through the input/output bus 104 .
  • the display controller 140 Upon receiving the signal of the image display command, which is outputted from the CPU 106 , the display controller 140 generates a drive signal for driving the liquid crystal display 16 based on the image display command, and outputs the drive signal thus generated to the liquid crystal display 16 . In such a way, a predetermined image is displayed on the liquid crystal display 16 .
  • the touch panel 19 is provided on the surface of the liquid crystal display 16 .
  • the player touches the touch panel sensor 19 , whereby data on a touched position on the liquid crystal display 16 is detected, and is transmitted to the CPU 106 .
  • the counter 128 stores a variety of count values (specifically described later).
  • the lamp drive circuit 30 a is connected to the lamp 30 , and controls the lamp 30 in accordance with a control by the CPU 106 .
  • the slot machine 10 repeatedly performs the main processing. Specifically, one piece of the main processing composes one processing cycle.
  • Step S 31 the CPU 106 receives medal bet for the unit game. Specifically, the CPU 106 receives the signal given from the MAX BET switch 24 , the BET switch 25 , or the spin/repeat/bet switch 26 . Upon being given the signal from the MAX BET switch 24 , the CPU 106 sets the bet number per unit game at 3, and meanwhile, reduces the total number of medals by 3. Every time when being given the signal from the BET switch 25 , the CPU 106 increases the bet number per unit game by 1, and meanwhile, reduces the total number of medals by 1.
  • the CPU 106 Upon being given the signal from the spin/repeat/bet switch 26 , the CPU 106 uses the bet number per unit game of the previous time (one cycle before) as the bet number per unit game of this time (current cycle), and meanwhile, reduces the total number of medals by the bet number per unit game of this time. When the total number of medals is 0, the CPU 106 increases the bet number per unit game by 1 every time when being given the signal from the medal sensor 43 . In such a way, the CPU 106 receives the medal bet.
  • Step S 32 - 1 the CPU 106 receives the input as to whether or not to carry the insurance. Specifically, the CPU 106 displays an image shown in FIG. 26 on the upper display 33 , and displays the image shown in FIG. 27 on the liquid crystal display 16 .
  • the image displayed on the upper display 33 includes: an image 302 in which a woman is drawn; and an image 200 indicating that the rescue pay is turned off.
  • the image displayed on the liquid crystal display 16 includes display areas 31 , 32 a and 32 b and the rescue pay button 210 as well as the display areas Q 1 to Q 15 . Note that, in principle, these images are always displayed on the liquid crystal display 16 .
  • the total number of medals is displayed on the display area 31 .
  • On the display area 32 a there are displayed the result of the unit game of this time (that is, in the current cycle) and the total number of medals paid to the player by the rescue pay.
  • the bet number per unit game of this time (that is, in the current cycle) is displayed.
  • On the rescue pay button 210 it is displayed whether or not the rescue pay is turned on. Specifically, when the rescue pay is turned off, “RESCUEPAY MORE INFO” is displayed, and when the rescue pay is turned on, “RESCUE ON MORE INFO” is displayed.
  • the CPU 106 determines whether or not the player has pressed the rescue pay button 210 based on the signal given from the touch panel sensor 19 . In the case of determining that the player has pressed the rescue pay button 210 , the CPU 106 displays an image shown in FIG. 28 on the liquid crystal display 16 . This image includes the explanation panel 220 . On the explanation panel 220 , the explanation sentence 220 a that explains the contents of the insurance, that is, the contents of the rescue pay is described.
  • the rescue pay is one to pay out the medals in order to rescue the player who has made the consumption.
  • the rescue pay is executed every time when the unit game that does not satisfy the reset condition reaches 1000 games, 1500 games, 2000 games, and 3000 games.
  • the explanation panel 220 includes the YES panel 221 , the NO panel 222 , and the shifting-to reset condition explanation panel 223 .
  • the slot machine 10 determines which of the YES panel 221 , the NO panel 222 , and the shifting-to reset condition explanation panel 223 has been pressed.
  • the slot machine 10 recognizes that the player is to carry the insurance
  • the NO panel 222 has been pressed
  • the slot machine 10 recognizes that the player is not to carry the insurance.
  • the slot machine 10 stores the result of the recognition as the recognition result data in the RAM 110 (refer to FIG. 4 ). In such a way, the slot machine 10 receives the input as to whether on not to carry the insurance.
  • the slot machine 10 displays the explanation sentence 220 b and the RETURN panel 224 on the explanation panel 220 .
  • the explanation sentence 220 b explains the contents of the reset condition.
  • the reset condition is “the combination of five jokers or the combination in which the payout rate is 60 times or more is stopped on a payline 214 b ”.
  • the payout rate and the payline 214 b will be described later.
  • the slot machine 10 determines whether or not the RETURN button 224 has been pressed. When the RETURN button 224 has been pressed, the slot machine 10 displays the image shown in FIG. 28 on the liquid crystal display panel 16 .
  • Step S 32 - 2 the CPU 106 determines whether or not the player is to carry the insurance based on the recognition result data. When the player is to carry the insurance, the processing proceeds to Step S 32 - 2 , and when the player is not to carry the insurance, the processing proceeds to Step S 33 .
  • Step S 32 - 3 the CPU 106 displays an image shown in FIG. 30 . Specifically, the CPU 106 displays the explanation panel 220 , and on the explanation panel 220 , displays an explanation sentence 220 c and a CANCEL PANEL 225 .
  • the explanation sentence 220 c indicates a message to require the player to bet 100 medals as an insurance fee.
  • the insurance fee indicates the number of medals necessary to be paid by the player in order to receive the rescue pay.
  • the CPU 106 determines whether or not the CANCEL button 225 has been pressed. When the CANCEL button 225 has been pressed, the processing proceeds to Step S 33 .
  • the CPU 106 determines that the insurance fee is bet, and otherwise, for example, in the case of not having been given the signals from the medal sensor 43 within the predetermined time, the CPU 106 determines that the insurance fee is not bet.
  • the player who desires to receive the rescue pay inserts a hundred medals from the medal insertion port 21 within the predetermined time.
  • an insurance fee bet button for betting the insurance fee may be prepared, and the insurance fee may be bet by using the insurance fee bet button. In this case, the total number of medals is reduced every time when the insurance fee bet button is pressed.
  • the slot machine 10 may require the player to bet the insurance fee every time before the unit game is started. In this case, the insurance fee required per unit game becomes lower in amount than 100 medals.
  • the slot machine 10 may turn off the rescue setting flag when the player has not pressed the insurance fee bet button.
  • Step S 33 the CPU 106 determines a condition that the START switch 27 has been pressed, and specifically, a condition that the signal has been given from the START switch 27 . When this condition is satisfied, the processing proceeds to Step S 34 , and when this condition is not satisfied, the processing proceeds to Step S 32 .
  • Step S 34 the CPU 106 performs unit game execution processing shown in FIG. 6 .
  • the CPU 106 executes the unit game, and in response to a result thereof, calculates the payout number of medals.
  • Step S 35 the CPU 106 performs increment processing shown in FIG. 7 .
  • the CPU 106 increases (makes increment of) the value k of the reference number counter by 1.
  • the reference number counter is formed in the counter 128 , and an initial value thereof is 1.
  • Step S 37 the CPU 106 performs payout processing shown in FIG. 9 .
  • the CPU 106 pays out the medals of the number corresponding to the sum of the number calculated in Step S 34 and the number calculated in Step S 36 .
  • Step S 70 the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S 70 - 2 , and when this condition is not satisfied, the processing proceeds to Step S 71 .
  • Step S 73 based on a combination of the symbols stopped again on each of the paylines 214 a to 214 e and based on a payout table shown in FIG. 22 , the CPU 106 determines a condition that a combination of the symbols, which generates the payout of the medals, is stopped on any of the paylines 214 a to 214 e , and determines a condition that the combination of five jokers is stopped on the payline 214 b .
  • the processing proceeds to Step S 74 , and when such a condition is not satisfied, the unit game execution processing is ended.
  • the payout table is stored in the ROM 108 .
  • a combination assembling five symbols in each of which two pieces of “BAR” are longitudinally arrayed becomes the specific combination when the bet number per unit game becomes 2 or more.
  • a combination assembling five pieces of “CHERRY” becomes the specific combination when the bet number per unit game becomes 3.
  • Step S 76 the CPU 106 turns on a specific symbol establishment flag (sets the specific symbol establishment flag at 1).
  • Step S 92 the CPU 106 determines a condition that the specific symbol establishment flag is turned on. When this condition is satisfied, the processing proceeds to Step S 93 , and when this condition is not satisfied, the increment processing is ended.
  • Step S 93 - 2 the CPU 106 resets the value Ta of the unit game counter at 0, and resets the value k of the reference number counter at 1.
  • Step S 93 - 3 the CPU 106 turns off the rescue setting flag.
  • Step S 94 the CPU 106 turns off (resets) the specific symbol establishment flag. Thereafter, the CPU 106 ends the increment processing.
  • the CPU 106 displays the reset condition explanation panel 401 and the count down panel 402 on the upper display 33 .
  • the remaining numbers of unit games until receiving the rescue pay in FIG. 31 , simply expressed as “remaining number of games”
  • the numbers of medals to be paid by the rescue pay in FIG. 31 , simply expressed as “payout number” are shown in association with each other.
  • the CPU 106 displays the reset condition explanation panel 401 and the count down panel 402 on the upper display 33 as shown in FIG. 34 , and meanwhile, displays a woman angel 249 on the liquid crystal display panel 16 as shown in FIG. 35 .
  • the CPU 106 expands wings of the woman angel 249 every time when the value of Ta max k ⁇ Ta is reduced.
  • FIG. 34 and FIG. 35 show display examples when k is equal to 1 and the value of Ta max k ⁇ Ta is 10
  • FIG. 36 and FIG. 37 show display examples when k is equal to 1 and the value of Ta max k ⁇ Ta is 1.
  • the CPU 106 irradiates the light from the lamp 30 , and rotates the reflection plate.
  • the CPU 106 increases a rotation speed of the reflection plate every time when the value of Ta max k ⁇ Ta is reduced. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • Step S 103 the CPU 106 decides the amount of the rescue pay, that is, the number of medals to be paid by the rescue pay based on the value k of the reference number counter and the first correspondence table. For example, when the value k of the reference number counter becomes 1, the CPU 106 decides the number of medals to be paid by the rescue pay at 360 .
  • the CPU 106 stores the decided number as a rescue pay number in the RAM 110 . Note that an initial value of the rescue pay number is 0.
  • the CPU 106 displays images showing that the rescue pay is generated and showing the payout number by the rescue pay on the upper display 33 and the liquid crystal display 16 . Display examples are shown in FIG. 38 and FIG. 39 . On the upper display 33 , such an image 232 shown in FIG.
  • Step S 103 - 1 the CPU 106 determines a condition that the value k of the reference number counter is 4 or more. When this condition is satisfied, the processing proceeds to Step S 103 - 2 , and when this condition is not satisfied, the processing proceeds to Step S 103 - 4 .
  • Step S 103 - 2 the CPU 106 resets the value Ta of the unit game counter at 0, and resets the value k of the reference number counter at 1.
  • Step S 103 - 3 the CPU 106 turns off the rescue setting flag. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • Step S 102 when the value Ta of the unit game counter reaches Ta max k ⁇ , or k is equal to k ⁇ , the value of k is set at k ⁇ +1. Then, in Step S 102 in each cycle of the next time and after, the value Ta of the unit game counter is not compared with Ta max k ⁇ , but is compared with Ta max (k ⁇ +1).
  • Step S 111 the CPU 106 reads out the usual payout number from the RAM 110 .
  • Step S 112 the CPU 106 reads out the rescue pay number from the RAM 110 .
  • Step S 113 the CPU 106 pays out the medals of the number corresponding to the total of the usual payout number and the rescue pay number. Thereafter, the CPU 106 resets both of the usual payout number and the rescue pay number at 0, and ends the payout processing.
  • Step S 121 the CPU 106 increases a value Tb of an accumulated bet counter (formed on the counter 128 ; an initial value thereof is 0) by the bet number per unit game.
  • Step S 123 the CPU 106 increases the value Ta of the unit game counter by 1.
  • Step S 131 the CPU 106 determines a condition that the specific symbol establishment flag is turned on. When this condition is satisfied, the processing proceeds to Step S 132 , and when this condition is not satisfied, the increment processing is ended.
  • Step S 132 the CPU 106 increases each of the value k 1 of the first reference number counter and the value k 2 of the second reference number counter by 1.
  • Step S 132 - 1 the CPU 106 determines a condition that the value k 1 of the first reference number counter exceeds 4. When this condition is satisfied, the processing proceeds to Step S 132 - 2 , and when this condition is not satisfied, the processing proceeds to Step S 133 .
  • Step S 133 the CPU 106 turns off (resets) the specific symbol establishment flag. Thereafter, the CPU 106 ends the increment processing.
  • Step S 135 the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S 136 , and when this condition is not satisfied, the rescue pay execution processing is ended.
  • Step S 136 the CPU 106 decides Ta max k 1 based on the value k 1 of the first reference number counter and the first correspondence table shown in FIG. 23 .
  • the CPU 106 determines a condition that the value Ta of the unit game counter coincides with the decided Ta max k 1 . When this condition is satisfied, the processing proceeds to Step S 138 , and when this condition is not satisfied, the processing proceeds to Step S 137 .
  • Step S 137 the CPU 106 decides Tb max k 2 based on the value k 2 of the second reference number counter and a second correspondence table shown in FIG. 24 .
  • the second correspondence table shows a correspondence relationship among the value k 2 of the second reference number counter, a value of Tb max k 2 , and the payout number by the rescue pay, and is stored in the ROM 108 .
  • the CPU 106 decides Tb max k 2 at 5000.
  • the CPU 106 determines a condition that the value Tb of the accumulated bet counter coincides with the decided Tb max k 2 . When this condition is satisfied, the processing proceeds to Step S 138 , and when this condition is not satisfied, the processing proceeds to Step S 137 - 1 .
  • Step S 137 - 1 the CPU 106 displays images corresponding to the value Ta of the unit game counter and the value Tb of the accumulated bet counter on the upper display 33 and the liquid crystal display 16 . Specifically, the CPU 106 calculates the value of Ta max 1 ⁇ Ta, the value of Ta max 2 ⁇ Ta, the value of Ta max 3 ⁇ Ta, and the value of Ta max 4 ⁇ Ta as the remaining numbers of unit games until receiving the rescue pay. Note that, when such a value of Ta max k 1 ⁇ Ta becomes a minus, the CPU 106 calculates the value of Ta max k 1 ⁇ Ta to be 0.
  • k 1 ⁇ is an integer within a range of 1 to 4.
  • the CPU 106 calculates a value of Tb max 1 ⁇ Tb, a value of Tb max 2 ⁇ Tb, a value of Tb max 3 ⁇ Tb, and a value of Tb max 4 ⁇ Tb as the remaining numbers of accumulated bets until receiving the rescue pay.
  • Tb max k 2 ⁇ Tb becomes a minus
  • the CPU 106 calculates the value of Tb max k 2 ⁇ Tb to be 0.
  • k 2 ⁇ becomes an integer within a range of 1 to 4.
  • the CPU 106 displays the reset condition explanation panel 401 and a count down panel 403 on the upper display 33 .
  • the remaining numbers of unit games until receiving the rescue pay in FIG. 40 , simply expressed as “remaining number of games” and the numbers of medals to be paid by the rescue pay (in FIG. 40 , simply expressed as “payout number”) are shown in association with each other.
  • the remaining numbers of accumulated bets until receiving the rescue pay in FIG. 40 , simply expressed as “remaining number of bets”
  • the numbers of medals to be paid by the rescue pay are shown in association with each other.
  • FIG. 40 shows a display example when Ta is equal to 500 and Tb is equal to 1500 . Moreover, as shown in FIG. 32 , when the value of Ta max k 1 ⁇ Ta is larger than 10, the display areas 31 , 32 a and 32 b and the rescue pay button 210 are displayed on the liquid crystal display 16 besides the display areas Q 1 to Q 15 .
  • the CPU 106 displays the reset condition explanation panel 401 and the count down panel 403 on the upper display 33 , and meanwhile, as shown in FIG. 35 , displays the woman angel 249 on the liquid crystal display 16 .
  • the CPU 106 expands the wings of the woman angel 249 every time when the value of Ta max k 1 ⁇ Ta is reduced.
  • FIG. 35 shows a display example when the value of Ta max k 1 ⁇ Ta is 10
  • FIG. 37 shows a display example when the value of Ta max k 1 ⁇ Ta is 1.
  • the CPU 106 irradiates the light from the lamp 30 , and rotates the reflection plate.
  • the CPU 106 increases the rotation speed of the reflection plate every time when the value of Ta max k 1 ⁇ Ta is reduced. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • the CPU 106 may display the angel 249 and expand the wings of the angel 249 in response to the value of Tb max k 2 ⁇ Tb. The same can also be applied to the lamp 30 .
  • Step S 138 the CPU 106 determines whether the condition of Step S 136 is satisfied or the condition of Step S 137 is satisfied.
  • the CPU 106 decides the amount of the rescue pay, that is, the number of medals to be paid by the rescue pay based on the value k 1 of the first reference number counter and the first correspondence table. For example, when the value k 1 of the first reference number counter becomes 1, the CPU 106 decides the number of medals to be paid by the rescue pay at 360.
  • the CPU 106 stores the decided number as the rescue pay number in the RAM 110 . Note that the initial value of the rescue pay number is 0.
  • the CPU 106 decides the amount of the rescue pay, that is, the number of medals to be paid by the rescue pay based on the value k 2 of the second reference number counter and the second correspondence table shown in FIG. 24 . For example, when the value k 2 of the second reference number counter becomes 1, the CPU 106 decides the number of medals to be paid by the rescue pay at 360 . The CPU 106 stores the decided number as the rescue pay number in the RAM 110 . Note that the initial value of the rescue pay number is 0.
  • the CPU 106 displays the images showing that the rescue pay is generated and showing the payout number by the rescue pay on the upper display 33 and the liquid crystal display 16 . Display examples are shown in FIG. 38 and FIG. 39 .
  • Step S 138 - 1 the CPU 106 determines a condition that the value k 1 of the first reference number counter is 4 or more. When this condition is satisfied, the processing proceeds to Step S 138 - 2 , and when this condition is not satisfied, the processing proceeds to Step S 138 - 4 .
  • Step S 138 - 3 the CPU 106 turns off the rescue setting flag. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • the value k 1 of the first reference number counter and the value k 2 of the second reference number counter always take the same value.
  • the values of k 1 and k 2 are set at k ⁇ +1 when the value Ta of the unit game counter reaches Ta max k ⁇ (k ⁇ is an integer within a range of 1 to 4), when the value Tb of the accumulated bet counter reaches Tb max k ⁇ , or when the reset condition is satisfied in the case where k 1 is equal to k ⁇ . Then, in Step S 136 in each cycle of the next time and after, the value Ta of the unit game counter is not compared with Ta max k ⁇ , but is compared with Ta max (k ⁇ +1).
  • the value Tb of the accumulated bet counter is not compared with Tb max k ⁇ , but is compared with Tb max (k ⁇ +1).
  • the CPU 106 performs the increment processing or the processing of Step S 138 - 4 , and thereby invalidates both of Ta max k ⁇ and Tb max k ⁇ .
  • the third embodiment is similar to the first embodiment except that main processing and unit game execution processing are different from those of the first embodiment, and accordingly, the description will be made only of these different points.
  • Step S 142 the CPU 106 performs similar processing to that of Step S 31 shown in FIG. 5 .
  • Step S 143 the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S 148 , and when this condition is not satisfied, the processing proceeds to Step S 144 .
  • Step S 144 the CPU 106 determines a condition that the value Ta of the unit game counter is Ta 1 or more.
  • the value Ta 1 is smaller than Ta max 1, and for example, becomes 100, and this value Ta 1 is stored in the ROM 108 .
  • the processing proceeds to Step S 145 , and when this condition is not satisfied, the processing proceeds to Sep S 148 .
  • Step S 145 to Step S 148 the CPU 106 performs similar processing to that of Step S 32 - 1 to Step S 33 which are shown in FIG. 5 .
  • Step S 149 the CPU 106 performs the unit game execution processing shown in FIG. 14 .
  • Step S 150 to Step S 152 the CPU 106 performs similar processing to that of Step S 35 to Step S 37 which are shown in FIG. 5 .
  • Step S 154 to Step S 161 the CPU 106 performs similar processing to that of Step S 70 - 2 to Step S 76 which are shown in FIG. 6 . Specifically, even if the rescue setting flag is not turned on, the CPU 106 performs the processing for increasing the value Ta of the unit game counter.
  • the fourth embodiment is similar to the first embodiment except that main processing, unit game execution processing, increment processing, and rescue pay execution processing are different from those of the first embodiment. Moreover, the increment processing and rescue pay execution processing of the fourth embodiment are similar to those of the second embodiment. Accordingly, the description will be made only of the main processing and the unit game execution processing.
  • Step S 162 the CPU 106 performs similar processing to that of Step S 31 shown in FIG. 5 .
  • Step S 163 the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S 169 , and when this condition is not satisfied, the processing proceeds to Step S 164 .
  • Step S 164 the CPU 106 determines a condition that the value Ta of the unit game counter is Ta 1 or more. When this condition is satisfied, the processing proceeds to Step S 166 , and when this condition is not satisfied, the processing proceeds to Step S 165 .
  • Step S 165 the CPU 106 determines a condition that the value Tb of the accumulated bet counter becomes Tb 1 or more.
  • the value Tb 1 is smaller than Tb max 1, and for example, becomes 500, and this value Tb 1 is stored in the ROM 108 .
  • Step S 166 the processing proceeds to Step S 166 , and when this condition is not satisfied, the processing proceeds to Step S 169 .
  • Step S 166 to Step S 169 the CPU 106 performs similar processing to that of Step S 32 - 1 to Step S 33 which are shown in FIG. 5 .
  • Step S 170 the CPU 106 performs the unit game execution processing shown in FIG. 16 .
  • Step S 171 the CPU 106 performs the increment processing shown in FIG. 11 .
  • Step S 172 the CPU 106 performs the rescue pay execution processing shown in FIG. 12 .
  • Step S 173 the CPU 106 performs similar processing to that of Step S 37 shown in FIG. 5 .
  • Step S 174 to Step S 182 the CPU 106 performs similar processing to that of Step S 121 to Step S 130 which are shown in FIG. 10 . Specifically, even if the rescue setting flag is not turned on, the CPU 106 performs the processing for increasing the value Tb of the accumulated bet counter and the value Ta of the unit game counter.
  • the fifth embodiment is similar to the first embodiment except that rescue pay execution processing is different from that of the first embodiment, and accordingly, the description will be made only of the rescue pay execution processing.
  • FIG. 17 is a flowchart showing the rescue pay execution processing according to the fifth embodiment.
  • the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S 184 , and when this condition is not satisfied, the rescue pay execution processing is ended.
  • Step S 184 the CPU 106 decides Ta max k based on the value k of the reference number counter and the first correspondence table shown in FIG. 23 .
  • the CPU 106 determines a condition that the value Ta of the unit game counter coincides with the decided Ta max k. When this condition is satisfied, the processing proceeds to Step S 186 , and when this condition is not satisfied, the processing proceeds to Step S 185 .
  • Step S 185 the CPU 106 performs similar processing to that of Step S 102 - 1 shown in FIG. 8 . Thereafter, the CPU 106 ends the rescue pay execution processing.
  • Step S 186 the CPU 106 makes an inquiry whether the player is to receive the rescue pay.
  • the CPU 106 displays an explanation panel 220 shown in FIG. 41 .
  • An explanation sentence 220 d , the YES panel 221 and the NO panel 222 are displayed on the explanation panel 220 .
  • the explanation sentence 220 d indicates a message to make an inquiry whether the player is to receive payout of a predetermined number (that is, the payout number of medals, which corresponds to Ta max k reached by the value Ta of the unit game counter) of medals as the rescue pay.
  • the CPU 106 decides the payout number of medals, which corresponds to Ta max k reached by the value Ta of the unit game counter, based on the first correspondence table, and based on a result thereof, creates the explanation sentence 220 d , and displays the explanation sentence 220 d on the explanation panel 220 .
  • Step S 187 the CPU 106 determines whether or not the player is to receive the rescue pay based on a signal given from the touch panel sensor 19 .
  • the processing proceeds to Step S 188
  • the processing proceeds to Step S 189 .
  • Step S 188 to Step S 192 the CPU 106 performs similar processing to that of Step S 103 to Step S 103 - 4 which are shown in FIG. 8 .
  • the sixth embodiment is similar to the first embodiment except that rescue pay execution processing is different from that of the first embodiment, and accordingly, the description will be made only of the rescue pay execution processing.
  • FIG. 18 is a flowchart showing the rescue pay execution processing according to the sixth embodiment.
  • the CPU 106 performs similar processing to that of Step S 183 to Step 186 which are shown in FIG. 17 .
  • Step S 197 based on a signal given from the touch panel sensor 19 , the CPU 106 determines whether or not the player is to receive the rescue pay. When the player is to receive the rescue pay, the processing proceeds to Step S 198 , and when the player is not to receive the rescue pay, the processing proceeds to Step S 200 .
  • Step S 198 the CPU 106 performs similar processing to that of Step S 103 shown in FIG. 8 .
  • Step S 199 the CPU 106 sets the value k of the reference number counter at 4.
  • Step S 200 to Step S 203 the CPU 106 performs similar processing to that of Step S 103 to Step S 103 - 4 which are shown in FIG. 8 .
  • Step S 197 to Step S 203 when the player receives the payout of the rescue pay in the case where the value Ta of the unit game counter has reached Ta max k ⁇ , the value k of the reference number counter is forcibly set at 4. Moreover, since k becomes 4, k is reset at 1, and the rescue setting flag is turned off. Specifically, Ta max k ⁇ (k ⁇ is an integer larger than ka) larger in value than Ta max k ⁇ is entirely invalidated.
  • the seventh embodiment is similar to the first embodiment except that main processing, unit game execution processing, and rescue pay execution processing are different from those of the first embodiment, and accordingly, the description will be made only of these different points.
  • Step S 204 shown in FIG. 19 the CPU 106 performs similar processing to that of Step S 31 shown in FIG. 5 .
  • Step S 205 the CPU 106 determines a condition that the rescue setting flag is 1. When this condition is satisfied, the processing proceeds to Step S 210 , and when this condition is not satisfied, the processing proceeds to Step S 206 .
  • Step S 206 to Step S 209 the CPU 106 performs similar processing to that of Step S 32 - 1 to Step S 32 - 4 which are shown in FIG. 5 .
  • Step S 206 an explanation sentence 220 e shown in FIG. 42 is displayed on the explanation panel 220 in place of the explanation sentence 220 a shown in FIG. 28 .
  • the rescue pay is executed every time when the number of consumed medals (a value thereof is represented as a value Tc of a consumed medal counter to be described later) reaches 4000, 5500, 8000, and 15000.
  • Step S 210 based on the bet number per unit game, the CPU 106 updates the value Tc of the consumed medal counter. Specifically, the CPU 106 increases the value Tc of the consumed medal counter by the bet number per unit game. Here, the consumed medal counter is formed on the counter 128 , and an initial value thereof is set at 0. Thereafter, the CPU 106 advances to Step S 211 .
  • Step S 211 the CPU 106 performs similar processing to that of Step S 33 shown in FIG. 5 .
  • Step S 212 the CPU 106 performs the unit game execution processing shown in FIG. 20 .
  • Step S 213 the CPU 106 performs the increment processing shown in FIG. 7 .
  • Step S 214 the CPU 106 performs the rescue pay execution processing shown in FIG. 21 .
  • Step S 215 the CPU 106 performs the payout processing shown in FIG. 9 . Thereafter, the CPU 106 ends the main processing.
  • Step S 216 to Step S 219 the CPU 106 performs similar processing to that of Step S 71 to Step S 74 which are shown in FIG. 6 .
  • Step S 221 the CPU 106 updates the value Tc of the consumed medal counter based on the number of medals, which is calculated in Step S 219 . Specifically, the CPU 106 reduces the value Tc of the consumed medal counter by the number of medals, which is calculated in Step S 219 . Note that, when the value Tc of the consumed medal counter has become a minus as a result of the above-described reduction, the CPU 106 sets the value Tc of the consumed medal counter at 0.
  • Step S 222 and Step S 223 the CPU 106 performs similar processing to that of Step S 75 and Step S 76 which are shown in FIG. 6 . Thereafter, the CPU 106 ends the unit game execution processing.
  • Step S 224 the CPU 106 determines a condition that the rescue setting flag is 1. When this condition is satisfied, the processing proceeds to Step S 225 , and when this condition is not satisfied, the rescue pay execution processing is ended.
  • Step S 225 the CPU 106 decides Tc max k (this is so-called “ceiling”) based on the value k of the reference number counter and the third correspondence table shown in FIG. 25 .
  • the third correspondence table shows a correspondence relationship among the value k of the reference number counter, a value of Tc max k, and the payout number by the rescue pay, and is stored in the ROM 108 .
  • the CPU 106 decides Tc max k at 4000.
  • the CPU 106 determines a condition that the value Tc of the consumed medal counter coincides with the decided Tc max k. When this condition is satisfied, the processing proceeds to Step S 227 , and when this condition is not satisfied, the processing proceeds to Step S 226 .
  • Step S 226 the CPU 106 displays images corresponding to the value Tc of the consumed medal counter on the upper display 33 and the liquid crystal display 16 . Specifically, the CPU 106 calculates a value of Tc max 1 ⁇ Tc, a value of Tc max 2 ⁇ Tc, a value of Tc max 3 ⁇ Tc, and a value of Tc max 4 ⁇ Tc as the remaining numbers of consumed medals until receiving the rescue pay. Note that, when such a value of Tc max k ⁇ Tc becomes a minus, the CPU 106 calculates the value of Tc max k ⁇ Tc to be 0. Here, k ⁇ is an integer within a range of 1 to 4. Subsequently, as shown in FIG.
  • the CPU 106 displays the reset condition explanation panel 401 and a count down panel 404 on the upper display 33 .
  • the count down panel 404 On the count down panel 404 , the remaining numbers of consumed medals until receiving the rescue pay (in FIG. 42 , simply expressed as “remaining number of consumed credits”) and the numbers of medals to be paid by the rescue pay (in FIG. 42 , simply expressed as “payout number”) are shown in association with each other.
  • FIG. 42 shows a display example when Tc is equal to 2000. Note that, as shown in FIG. 32 , when the value of Tc max k ⁇ Tc is larger than 1000, the display areas 31 , 32 a and 32 b and the rescue pay button 210 are displayed on the liquid crystal display 16 besides the display areas Q 1 to Q 15 .
  • the CPU 106 displays the reset condition explanation panel 401 and the count down panel 404 on the upper display 33 , and meanwhile, displays the woman angel 249 on the liquid crystal display 16 as shown in FIG. 35 .
  • the CPU 106 expands the wings of the woman angel 249 every time when the value of Tc max k 1 ⁇ Tc is reduced.
  • the CPU 106 irradiates the light from the lamp 30 , and rotates the reflection plate.
  • the CPU 106 increases the rotation speed of the reflection plate every time when the value of Tc max k 1 ⁇ Tc is reduced. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • Step S 227 the CPU 106 decides the amount of the rescue pay, that is, the number of medals to be paid by the rescue pay based on the value k of the reference number counter and the third correspondence table. For example, when the value k of the reference number counter becomes 1, the CPU 106 decides the number of medals to be paid by the rescue pay at 360 . The CPU 106 stores the decided number as the rescue pay number in the RAM 110 . Note that the initial value of the rescue pay number is 0.
  • the CPU 106 displays images showing that the rescue pay is generated and showing the payout number by the rescue pay on the upper display 33 and the liquid crystal display 16 . Display examples are shown in FIG. 38 and FIG. 39 .
  • Step S 228 the CPU 106 determines a condition that the value k of the reference number counter is 4 or more. When this condition is satisfied, the processing proceeds to Step S 229 , and when this condition is not satisfied, the processing proceeds to Step S 231 .
  • Step S 229 the CPU 106 resets the value Tc of the consumed medal counter at 0, and resets the value k of the reference number counter at 1.
  • Step S 230 the CPU 106 turns off the rescue setting flag. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • Step S 231 the CPU 106 increases the value k of the reference number counter by 1. Thereafter, the CPU 106 ends the rescue pay execution processing.

Abstract

A slot machine 10 executes rescue pay when a value Ta of a unit game counter has reached Ta max k.

Description

    CROSS REFERENCE TO RELATED APPLICATION
  • This application claims priority to co-pending U.S. provisional patent application Ser. No. 60/907,668 entitled “GAMING DEVICE” filed on Apr. 13, 2007 and naming Kazuo OKADA as inventor, which is incorporated by reference herein for all purposes. This application is also a continuation-in-part of co-pending U.S. patent applications No. 10/261,769 filed on Oct. 2, 2002, No. 10/262,106 filed on Oct. 2, 2002, No. 10/263,820 filed on Oct. 4, 2002, and No. 10/268,725 filed on Oct. 11, 2002, which are incorporated by reference herein for all purposes.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming device, such as a slot machine, for a game to be played using bet money such as a coin, and to a control method of the gaming device.
  • 2. Description of the Related Art
  • In a facility in which a gaming device (for example, refer to Patent Documents 1 to 44) such as a slot machine is placed, a player bets bet money such as a coin or a bill on the gaming device, and thereby can play a game provided by the gaming device.
  • For example, every time when the player bets the bet money on the slot machine, and presses a start switch, the slot machine executes a unit game in which a plurality of symbols arranged on a display are rearranged. Then, when a combination of the symbols rearranged on the display becomes a predetermined combination, the slot machine pays out money corresponding to the predetermined combination.
  • Moreover, the slot machine also provides payout called jackpot. Specifically, the slot machine reserves, as money for the jackpot, a part of the bet money bet on the slot machine. Then, at predetermined timing, the slot machine decides whether or not to pay out the money for the jackpot, and pays out the reserved money for the jackpot in the case of deciding to pay out the money.
  • Patent Document 1: U.S. Pat. No. 5,820,459
  • Patent Document 2: U.S. Pat. No. 6,695,697
  • Patent Document 3: United States Patent Application Laid-Open No. 2003/0069073
  • Patent Document 4: European Patent Application Laid-Open No. 1192975
  • Patent Document 5: U.S. Pat. No. 6,254,483
  • Patent Document 6: U.S. Pat. No. 5,611,730
  • Patent Document 7: U.S. Pat. No. 5,639,088
  • Patent Document 8: U.S. Pat. No. 6,257,981
  • Patent Document 9: U.S. Pat. No. 6,234,896
  • Patent Document 10: U.S. Pat. No. 6,001,016
  • Patent Document 11: U.S. Pat. No. 6,273,820
  • Patent Document 12: U.S. Pat. No. 6,224,482
  • Patent Document 13: U.S. Pat. No. 4,669,731
  • Patent Document 14: U.S. Pat. No. 6,244,957
  • Patent Document 15: U.S. Pat. No. 5,910,048
  • Patent Document 16: U.S. Pat. No. 5,695,402
  • Patent Document 17: U.S. Pat. No. 6,003,013
  • Patent Document 18: U.S. Pat. No. 4,283,709
  • Patent Document 19: European Patent Application Laid-Open No. 0631798
  • Patent Document 20: German Patent Application Laid-Open No. 4137010
  • Patent Document 21: United Kingdom Patent Application Laid-Open No. 2326830
  • Patent Document 22: German Patent Application Laid-Open No. 3712841
  • Patent Document 23: U.S. Pat. No. 4,964,638
  • Patent Document 24: U.S. Pat. No. 6,089,980
  • Patent Document 25: U.S. Pat. No. 5,280,909
  • Patent Document 26: U.S. Pat. No. 5,702,303
  • Patent Document 27: U.S. Pat. No. 6,270,409
  • Patent Document 28: U.S. Pat. No. 5,770,533
  • Patent Document 29: U.S. Pat. No. 5,836,817
  • Patent Document 30: U.S. Pat. No. 6,932,704
  • Patent Document 31: U.S. Pat. No. 6,932,707
  • Patent Document 32: U.S. Pat. No. 4,837,728
  • Patent Document 33: European Patent Application Laid-Open No. 1302914
  • Patent Document 34: U.S. Pat. No. 4,624,459
  • Patent Document 35: U.S. Pat. No. 5,564,700
  • Patent Document 36: International Application Laid-Open No. WO03/083795
  • Patent Document 37: German Patent Application Laid-Open No. 3242890
  • Patent Document 38: European Patent Application Laid-Open No. 0840264
  • Patent Document 39: German Patent Application Laid-Open No. 10049444
  • Patent Document 40: International Application Laid-Open No. WO04/095383
  • Patent Document 41: European Patent Application Laid-Open No. 1544811
  • Patent Document 42: U.S. Pat. No. 5,890,963
  • Patent Document 43: European Patent Application Laid-Open No. 1477947
  • Patent Document 44: European Patent Application Laid-Open No. 1351180
  • SUMMARY OF THE INVENTION
  • A gaming device according to a first aspect of the present invention includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided; and a controller that operates: (a) to perform a control to repeatedly execute the unit games; (b) to perform a control to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) to provide a payout when it is determined that the stored execution number of unit games has reached any of the valid reference numbers; and (f) to invalidate the reference number reached by the stored execution number of unit games.
  • A gaming device according to a second aspect of the present invention includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and a controller that operates: (a) to repeatedly execute the unit games; (b) to perform a control to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to provide a payout of an amount corresponding to the one reference number; and (f) to invalidate the reference number reached by the stored execution number of unit games.
  • A gaming device according to a third aspect of the present invention includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and plural types of payout amounts in association with each other; and a controller that operates: (a) to perform a control to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to display, on a display, the predetermined reset condition, a payout amount corresponding to each of the reference numbers, and a remaining number of the unit games until the stored execution number of unit games reaches each of the reference numbers; (e) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (f) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to provide a payout of an amount corresponding to the one reference number; and (g) to invalidate the reference number reached by the stored execution number of unit games.
  • A gaming device according to a fourth aspect of the present invention includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided; and a controller that operates: (a) to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout; (f) to provide a payout when the information inputted from the input device indicates a message that the player is to receive the payout; and (g) to invalidate the reference number reached by the stored execution number of unit games.
  • A gaming device according to a fifth aspect of the present invention includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided; and a controller that operates: (a) to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout; (f) to provide a payout when the information inputted from the input device indicates a message that the player is to receive the payout; (g) to invalidate the reference number reached by the stored execution number of unit games; and (h) when the information inputted from the input device indicates the message that the player is to receive the payout, to invalidate the reference number larger in value than the reference number reached by the stored execution number of unit games.
  • A gaming device according to a sixth aspect of the present invention includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and a controller that operates: (a) to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout; (f) to provide a payout of an amount corresponding to the one reference number when the information inputted from the input device indicates a message that the player is to receive the payout; and (g) to invalidate the reference number reached by the stored execution number of unit games.
  • A gaming device according to a seventh aspect of the present invention includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and a controller that operates: (a) to repeatedly execute the unit games; (b) to perform a control to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout; (f) to provide a payout of an amount corresponding to the one reference number when the information inputted from the input device indicates a message that the player is to receive the payout; (g) to invalidate the reference number reached by the stored execution number of unit games; and (h) when the information inputted from the input device indicates the message that the player is to receive the payout, to invalidate the reference number larger in value than the reference number reached by the stored execution number of unit games.
  • A gaming device according to an eighth aspect of the present invention includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and a controller that operates: (a) to perform a control to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to display, on a display, the predetermined reset condition, a payout amount corresponding to each of the reference numbers, and a remaining number of the unit games until the stored execution number of unit games reaches each of the reference numbers; (e) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (f) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout; (g) to provide a payout of an amount corresponding to the one reference number when the information inputted from the input device indicates a message that the player is to receive the payout; and (h) to invalidate the reference number reached by the stored execution number of unit games.
  • A gaming device according to a ninth aspect of the present invention includes: a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and a controller that operates: (a) to perform a control to repeatedly execute the unit games; (b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied; (c) to store each execution number of unit games; (d) to display, on a display, the predetermined reset condition, a payout amount corresponding to each of the reference numbers, and a remaining number of the unit games until the stored execution number of unit games reaches each of the reference numbers; (e) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid; (e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout; (f) to provide a payout of an amount corresponding to the one reference number when the information inputted from the input device indicates a message that the player is to receive the payout; (g) to invalidate the reference number reached by the stored execution number of unit games; and (h) when the information inputted from the input device indicates the message that the player is to receive the payout, to invalidate the reference number larger in value than the reference number reached by the stored execution number of unit games.
  • A gaming device according to a tenth aspect of the present invention includes: a storage device that stores plural types of reference consumptions, each of which indicates a consumption of bet money, the consumption being taken as an occasion where a payout is provided; and a controller that performs: (a) processing for performing a control to repeatedly execute unit games; (b) processing for performing a control to invalidate the plural types of reference consumptions in order from a smaller one in value when a predetermined reset condition is satisfied; (c) processing for storing each consumption of the bet money; (d) processing for performing a control to determine whether or not the stored consumption of the bet money has reached any of the reference consumptions which are valid; (e) processing for performing a control to provide a payout when it is determined that the stored consumption of the bet money has reached any of the valid reference consumptions; and (f) processing for performing a control to invalidate the reference consumption reached by the stored consumption of the bet money.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a flowchart showing an example of processing performed by a slot machine according to an embodiment of the present invention.
  • FIG. 2 is a perspective view of the slot machine according to the embodiment of the present invention.
  • FIG. 3 is an explanatory view showing display areas of the slot machine according to the embodiment of the present invention.
  • FIG. 4 is a block diagram showing a control circuit of the slot machine according to the embodiment of the present invention.
  • FIG. 5 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 6 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 7 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 8 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 9 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 10 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 11 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 12 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 13 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 14 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 15 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 16 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 17 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 18 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 19 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 20 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 21 is a flowchart showing a processing procedure of the slot machine according to the embodiment of the present invention.
  • FIG. 22 is an explanatory view showing an example of a payout table referred to by the slot machine according to the embodiment of the present invention.
  • FIG. 23 is an explanatory view showing an example of a first correspondence table referred to by the slot machine according to the embodiment of the present invention.
  • FIG. 24 is an explanatory view showing an example of a second correspondence table referred to by the slot machine according to the embodiment of the present invention.
  • FIG. 25 is an explanatory view showing an example of a third correspondence table referred to by the slot machine according to the embodiment of the present invention.
  • FIG. 26 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 27 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 28 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 29 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 30 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 31 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 32 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 33 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 34 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 35 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 36 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 37 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 38 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 39 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 40 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 41 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 42 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • FIG. 43 is an explanatory view showing an example of an image displayed by the slot machine according to the embodiment of the present invention.
  • DETAILED DESCRIPTION OF THE EMBODIMENTS First Embodiment
  • A description will be made of characteristic portions of a first embodiment of the present invention with reference to a flowchart shown in FIG. 1, a perspective view of a slot machine 10, which is shown in FIG. 2, and explanatory views shown in FIG. 27 to FIG. 29. FIG. 3 is an explanatory view showing display areas Q1 to Q15 which are displayed on a liquid crystal display 16 of the slot machine 10, and FIG. 27 to FIG. 29 are explanatory views showing images displayed on the liquid crystal display 16 of the slot machine 10.
  • The slot machine 10 according to the first embodiment performs execution processing of a game, which is shown in FIG. 1. Specifically, in Step S11, the slot machine 10 receives a medal (bet money) bet for a unit game. The medial is also referred to as a credit. In the first embodiment and the respective embodiments to be described later, the bet money is a concept including a monetary value (valuable information) to be paid out from the slot machine 10 as well as a monetary value (valuable information) to be inserted by a player into the slot machine 10. Here, the unit game is started by starting to scroll symbols stopped (arranged) on the display areas Q1 to Q15, and is ended by stopping (rearranging) the symbols on the display areas Q1 to Q15 one more time. Note that one symbol is stopped on each of the display areas Q1 to Q15.
  • In Step S12, the slot machine 10 receives an input as to whether or not to carry insurance (that is, to turn on rescue pay).
  • Specifically, a rescue pay button 210 shown in FIG. 27 is displayed on the liquid crystal display 16. The rescue pay is also referred to as insurance pay. A surface of the liquid crystal display 16 is covered with a touch panel sensor 19. The slot machine 10 determines whether or not the player has pressed the rescue pay button 210 based on a signal given from the touch panel sensor 19. In the case of determining that the player has pressed the rescue pay button 210, the slot machine 10 displays an explanation panel 220 shown in FIG. 28. On the explanation panel 220, an explanation sentence 220 a that explains contents of the insurance, that is, contents of the rescue pay is described. The rescue pay is one to pay out medals in order to rescue a player who has made a consumption. In the first embodiment and the respective embodiments to be described later, the consumption becomes the number of medals, which is obtained by subtracting the number of medals paid to the player by the slot machine 10 from the number of medals bet on the slot machine 10 by the player. In the first embodiment, the rescue pay is executed every time when a unit game that does not satisfy a reset condition reaches 1000 games, 1500 games, 2000 games, and 3000 games. The reset condition will be described later.
  • Moreover, the explanation panel 220 includes a YES panel 221, a NO panel 222, and a shifting-to reset condition explanation panel 223. Based on a signal given from the touch panel sensor 19, the slot machine 10 determines which of the YES panel 221, the NO panel 222, and the shifting-to reset condition explanation panel 223 has been pressed. When the YES panel 221 has been pressed, the slot machine 10 recognizes that the player is to carry the insurance, and when the NO panel 222 has been pressed, the slot machine 10 recognizes that the player is not to carry the insurance. The slot machine 10 stores a result of the recognition as recognition result data in a RAM 110 (refer to FIG. 4). In such a way, the slot machine 10 receives the input as to whether on not to carry the insurance.
  • Meanwhile, when the shifting-to reset condition explanation panel 223 has been pressed, as shown in FIG. 29, the slot machine 10 displays an explanation sentence 220 b and a RETURN panel 224 on the explanation panel 220. The explanation sentence 220 b explains contents of the reset condition. The reset condition is “a combination of five jokers or a combination in which a payout rate is 60 times or more is stopped on a payline 214 b”. The payout rate will be described later. Based on a signal given from the touch panel sensor 19, the slot machine 10 determines whether or not the RETURN button 224 has been pressed. When the RETURN button 224 has been pressed, the slot machine 10 displays an image shown in FIG. 28 on the liquid crystal display panel 16.
  • In Step S13, based on the recognition result data, the slot machine 10 determines whether or not the player is to carry the insurance. When the player is to carry the insurance, the processing proceeds to Step S13-1, and when the player is not to carry the insurance, the processing proceeds to Step S14.
  • In Step S13-1, the slot machine 10 turns on a rescue setting flag (initial value thereof is OFF (=0)), that is, sets the rescue setting flag at “1”.
  • In Step S14, the slot machine 10 increases a value Ta of a unit game counter by 1. Here, the value Ta of the unit game counter indicates the number of unit games executed when the rescue pay is turned on.
  • In Step S15, the slot machine 10 executes the unit game. Specifically, the slot machine 10 scrolls the symbols stopped on the display areas Q1 to Q15, and stops the symbols on the display areas Q1 to Q15 one more time. Here, on the liquid crystal display 16, there are provided: a payline 214 a that passes through the display areas Q1 to Q5; the payline 214 b that passes through the display areas Q6 to Q10; a payline 214 c that passes through the display areas Q11 to Q15; a payline 214 d that passes through the display areas Q1, Q7, Q13, Q9 and Q5; and a payline 214 e that passes through the display areas Q11, Q7, Q3, Q9 and Q15. The slot machine 10 decides whether or not to pay the medals to the player based on combinations of the symbols stopped on the respective paylines 214 a to 214 e.
  • In Step S16, the slot machine 10 determines a condition that a playing result of the unit game satisfies the reset condition. When this condition is satisfied, the processing proceeds to Step S20, and when this condition is not satisfied, the processing proceeds to Step S17.
  • In Step S17, the slot machine 10 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S18, and when this condition is not satisfied, the execution processing of the game is ended.
  • In Step S18, the slot machine 10 determines a condition that the value Ta of the unit game counter has coincided with Ta max k. When this condition is satisfied, the processing proceeds to Step S19, and when this condition is not satisfied, the execution processing of the game is ended. k is an integer of 1 or more. Specifically, plural types of Ta max k are prepared. k is each value of a reference number counter, and details thereof will be described later.
  • In Step S19, the slot machine 10 executes the rescue pay. Specifically, the slot machine 10 pays out a predetermined number of medals. Thereafter, the slot machine 10 ends the execution processing of the game. Here, “the predetermined number of medals are paid out” means that the predetermined number of medals are paid out from a medal payout port 28, or means that the total number of medals stored in the RAM 110 is increased by the predetermined number. Here, the total number of medals indicates the total number of medals owned by the player among the medals incorporated in the slot machine 10.
  • In Step S20, the slot machine 10 increases the value k of the reference number counter by 1.
  • In Step S21, based on each combination of the symbols stopped again on each of the paylines 214 a to 214 e, the slot machine 10 decides the number of medals to be paid to the player, and pays out the decided number of medals to the player. Thereafter, the slot machine 10 ends the execution processing of the game.
  • Next, a description will be made in detail of a configuration of the slot machine 10 according to this embodiment. As shown in FIG. 2, the slot machine 10 according to this embodiment includes a cabinet 11, a top box 12 provided on the cabinet, and a main door 13. On a surface of the cabinet 11, which faces to the player, the liquid crystal display 16 is provided. Moreover, in the cabinet 11, there are provided a variety of constituent members including: a controller 40 (refer to FIG. 4) for electrically controlling this slot machine 10; a hopper 44 (refer to FIG. 4) for controlling the insertion, reserving, and payout of the medals; and the like.
  • Moreover, in the first embodiment and the respective embodiments to be described later, the medal is mentioned as an example of currency for executing the unit game; however, the currency is not limited to the medal, and for example, a coin, a token, electronic money, or electronic valuable information (credit) equivalent to these can be mentioned.
  • The main door 13 is attached onto the cabinet 11 so as to be openable/closable. On a substantial center of the main door 13, the liquid crystal display 16 is provided. As will be described later, the liquid crystal display 16 displays images regarding a variety of games including the unit game. For example, the liquid crystal display 16 displays a display area Q shown in FIG. 3. The display area Q is partitioned into the display areas Q1 to Q15. In each of the display areas Q1 to Q15, the symbol is stopped, scrolled, and stopped again.
  • Below the liquid crystal display 16, there are provided: a medal insertion slot 21 for inserting therethrough the medal for use in the case of playing the game; and a bill identifier 22 for identifying whether or not a bill is appropriate and for receiving a normal bill. Moreover, in the vicinity of the medal insertion slot 21 and the bill identifier 22, a variety of operation switches are provided.
  • As the operation switches, there are provided a cashout switch 23, a MAX BET switch 24, a BET switch 25, a spin/repeat/bet switch 26, and a START switch 27.
  • The BET switch 25 is used when the player bets one medal on the unit game. Specifically, every time when the player presses the BET switch 25 once, one medal is bet on the unit game.
  • The spin/repeat/bet switch 26 is used when the player bets, on the unit game of this time, the same number of medals as the number of medals bet on the previous unit game. Specifically, when the player presses the spin/repeat/bet switch 26 once, the medals of the number corresponding to the number of medals bet on the previous unit game are bet on the unit game of this time.
  • The START switch 27 is a switch for starting the unit game on the liquid crystal display 16 after the medals are bet. When the START switch 27 is pressed after the medals are bet, the symbols stopped on the display areas Q1 to Q15 are started to be scrolled.
  • The cashout switch 23 is a switch for paying out the inserted medals. Specifically, when the cashout switch 23 is pressed, the medals of the number corresponding to the total number of medals are discharged from the medal payout port 28 open at a lower portion of a front surface of the main door 13, and the discharged medals are accumulated in a medal tray 18.
  • The MAX BET switch 24 is a switch for betting, by one operation, the maximum number (“3” in the first embodiment and the respective embodiments to be described later) bettable in one game. Specifically, when the player presses the MAX BET switch 24 once, three medals are bet on the unit game.
  • On the front surface of the lower portion of the main door 13, a foot display 34 is provided, and displays a variety of images regarding the games of the slot machine 10. As such images, for example, characters and the like of the slot machine 10 can be mentioned.
  • On both sides of the foot display 34, lamps 47 are provided, and emit light based on a preset light-emitting pattern. The payout port 28 of the medals is provided below the foot display 34.
  • On a front surface of the top box 12, an upper display 33 is provided. The upper display 33 is a liquid crystal display, on which various types of information are displayed.
  • A speaker 29 is provided in the top box 12. Below the upper display 33, there are provided a ticket printer 35, a card reader 36, a data display 37, and a keypad 38. The ticket printer 35 prints, on a ticket, a bar code in which the respective data such as the number of medals, a date, and an identification number of the slot machine 10 are encoded, and outputs the ticket as a bar code-added ticket 39.
  • The player allows another slot machine to read the bar code-added ticket 39, and thereby can play the game on the slot machine concerned, and can exchange the bar code-added ticket 39 with bills and the like at a predetermined spot (for example, cashier in a casino) of a game arcade.
  • The card reader 36 is capable of receiving a smart card, and reads data from the smart card inserted thereinto, and writes data into the smart card. The smart card is a card carried by the player, in which data for identifying the player, data regarding a history of the games played by the player, and the like are stored.
  • Moreover, a lamp 30 is provided on an upper end portion of the upper display 33. The lamp 30 includes: a light source composed of an electric bulb; a reflection plate capable of reflecting light from the light source; and a drive unit that rotates the reflection plate about the light source. The lamp 30 irradiates the light from the light source, and meanwhile, rotates the reflection plate about the light source, thus making it possible to rotate the light from the light source.
  • FIG. 4 is a block diagram showing an electric configuration of the controller 40 provided in the slot machine 10 according to this embodiment and a variety of instruments connected to the controller 40. The controller 40 of the slot machine 10, which is shown in FIG. 4, is a microcomputer, and includes an interface circuit group 102, an input/output bus 104, a CPU 106, a ROM 108, a RAM 110, a communication interface circuit 111, a random number generator 112, a speaker drive circuit 122, a hopper drive circuit 124, a counter 128, a display controller 140, and a lamp drive circuit 30 a.
  • The interface circuit group 102 is connected to the input/output bus 104, and the input/output bus 104 transfers a data signal or an address signal with the CPU 106.
  • To the interface circuit group 102, there are connected the START switch 27, the BET switch 25, the MAX BET switch 24, the spin/repeat/bet switch 26, the cashout switch 23, and a medal sensor 43. Then, the respective switches 23 to 27 output signals to the interface circuit group 102 when being pressed by the player. The interface circuit group 102 converts the signals given from the respective switches 23 to 27 into predetermined signals, and transmits the signals to the CPU 106 through the input/output bus 104. Specifically, the respective switches output the signals to the CPU 106 through the interface circuit group 102 and the input/output bus 104.
  • The medal sensor 43 is a sensor for detecting the medal inserted into the medal insertion slot 21, and is provided in a medal insertion region of the medal insertion slot 21. A detection signal outputted by the medal sensor 43 is supplied to the interface circuit group 102, and is converted into a predetermined signal by the interface circuit group 102, and thereafter, the signal thus converted is transmitted to the CPU 106 through the input/output bus 104. Specifically, the medal sensor 43 outputs the signal to the CPU 106 through the interface circuit group 102 and the input/output bus 104. The CPU 106 increases the total number of medals by 1 every time when being given the signal from the medal sensor 43. However, when the total number of medals is 0, the CPU 106 increases the bet number per unit game by 1 every time when being given the signal from the medal sensor 43. After the bet number per unit game reaches 3, the CPU 106 increases the total number of medals by 1 every time when being given the signal from the medal sensor 43. Here, the bet number per unit game indicates the number of medals bet on the unit game, and is stored in the RAM 110.
  • To the input/output bus 104, there are connected: the ROM 108 in which a system program, a game execution program, and the like are stored; and the RAM 110 for use as a work area of the CPU 106. Moreover, to the input/output bus 104, there are connected the random number generator 112, the communication interface circuit 111, the display controller 140, the hopper drive circuit 124, the speaker drive circuit 122, and the counter 128.
  • The CPU 106 reads out the game execution program and executes the unit game on the occasion when a start operation of the game is received by the START switch 27. The game execution program is a program for executing the unit game on the liquid crystal display 16 through the display controller 140.
  • Specifically, the game execution program is programmed so as to execute the unit game, in which the symbols are scrolled on the respective display areas Q1 to Q15 (refer to FIG. 2), and thereafter, the symbols are stopped again thereon.
  • The RAM 110 is used as the area of the work by the CPU 106. The communication interface circuit 111 is connected to a whole server or the like, and transmits the data regarding the history of the plays executed in the slot machine 10, and the like to the whole server. Moreover, the communication interface circuit 111 receives a variety of data transmitted from the whole server.
  • The random number generator 112 generates a random number for deciding the symbols to be stopped in the unit game executed on the liquid crystal display 16.
  • The speaker drive circuit 122 outputs audio data to the speaker 29. Specifically, the CPU 106 reads out the audio data stored in the ROM 108, and transmits the audio data to the speaker drive circuit 122 through the input/output bus 104. In such a way, a predetermined effect sound is emitted from the speaker 29.
  • The hopper drive circuit 124 outputs a payout signal to the hopper 44 when cashout occurs. Specifically, upon receiving the cashout signal from the cashout switch 23, the CPU 106 outputs a drive signal to the hopper drive circuit 124 through the input/output bus 104. In such a way, the hopper 44 pays out the medals of the number corresponding to the total number of medals.
  • The display controller 140 performs a display control to execute the unit game on the liquid crystal display 16. Specifically, the CPU 106 generates a signal of an image display command corresponding to a state of the unit game and a result of the unit game, and outputs the signal of the image display command to the display controller 140 through the input/output bus 104. Upon receiving the signal of the image display command, which is outputted from the CPU 106, the display controller 140 generates a drive signal for driving the liquid crystal display 16 based on the image display command, and outputs the drive signal thus generated to the liquid crystal display 16. In such a way, a predetermined image is displayed on the liquid crystal display 16.
  • Moreover, the touch panel 19 is provided on the surface of the liquid crystal display 16. The player touches the touch panel sensor 19, whereby data on a touched position on the liquid crystal display 16 is detected, and is transmitted to the CPU 106.
  • The counter 128 stores a variety of count values (specifically described later). The lamp drive circuit 30 a is connected to the lamp 30, and controls the lamp 30 in accordance with a control by the CPU 106.
  • Next, a description will be made of main processing executed by the slot machine 10 along flowcharts of FIG. 5 to FIG. 9. The slot machine 10 repeatedly performs the main processing. Specifically, one piece of the main processing composes one processing cycle.
  • In Step S31, the CPU 106 receives medal bet for the unit game. Specifically, the CPU 106 receives the signal given from the MAX BET switch 24, the BET switch 25, or the spin/repeat/bet switch 26. Upon being given the signal from the MAX BET switch 24, the CPU 106 sets the bet number per unit game at 3, and meanwhile, reduces the total number of medals by 3. Every time when being given the signal from the BET switch 25, the CPU 106 increases the bet number per unit game by 1, and meanwhile, reduces the total number of medals by 1. Upon being given the signal from the spin/repeat/bet switch 26, the CPU 106 uses the bet number per unit game of the previous time (one cycle before) as the bet number per unit game of this time (current cycle), and meanwhile, reduces the total number of medals by the bet number per unit game of this time. When the total number of medals is 0, the CPU 106 increases the bet number per unit game by 1 every time when being given the signal from the medal sensor 43. In such a way, the CPU 106 receives the medal bet.
  • In Step S32, the CPU 106 determines a condition that the rescue setting flag (formed on the RAM 110; the initial value thereof is “OFF (=0)”) is “ON (=1)”. When this condition is satisfied, the processing proceeds to Step S33, and when this condition is not satisfied, the processing proceeds to Step S32-1.
  • In Step S32-1, the CPU 106 receives the input as to whether or not to carry the insurance. Specifically, the CPU 106 displays an image shown in FIG. 26 on the upper display 33, and displays the image shown in FIG. 27 on the liquid crystal display 16.
  • The image displayed on the upper display 33 includes: an image 302 in which a woman is drawn; and an image 200 indicating that the rescue pay is turned off. Meanwhile, the image displayed on the liquid crystal display 16 includes display areas 31, 32 a and 32 b and the rescue pay button 210 as well as the display areas Q1 to Q15. Note that, in principle, these images are always displayed on the liquid crystal display 16. The total number of medals is displayed on the display area 31. On the display area 32 a, there are displayed the result of the unit game of this time (that is, in the current cycle) and the total number of medals paid to the player by the rescue pay. On the display area 32 b, the bet number per unit game of this time (that is, in the current cycle) is displayed. On the rescue pay button 210, it is displayed whether or not the rescue pay is turned on. Specifically, when the rescue pay is turned off, “RESCUEPAY MORE INFO” is displayed, and when the rescue pay is turned on, “RESCUE ON MORE INFO” is displayed.
  • Moreover, the CPU 106 determines whether or not the player has pressed the rescue pay button 210 based on the signal given from the touch panel sensor 19. In the case of determining that the player has pressed the rescue pay button 210, the CPU 106 displays an image shown in FIG. 28 on the liquid crystal display 16. This image includes the explanation panel 220. On the explanation panel 220, the explanation sentence 220 a that explains the contents of the insurance, that is, the contents of the rescue pay is described.
  • The rescue pay is one to pay out the medals in order to rescue the player who has made the consumption. In the first embodiment, the rescue pay is executed every time when the unit game that does not satisfy the reset condition reaches 1000 games, 1500 games, 2000 games, and 3000 games.
  • Moreover, the explanation panel 220 includes the YES panel 221, the NO panel 222, and the shifting-to reset condition explanation panel 223. Based on the signal given from the touch panel sensor 19, the slot machine 10 determines which of the YES panel 221, the NO panel 222, and the shifting-to reset condition explanation panel 223 has been pressed. When the YES panel 221 has been pressed, the slot machine 10 recognizes that the player is to carry the insurance, and when the NO panel 222 has been pressed, the slot machine 10 recognizes that the player is not to carry the insurance. The slot machine 10 stores the result of the recognition as the recognition result data in the RAM 110 (refer to FIG. 4). In such a way, the slot machine 10 receives the input as to whether on not to carry the insurance.
  • Meanwhile, when the shifting-to reset condition explanation panel 223 has been pressed, as shown in FIG. 29, the slot machine 10 displays the explanation sentence 220 b and the RETURN panel 224 on the explanation panel 220. The explanation sentence 220 b explains the contents of the reset condition. The reset condition is “the combination of five jokers or the combination in which the payout rate is 60 times or more is stopped on a payline 214 b”. The payout rate and the payline 214 b will be described later. Based on the signal given from the touch panel sensor 19, the slot machine 10 determines whether or not the RETURN button 224 has been pressed. When the RETURN button 224 has been pressed, the slot machine 10 displays the image shown in FIG. 28 on the liquid crystal display panel 16.
  • In Step S32-2, the CPU 106 determines whether or not the player is to carry the insurance based on the recognition result data. When the player is to carry the insurance, the processing proceeds to Step S32-2, and when the player is not to carry the insurance, the processing proceeds to Step S33.
  • In Step S32-3, the CPU 106 displays an image shown in FIG. 30. Specifically, the CPU 106 displays the explanation panel 220, and on the explanation panel 220, displays an explanation sentence 220 c and a CANCEL PANEL 225. The explanation sentence 220 c indicates a message to require the player to bet 100 medals as an insurance fee. The insurance fee indicates the number of medals necessary to be paid by the player in order to receive the rescue pay. Based on the signal given from the touch panel sensor 19, the CPU 106 determines whether or not the CANCEL button 225 has been pressed. When the CANCEL button 225 has been pressed, the processing proceeds to Step S33.
  • Meanwhile, based on the signal given from the medal sensor 43, the CPU 106 determines whether or not the insurance fee has been bet within a predetermined time (for example, three minutes). When the insurance fee has been bet, the processing proceeds to Step S32-4, and when the insurance fee has not been bet, the processing proceeds to Step S33.
  • Specifically, in the case of having been given a hundred signals from the medal sensor 43 within the predetermined time, the CPU 106 determines that the insurance fee is bet, and otherwise, for example, in the case of not having been given the signals from the medal sensor 43 within the predetermined time, the CPU 106 determines that the insurance fee is not bet. Hence, the player who desires to receive the rescue pay inserts a hundred medals from the medal insertion port 21 within the predetermined time. As a matter of course, an insurance fee bet button for betting the insurance fee may be prepared, and the insurance fee may be bet by using the insurance fee bet button. In this case, the total number of medals is reduced every time when the insurance fee bet button is pressed. Note that the slot machine 10 may require the player to bet the insurance fee every time before the unit game is started. In this case, the insurance fee required per unit game becomes lower in amount than 100 medals. The player presses the insurance fee bet button every time when being required to bet the insurance fee, and thereby bets the insurance fee. The slot machine 10 may turn off the rescue setting flag when the player has not pressed the insurance fee bet button.
  • In Step S32-4, the CPU 106 turns on the rescue setting flag. Hence, the rescue setting flag indicates that the rescue pay is turned on. Moreover, the CPU 106 displays an image shown in FIG. 31 on the upper display 33, and displays an image shown in FIG. 32 on the liquid crystal display 16. On the image displayed on the upper display 33, there are displayed: a reset condition explanation panel 401 that shows the contents of the reset condition; and a count down panel 402 that shows the remaining number of unit games until receiving the rescue pay (in FIG. 31, simply expressed as “remaining number of games”) and the number of medals to be paid by the rescue pay (in FIG. 31, simply expressed as “payout number”) in association with each other. Meanwhile, on the rescue pay button 210, “RESCUE ON MORE INFO” is displayed.
  • In Step S33, the CPU 106 determines a condition that the START switch 27 has been pressed, and specifically, a condition that the signal has been given from the START switch 27. When this condition is satisfied, the processing proceeds to Step S34, and when this condition is not satisfied, the processing proceeds to Step S32.
  • In Step S34, the CPU 106 performs unit game execution processing shown in FIG. 6. In brief, the CPU 106 executes the unit game, and in response to a result thereof, calculates the payout number of medals.
  • In Step S35, the CPU 106 performs increment processing shown in FIG. 7. In brief, when a fixed condition is satisfied, the CPU 106 increases (makes increment of) the value k of the reference number counter by 1. The reference number counter is formed in the counter 128, and an initial value thereof is 1.
  • In Step S36, the CPU 106 performs rescue pay execution processing shown in FIG. 8. In brief, when a fixed condition is satisfied, the CPU 106 calculates the payout number of medals by the rescue pay.
  • In Step S37, the CPU 106 performs payout processing shown in FIG. 9. In brief, the CPU 106 pays out the medals of the number corresponding to the sum of the number calculated in Step S34 and the number calculated in Step S36.
  • Next, a description will be made of the unit game execution processing based on FIG. 6. In Step S70, the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S70-2, and when this condition is not satisfied, the processing proceeds to Step S71.
  • In Step S70-2, the CPU 106 increases the value Ta of the unit game counter (formed on the counter 128; an initial value thereof is “0”) by 1. Hence, the value Ta of the unit game counter indicates the number of unit games executed when the rescue pay is turned on.
  • In Step S71, the CPU 106 acquires a random number from the random number generator 112 for each of the display areas Q1 to Q15, and based on the acquired random number, decides the symbol to be stopped on each of the display areas Q1 to Q15.
  • In Step S72, the CPU 106 scrolls the symbols individually stopped on the display areas Q1 to Q15, and stops the symbols decided in Step S71. In such a way, five symbols are stopped again on each of the paylines 214 a to 214 e.
  • In Step S73, based on a combination of the symbols stopped again on each of the paylines 214 a to 214 e and based on a payout table shown in FIG. 22, the CPU 106 determines a condition that a combination of the symbols, which generates the payout of the medals, is stopped on any of the paylines 214 a to 214 e, and determines a condition that the combination of five jokers is stopped on the payline 214 b. When at least one of these conditions is satisfied, the processing proceeds to Step S74, and when such a condition is not satisfied, the unit game execution processing is ended. Here, the payout table is stored in the ROM 108. The payout table shows a correspondence relationship among the combination of the symbols, which generates the payout of the medals, the bet number per unit game, and the payout rate. Here, “1ST Credit” means that the bet number per unit game is 1, “2ND Credit” means that the bet number per unit game is 2, and “3RD Credit” means that the bet number per unit game is 3. Hence, for example, when five symbols in each of which three pieces of “BAR” are longitudinally arrayed are stopped on the payline 214 a, and the bet number per unit game is 2, the payout rate becomes 120. The jokers are denoted by “J”.
  • In Step S74, based on the payout table, the combination of the symbols stopped again on each of the paylines 214 a to 214 e, and the bet number per unit game, the CPU 106 calculates a payout amount, that is, the number of medals to be paid to the player. Specifically, first, the CPU 106 decides the payout rate based on the combination of the symbols stopped again on one payline, the bet number per unit game, and the payout table, multiplies the decided payout rate by the bet number per unit game, and thereby calculates a unit payout amount regarding the one payline concerned. The CPU 106 calculates the unit payout amounts for all the paylines. Subsequently, the CPU 106 obtains the total sum of these unit payout amounts, and thereby calculates the payout amount. The CPU 106 stores the calculated payout amount as a usual payout number in the RAM 110. Note that an initial value of the usual payout number is 0.
  • In Step S75, the CPU 106 determines a condition that a specific combination is stopped again on the payline 214 b. When this condition is satisfied, the processing proceeds to Step S76, and when this condition is not satisfied, the unit game execution processing is ended. Here, the specific combination is a combination composed of five jokers or a combination in which the payout rate becomes 60 or more. In accordance with the payout table, a combination assembling five symbols each of which is formed of letters of “DOUBLE” and a woman face and the combination assembling five symbols in each of which three pieces of “BAR” are longitudinally arrayed become the specific combinations no matter what the bet number per unit game may be. A combination assembling five symbols in each of which two pieces of “BAR” are longitudinally arrayed becomes the specific combination when the bet number per unit game becomes 2 or more. A combination assembling five pieces of “CHERRY” becomes the specific combination when the bet number per unit game becomes 3.
  • In Step S76, the CPU 106 turns on a specific symbol establishment flag (sets the specific symbol establishment flag at 1). The specific symbol establishment flag is formed on the RAM 110, and an initial value thereof is off (=0). Thereafter, the CPU 106 ends the unit game execution processing.
  • Next, a description will be made of the increment processing based on FIG. 7. In Step S92, the CPU 106 determines a condition that the specific symbol establishment flag is turned on. When this condition is satisfied, the processing proceeds to Step S93, and when this condition is not satisfied, the increment processing is ended.
  • In Step S93, the CPU 106 increases the value k of the reference number counter by 1. In Step S93-1, the CPU 106 determines a condition that the value k of the reference number counter exceeds 4. When this condition is satisfied, the processing proceeds to Step S93-2, and when this condition is not satisfied, the processing proceeds to Step S94.
  • In Step S93-2, the CPU 106 resets the value Ta of the unit game counter at 0, and resets the value k of the reference number counter at 1. In Step S93-3, the CPU 106 turns off the rescue setting flag.
  • In Step S94, the CPU 106 turns off (resets) the specific symbol establishment flag. Thereafter, the CPU 106 ends the increment processing.
  • Next, a description will be made of the rescue pay execution processing based on FIG. 8. In Step S101, the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S102, and when this condition is not satisfied, the rescue pay execution processing is ended.
  • In Step S102, the CPU 106 decides Ta max k (this is so-called “ceiling”) based on the value k of the reference number counter and a first correspondence table shown in FIG. 23. Here, the first correspondence table shows a correspondence relationship among the value k of the reference number counter or a value k1 of a first reference number counter, a value of Ta max k or Ta max k1, and the payout number by the rescue pay, and is stored in the ROM 108. For example, when the value k of the reference number counter becomes 1, the CPU 106 decides Ta max k at 1000. The CPU 106 determines a condition that the value Ta of the unit game counter coincides with the decided Ta max k. When this condition is satisfied, the processing proceeds to Step S103, and when this condition is not satisfied, the processing proceeds to Step S102-1. The value k1 of the first reference number counter and Ta max k1 are used in a second embodiment, and details thereof will be described later.
  • In Step S102-1, the CPU 106 displays images corresponding to the value Ta of the unit game counter on the upper display 33 and the liquid crystal display 16. Specifically, the CPU 106 calculates a value of Ta max 1−Ta, a value of Ta max 2−Ta, a value of Ta max 3−Ta, and a value of Ta max 4−Ta as the remaining number of unit games until receiving the rescue pay. Note that, when such a value of Ta max kα−Ta becomes a minus, the CPU 106 calculates the value of Ta max kα−Ta to be 0. Here, kα is an integer within a range of 1 to 4. Subsequently, as shown in FIG. 31, the CPU 106 displays the reset condition explanation panel 401 and the count down panel 402 on the upper display 33. On the count down panel 402, the remaining numbers of unit games until receiving the rescue pay (in FIG. 31, simply expressed as “remaining number of games”) and the numbers of medals to be paid by the rescue pay (in FIG. 31, simply expressed as “payout number”) are shown in association with each other. Specifically, on the count down panel 402, the value of Ta max 1−Ta and the payout number “360” are displayed in association with each other, the value of Ta max 2−Ta and the payout number “720” are displayed in association with each other, the value of Ta max 3−Ta and the payout number “1440” are displayed in association with each other, and the value of Ta max 4−Ta and the payout number “2880” are displayed in association with each other. FIG. 31 shows a display example when Ta is equal to 500. FIG. 33 shows another example. FIG. 33 shows a display example when Ta is equal to 1200. Note that, as shown in FIG. 32, when the value of Ta max k−Ta is larger than 10, the display areas 31, 32 a and 32 b and the rescue pay button 210 are displayed on the liquid crystal display 16 besides the display areas Q1 to Q15.
  • When the value of Ta max k−Ta has become 10 or less, the CPU 106 displays the reset condition explanation panel 401 and the count down panel 402 on the upper display 33 as shown in FIG. 34, and meanwhile, displays a woman angel 249 on the liquid crystal display panel 16 as shown in FIG. 35. The CPU 106 expands wings of the woman angel 249 every time when the value of Ta max k−Ta is reduced. FIG. 34 and FIG. 35 show display examples when k is equal to 1 and the value of Ta max k−Ta is 10, and FIG. 36 and FIG. 37 show display examples when k is equal to 1 and the value of Ta max k−Ta is 1. Moreover, the CPU 106 irradiates the light from the lamp 30, and rotates the reflection plate. The CPU 106 increases a rotation speed of the reflection plate every time when the value of Ta max k−Ta is reduced. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • In Step S103, the CPU 106 decides the amount of the rescue pay, that is, the number of medals to be paid by the rescue pay based on the value k of the reference number counter and the first correspondence table. For example, when the value k of the reference number counter becomes 1, the CPU 106 decides the number of medals to be paid by the rescue pay at 360. The CPU 106 stores the decided number as a rescue pay number in the RAM 110. Note that an initial value of the rescue pay number is 0. Moreover, the CPU 106 displays images showing that the rescue pay is generated and showing the payout number by the rescue pay on the upper display 33 and the liquid crystal display 16. Display examples are shown in FIG. 38 and FIG. 39. On the upper display 33, such an image 232 shown in FIG. 38 is displayed, and on the liquid crystal display 16, such images shown in FIG. 39 are displayed. On the upper display 33, the image 232 showing the number of medals to be paid by the rescue pay is displayed. On the liquid crystal display 16, there are displayed: images 249 and 250 in which the woman angel is drawn; and an image 252 showing the number of medals to be paid by the rescue pay. The woman angel shown by the image 249 expands the hands, and stars spill out of the hands. In such a way, the slot machine 10 can impress the player that the rescue pay will be generated. The images 250 are individually displayed on a display area formed of the display areas Q1, Q6 and Q11, a display area formed of the display areas Q2, Q7 and Q12, a display area formed of the display areas Q3, Q8 and Q13, a display area formed of the display areas Q4, Q9 and Q14, and a display area formed of the display areas Q5, Q10 and Q15.
  • In Step S103-1, the CPU 106 determines a condition that the value k of the reference number counter is 4 or more. When this condition is satisfied, the processing proceeds to Step S103-2, and when this condition is not satisfied, the processing proceeds to Step S103-4.
  • In Step S103-2, the CPU 106 resets the value Ta of the unit game counter at 0, and resets the value k of the reference number counter at 1. In Step S103-3, the CPU 106 turns off the rescue setting flag. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • In Step S103-4, the CPU 106 increases the value k of the reference number counter by 1. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • In accordance with the increment processing and Step S102 to Step S103-4, when the value Ta of the unit game counter reaches Ta max kα, or k is equal to kα, the value of k is set at kα+1. Then, in Step S102 in each cycle of the next time and after, the value Ta of the unit game counter is not compared with Ta max kα, but is compared with Ta max (kα+1). Hence, the CPU 106 performs the increment processing or the processing of Step S103-4, and thereby invalidates Ta max kα, and in Step S102 in each cycle of the next time and after, compares Ta max (kα+1) that is not invalidated (that is, valid) with the value Ta of the unit game counter.
  • Next, a description will be made of the payout processing based on FIG. 9. In Step S111, the CPU 106 reads out the usual payout number from the RAM 110. In Step S112, the CPU 106 reads out the rescue pay number from the RAM 110. In Step S113, the CPU 106 pays out the medals of the number corresponding to the total of the usual payout number and the rescue pay number. Thereafter, the CPU 106 resets both of the usual payout number and the rescue pay number at 0, and ends the payout processing.
  • Second Embodiment
  • Next, a description will be made of a second embodiment. The second embodiment is similar to the first embodiment except that unit game execution processing, increment processing, and rescue pay execution processing are different from those of the first embodiment. Accordingly, the description will be made only of these different points. Note that, in the second embodiment, with regard to the reference number counter, two types are prepared, which are a first reference number counter and a second reference number counter. A value of the first reference number counter is defined as k1, and a value of the second reference number counter is defined as k2. Both of the first reference number counter and the second reference number counter are formed on the counter 128, initial values thereof are set at 1. Each of k1 and k2 becomes an integer of 1 or more.
  • First, a description will be made of the unit game execution processing based on FIG. 10. In Step S120, the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S121, and when this condition is not satisfied, the processing proceeds to Step S125.
  • In Step S121, the CPU 106 increases a value Tb of an accumulated bet counter (formed on the counter 128; an initial value thereof is 0) by the bet number per unit game.
  • In Step S123, the CPU 106 increases the value Ta of the unit game counter by 1.
  • Processing of Step S125 to Step S130 is similar to that of Step S71 to Step S76 which are shown in FIG. 6, and accordingly, a description thereof will be omitted.
  • Next, a description will be made of the increment processing based on FIG. 11. In Step S131, the CPU 106 determines a condition that the specific symbol establishment flag is turned on. When this condition is satisfied, the processing proceeds to Step S132, and when this condition is not satisfied, the increment processing is ended.
  • In Step S132, the CPU 106 increases each of the value k1 of the first reference number counter and the value k2 of the second reference number counter by 1. In Step S132-1, the CPU 106 determines a condition that the value k1 of the first reference number counter exceeds 4. When this condition is satisfied, the processing proceeds to Step S132-2, and when this condition is not satisfied, the processing proceeds to Step S133.
  • In Step S132-2, the CPU 106 resets each of the value Ta of the unit game counter and the value Tb of the accumulated bet counter at 0, and resets each of the value k1 of the first reference number counter and the value k2 of the second reference number counter at 1. In Step S132-3, the CPU 106 turns off the rescue setting flag.
  • In Step S133, the CPU 106 turns off (resets) the specific symbol establishment flag. Thereafter, the CPU 106 ends the increment processing.
  • Next, a description will be made of the rescue pay execution processing based on FIG. 12. In Step S135, the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S136, and when this condition is not satisfied, the rescue pay execution processing is ended.
  • In Step S136, the CPU 106 decides Ta max k1 based on the value k1 of the first reference number counter and the first correspondence table shown in FIG. 23. The CPU 106 determines a condition that the value Ta of the unit game counter coincides with the decided Ta max k1. When this condition is satisfied, the processing proceeds to Step S138, and when this condition is not satisfied, the processing proceeds to Step S137.
  • In Step S137, the CPU 106 decides Tb max k2 based on the value k2 of the second reference number counter and a second correspondence table shown in FIG. 24. Here, the second correspondence table shows a correspondence relationship among the value k2 of the second reference number counter, a value of Tb max k2, and the payout number by the rescue pay, and is stored in the ROM 108. For example, when k2 becomes equal to 1, the CPU 106 decides Tb max k2 at 5000. The CPU 106 determines a condition that the value Tb of the accumulated bet counter coincides with the decided Tb max k2. When this condition is satisfied, the processing proceeds to Step S138, and when this condition is not satisfied, the processing proceeds to Step S137-1.
  • In Step S137-1, the CPU 106 displays images corresponding to the value Ta of the unit game counter and the value Tb of the accumulated bet counter on the upper display 33 and the liquid crystal display 16. Specifically, the CPU 106 calculates the value of Ta max 1−Ta, the value of Ta max 2−Ta, the value of Ta max 3−Ta, and the value of Ta max 4−Ta as the remaining numbers of unit games until receiving the rescue pay. Note that, when such a value of Ta max k1α−Ta becomes a minus, the CPU 106 calculates the value of Ta max k1α−Ta to be 0. Here, k1α is an integer within a range of 1 to 4. Moreover, the CPU 106 calculates a value of Tb max 1−Tb, a value of Tb max 2−Tb, a value of Tb max 3−Tb, and a value of Tb max 4−Tb as the remaining numbers of accumulated bets until receiving the rescue pay. Note that, when such a value of Tb max k2α−Tb becomes a minus, the CPU 106 calculates the value of Tb max k2α−Tb to be 0. Here, k2α becomes an integer within a range of 1 to 4.
  • Subsequently, as shown in FIG. 40, the CPU 106 displays the reset condition explanation panel 401 and a count down panel 403 on the upper display 33. On the count down panel 403, the remaining numbers of unit games until receiving the rescue pay (in FIG. 40, simply expressed as “remaining number of games”) and the numbers of medals to be paid by the rescue pay (in FIG. 40, simply expressed as “payout number”) are shown in association with each other. Moreover, on the count down panel 403, the remaining numbers of accumulated bets until receiving the rescue pay (in FIG. 40, simply expressed as “remaining number of bets”) and the numbers of medals to be paid by the rescue pay are shown in association with each other. FIG. 40 shows a display example when Ta is equal to 500 and Tb is equal to 1500. Moreover, as shown in FIG. 32, when the value of Ta max k1−Ta is larger than 10, the display areas 31, 32 a and 32 b and the rescue pay button 210 are displayed on the liquid crystal display 16 besides the display areas Q1 to Q15.
  • When the value of Ta max k1−Ta has become 10 or less, the CPU 106 displays the reset condition explanation panel 401 and the count down panel 403 on the upper display 33, and meanwhile, as shown in FIG. 35, displays the woman angel 249 on the liquid crystal display 16. The CPU 106 expands the wings of the woman angel 249 every time when the value of Ta max k1−Ta is reduced. FIG. 35 shows a display example when the value of Ta max k1−Ta is 10, and FIG. 37 shows a display example when the value of Ta max k1−Ta is 1. Moreover, the CPU 106 irradiates the light from the lamp 30, and rotates the reflection plate. The CPU 106 increases the rotation speed of the reflection plate every time when the value of Ta max k1−Ta is reduced. Thereafter, the CPU 106 ends the rescue pay execution processing. As a matter of course, the CPU 106 may display the angel 249 and expand the wings of the angel 249 in response to the value of Tb max k2−Tb. The same can also be applied to the lamp 30.
  • In Step S138, the CPU 106 determines whether the condition of Step S136 is satisfied or the condition of Step S137 is satisfied. When the condition of Step S136 is satisfied, the CPU 106 decides the amount of the rescue pay, that is, the number of medals to be paid by the rescue pay based on the value k1 of the first reference number counter and the first correspondence table. For example, when the value k1 of the first reference number counter becomes 1, the CPU 106 decides the number of medals to be paid by the rescue pay at 360. The CPU 106 stores the decided number as the rescue pay number in the RAM 110. Note that the initial value of the rescue pay number is 0.
  • Meanwhile, when the condition of Step S137 is satisfied, the CPU 106 decides the amount of the rescue pay, that is, the number of medals to be paid by the rescue pay based on the value k2 of the second reference number counter and the second correspondence table shown in FIG. 24. For example, when the value k2 of the second reference number counter becomes 1, the CPU 106 decides the number of medals to be paid by the rescue pay at 360. The CPU 106 stores the decided number as the rescue pay number in the RAM 110. Note that the initial value of the rescue pay number is 0.
  • Moreover, the CPU 106 displays the images showing that the rescue pay is generated and showing the payout number by the rescue pay on the upper display 33 and the liquid crystal display 16. Display examples are shown in FIG. 38 and FIG. 39.
  • In Step S138-1, the CPU 106 determines a condition that the value k1 of the first reference number counter is 4 or more. When this condition is satisfied, the processing proceeds to Step S138-2, and when this condition is not satisfied, the processing proceeds to Step S138-4.
  • In Step S138-2, the CPU 106 resets each of the value Ta of the unit game counter and the value Tb of the accumulated bet counter at 0, and resets each of the value k1 of the first reference number counter and the value k2 of the second reference number counter at 1.
  • In Step S138-3, the CPU 106 turns off the rescue setting flag. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • In Step S138-4, the CPU 106 increases each of the value k1 of the first reference number counter and the value k2 of the second reference number counter by 1. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • In accordance with the increment processing shown in FIG. 11 and with Step S138-2 and Step S138-4 which are shown in FIG. 12, the value k1 of the first reference number counter and the value k2 of the second reference number counter always take the same value.
  • In accordance with the increment processing and Step S136 to Step S138-4, the values of k1 and k2 are set at kα+1 when the value Ta of the unit game counter reaches Ta max kα (kα is an integer within a range of 1 to 4), when the value Tb of the accumulated bet counter reaches Tb max kα, or when the reset condition is satisfied in the case where k1 is equal to kα. Then, in Step S136 in each cycle of the next time and after, the value Ta of the unit game counter is not compared with Ta max kα, but is compared with Ta max (kα+1). In a similar way, the value Tb of the accumulated bet counter is not compared with Tb max kα, but is compared with Tb max (kα+1). Hence, the CPU 106 performs the increment processing or the processing of Step S138-4, and thereby invalidates both of Ta max kα and Tb max kα. Subsequently, in Step S136 in each cycle of the next time and after, the CPU 106 compares Ta max (kα+1) that is not invalidated (that is, valid) with the value Ta of the unit game counter, and in Step S137 in each cycle of the next time and after, the CPU 106 compares Tb max (kα+1) that is not invalidated (that is, valid) with the value Tb of the accumulated bet counter.
  • Third Embodiment
  • Next, a description will be made of a third embodiment. The third embodiment is similar to the first embodiment except that main processing and unit game execution processing are different from those of the first embodiment, and accordingly, the description will be made only of these different points.
  • First, a description will be made of the main processing based on FIG. 13. In Step S142, the CPU 106 performs similar processing to that of Step S31 shown in FIG. 5.
  • In Step S143, the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S148, and when this condition is not satisfied, the processing proceeds to Step S144.
  • In Step S144, the CPU 106 determines a condition that the value Ta of the unit game counter is Ta1 or more. In this case, the value Ta1 is smaller than Ta max 1, and for example, becomes 100, and this value Ta1 is stored in the ROM 108. When this condition is satisfied, the processing proceeds to Step S145, and when this condition is not satisfied, the processing proceeds to Sep S148.
  • In Step S145 to Step S148, the CPU 106 performs similar processing to that of Step S32-1 to Step S33 which are shown in FIG. 5. In Step S149, the CPU 106 performs the unit game execution processing shown in FIG. 14. In Step S150 to Step S152, the CPU 106 performs similar processing to that of Step S35 to Step S37 which are shown in FIG. 5.
  • Next, a description will be made of the unit game execution processing based on FIG. 14. In Step S154 to Step S161, the CPU 106 performs similar processing to that of Step S70-2 to Step S76 which are shown in FIG. 6. Specifically, even if the rescue setting flag is not turned on, the CPU 106 performs the processing for increasing the value Ta of the unit game counter.
  • Fourth Embodiment
  • Next, a description will be made of a fourth embodiment. The fourth embodiment is similar to the first embodiment except that main processing, unit game execution processing, increment processing, and rescue pay execution processing are different from those of the first embodiment. Moreover, the increment processing and rescue pay execution processing of the fourth embodiment are similar to those of the second embodiment. Accordingly, the description will be made only of the main processing and the unit game execution processing.
  • First, a description will be made of the main processing based on FIG. 15. In Step S162, the CPU 106 performs similar processing to that of Step S31 shown in FIG. 5. In Step S163, the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S169, and when this condition is not satisfied, the processing proceeds to Step S164.
  • In Step S164, the CPU 106 determines a condition that the value Ta of the unit game counter is Ta1 or more. When this condition is satisfied, the processing proceeds to Step S166, and when this condition is not satisfied, the processing proceeds to Step S165.
  • In Step S165, the CPU 106 determines a condition that the value Tb of the accumulated bet counter becomes Tb1 or more. In this case, the value Tb1 is smaller than Tb max 1, and for example, becomes 500, and this value Tb1 is stored in the ROM 108. When this condition is satisfied, the processing proceeds to Step S166, and when this condition is not satisfied, the processing proceeds to Step S169.
  • In Step S166 to Step S169, the CPU 106 performs similar processing to that of Step S32-1 to Step S33 which are shown in FIG. 5. In Step S170, the CPU 106 performs the unit game execution processing shown in FIG. 16. In Step S171, the CPU 106 performs the increment processing shown in FIG. 11. In Step S172, the CPU 106 performs the rescue pay execution processing shown in FIG. 12. In Step S173, the CPU 106 performs similar processing to that of Step S37 shown in FIG. 5.
  • Next, a description will be made of the unit game execution processing based on FIG. 16. In Step S174 to Step S182, the CPU 106 performs similar processing to that of Step S121 to Step S130 which are shown in FIG. 10. Specifically, even if the rescue setting flag is not turned on, the CPU 106 performs the processing for increasing the value Tb of the accumulated bet counter and the value Ta of the unit game counter.
  • Fifth Embodiment
  • Next, a description will be made of a fifth embodiment. The fifth embodiment is similar to the first embodiment except that rescue pay execution processing is different from that of the first embodiment, and accordingly, the description will be made only of the rescue pay execution processing.
  • FIG. 17 is a flowchart showing the rescue pay execution processing according to the fifth embodiment. In Step S183, the CPU 106 determines a condition that the rescue setting flag is turned on. When this condition is satisfied, the processing proceeds to Step S184, and when this condition is not satisfied, the rescue pay execution processing is ended.
  • In Step S184, the CPU 106 decides Ta max k based on the value k of the reference number counter and the first correspondence table shown in FIG. 23. The CPU 106 determines a condition that the value Ta of the unit game counter coincides with the decided Ta max k. When this condition is satisfied, the processing proceeds to Step S186, and when this condition is not satisfied, the processing proceeds to Step S185.
  • In Step S185, the CPU 106 performs similar processing to that of Step S102-1 shown in FIG. 8. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • In Step S186, the CPU 106 makes an inquiry whether the player is to receive the rescue pay. Specifically, the CPU 106 displays an explanation panel 220 shown in FIG. 41. An explanation sentence 220 d, the YES panel 221 and the NO panel 222 are displayed on the explanation panel 220. The explanation sentence 220 d indicates a message to make an inquiry whether the player is to receive payout of a predetermined number (that is, the payout number of medals, which corresponds to Ta max k reached by the value Ta of the unit game counter) of medals as the rescue pay. Specifically, the CPU 106 decides the payout number of medals, which corresponds to Ta max k reached by the value Ta of the unit game counter, based on the first correspondence table, and based on a result thereof, creates the explanation sentence 220 d, and displays the explanation sentence 220 d on the explanation panel 220.
  • In Step S187, the CPU 106 determines whether or not the player is to receive the rescue pay based on a signal given from the touch panel sensor 19. When the player is to receive the rescue pay, the processing proceeds to Step S188, and when the player is not to receive the rescue pay, the processing proceeds to Step S189.
  • In Step S188 to Step S192, the CPU 106 performs similar processing to that of Step S103 to Step S103-4 which are shown in FIG. 8.
  • Sixth Embodiment
  • Next, a description will be made of a sixth embodiment. The sixth embodiment is similar to the first embodiment except that rescue pay execution processing is different from that of the first embodiment, and accordingly, the description will be made only of the rescue pay execution processing.
  • FIG. 18 is a flowchart showing the rescue pay execution processing according to the sixth embodiment. In Step S193 to Step S196, the CPU 106 performs similar processing to that of Step S183 to Step 186 which are shown in FIG. 17.
  • In Step S197, based on a signal given from the touch panel sensor 19, the CPU 106 determines whether or not the player is to receive the rescue pay. When the player is to receive the rescue pay, the processing proceeds to Step S198, and when the player is not to receive the rescue pay, the processing proceeds to Step S200.
  • In Step S198, the CPU 106 performs similar processing to that of Step S103 shown in FIG. 8.
  • In Step S199, the CPU 106 sets the value k of the reference number counter at 4. In Step S200 to Step S203, the CPU 106 performs similar processing to that of Step S103 to Step S103-4 which are shown in FIG. 8.
  • In accordance with Step S197 to Step S203, when the player receives the payout of the rescue pay in the case where the value Ta of the unit game counter has reached Ta max kα, the value k of the reference number counter is forcibly set at 4. Moreover, since k becomes 4, k is reset at 1, and the rescue setting flag is turned off. Specifically, Ta max kβ (kβ is an integer larger than ka) larger in value than Ta max kα is entirely invalidated.
  • Seventh Embodiment
  • Next, a description will be made of a seventh embodiment. The seventh embodiment is similar to the first embodiment except that main processing, unit game execution processing, and rescue pay execution processing are different from those of the first embodiment, and accordingly, the description will be made only of these different points.
  • First, a description will be made of the main processing based on FIG. 19. In Step S204 shown in FIG. 19, the CPU 106 performs similar processing to that of Step S31 shown in FIG. 5.
  • In Step S205, the CPU 106 determines a condition that the rescue setting flag is 1. When this condition is satisfied, the processing proceeds to Step S210, and when this condition is not satisfied, the processing proceeds to Step S206.
  • In Step S206 to Step S209, the CPU 106 performs similar processing to that of Step S32-1 to Step S32-4 which are shown in FIG. 5. Here, in Step S206, an explanation sentence 220 e shown in FIG. 42 is displayed on the explanation panel 220 in place of the explanation sentence 220 a shown in FIG. 28. Specifically, in the seventh embodiment, the rescue pay is executed every time when the number of consumed medals (a value thereof is represented as a value Tc of a consumed medal counter to be described later) reaches 4000, 5500, 8000, and 15000.
  • In Step S210, based on the bet number per unit game, the CPU 106 updates the value Tc of the consumed medal counter. Specifically, the CPU 106 increases the value Tc of the consumed medal counter by the bet number per unit game. Here, the consumed medal counter is formed on the counter 128, and an initial value thereof is set at 0. Thereafter, the CPU 106 advances to Step S211.
  • In Step S211, the CPU 106 performs similar processing to that of Step S33 shown in FIG. 5.
  • In Step S212, the CPU 106 performs the unit game execution processing shown in FIG. 20. In Step S213, the CPU 106 performs the increment processing shown in FIG. 7. In Step S214, the CPU 106 performs the rescue pay execution processing shown in FIG. 21. In Step S215, the CPU 106 performs the payout processing shown in FIG. 9. Thereafter, the CPU 106 ends the main processing.
  • Next, a description will be made of the unit game execution processing based on FIG. 20. In Step S216 to Step S219, the CPU 106 performs similar processing to that of Step S71 to Step S74 which are shown in FIG. 6.
  • In Step S220, the CPU 106 determines a condition that the rescue setting flag is 1. When this condition is satisfied, the processing proceeds to Step S221, and when this condition is not satisfied, the unit game execution processing is ended.
  • In Step S221, the CPU 106 updates the value Tc of the consumed medal counter based on the number of medals, which is calculated in Step S219. Specifically, the CPU 106 reduces the value Tc of the consumed medal counter by the number of medals, which is calculated in Step S219. Note that, when the value Tc of the consumed medal counter has become a minus as a result of the above-described reduction, the CPU 106 sets the value Tc of the consumed medal counter at 0.
  • In Step S222 and Step S223, the CPU 106 performs similar processing to that of Step S75 and Step S76 which are shown in FIG. 6. Thereafter, the CPU 106 ends the unit game execution processing.
  • Next, a description will be made of the rescue pay execution processing based on FIG. 21. In Step S224, the CPU 106 determines a condition that the rescue setting flag is 1. When this condition is satisfied, the processing proceeds to Step S225, and when this condition is not satisfied, the rescue pay execution processing is ended.
  • In Step S225, the CPU 106 decides Tc max k (this is so-called “ceiling”) based on the value k of the reference number counter and the third correspondence table shown in FIG. 25. Here, the third correspondence table shows a correspondence relationship among the value k of the reference number counter, a value of Tc max k, and the payout number by the rescue pay, and is stored in the ROM 108. For example, when the value k of the reference number counter becomes 1, the CPU 106 decides Tc max k at 4000. The CPU 106 determines a condition that the value Tc of the consumed medal counter coincides with the decided Tc max k. When this condition is satisfied, the processing proceeds to Step S227, and when this condition is not satisfied, the processing proceeds to Step S226.
  • In Step S226, the CPU 106 displays images corresponding to the value Tc of the consumed medal counter on the upper display 33 and the liquid crystal display 16. Specifically, the CPU 106 calculates a value of Tc max 1−Tc, a value of Tc max 2−Tc, a value of Tc max 3−Tc, and a value of Tc max 4−Tc as the remaining numbers of consumed medals until receiving the rescue pay. Note that, when such a value of Tc max kα−Tc becomes a minus, the CPU 106 calculates the value of Tc max kα−Tc to be 0. Here, kα is an integer within a range of 1 to 4. Subsequently, as shown in FIG. 43, the CPU 106 displays the reset condition explanation panel 401 and a count down panel 404 on the upper display 33. On the count down panel 404, the remaining numbers of consumed medals until receiving the rescue pay (in FIG. 42, simply expressed as “remaining number of consumed credits”) and the numbers of medals to be paid by the rescue pay (in FIG. 42, simply expressed as “payout number”) are shown in association with each other. Specifically, on the count down panel 402, the value of Tc max 1−Tc and the payout number “360” are displayed in association with each other, the value of Tc max 2−Tc and the payout number “720” are displayed in association with each other, the value of Tc max 3−Tc and the payout number “1440” are displayed in association with each other, and the value of Tc max 4−Tc and the payout number “2880” are displayed in association with each other. FIG. 42 shows a display example when Tc is equal to 2000. Note that, as shown in FIG. 32, when the value of Tc max k−Tc is larger than 1000, the display areas 31, 32 a and 32 b and the rescue pay button 210 are displayed on the liquid crystal display 16 besides the display areas Q1 to Q15.
  • When the value of Tc max k−Tc has become 1000 or less, the CPU 106 displays the reset condition explanation panel 401 and the count down panel 404 on the upper display 33, and meanwhile, displays the woman angel 249 on the liquid crystal display 16 as shown in FIG. 35. The CPU 106 expands the wings of the woman angel 249 every time when the value of Tc max k1−Tc is reduced. Moreover, the CPU 106 irradiates the light from the lamp 30, and rotates the reflection plate. The CPU 106 increases the rotation speed of the reflection plate every time when the value of Tc max k1−Tc is reduced. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • In Step S227, the CPU 106 decides the amount of the rescue pay, that is, the number of medals to be paid by the rescue pay based on the value k of the reference number counter and the third correspondence table. For example, when the value k of the reference number counter becomes 1, the CPU 106 decides the number of medals to be paid by the rescue pay at 360. The CPU 106 stores the decided number as the rescue pay number in the RAM 110. Note that the initial value of the rescue pay number is 0.
  • Moreover, the CPU 106 displays images showing that the rescue pay is generated and showing the payout number by the rescue pay on the upper display 33 and the liquid crystal display 16. Display examples are shown in FIG. 38 and FIG. 39.
  • In Step S228, the CPU 106 determines a condition that the value k of the reference number counter is 4 or more. When this condition is satisfied, the processing proceeds to Step S229, and when this condition is not satisfied, the processing proceeds to Step S231.
  • In Step S229, the CPU 106 resets the value Tc of the consumed medal counter at 0, and resets the value k of the reference number counter at 1. In Step S230, the CPU 106 turns off the rescue setting flag. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • In Step S231, the CPU 106 increases the value k of the reference number counter by 1. Thereafter, the CPU 106 ends the rescue pay execution processing.
  • The description has been made above of the embodiments of the present invention; however, the embodiments merely illustrate specific examples, and do not particularly limit the present invention. It is possible to appropriately perform design changes for specific configurations of the respective means and the like. Moreover, the effects described in the embodiments of the present invention merely list the most suitable effects generated from the present invention, and the effects derived from the present invention are not limited to those described in the embodiments of the present invention. The above-described respective embodiments may be mutually combined.
  • In the above-described detailed explanation, the explanation has been made mainly of the characteristic portions so that the present invention can be more easily understandable. The present invention is not limited to the embodiments described in the above-described detailed explanation, and can also be applied to other embodiments, and application ranges thereof are broad. Moreover, the terms and the phraseology which are used in this specification are used for explaining the present invention with accuracy, and are not used for limiting the interpretation of the present invention. Moreover, it is considered easy for those skilled in the art to figure out other configurations, systems, methods, and the like, which are incorporated in the concept of the present invention, from the concept of the present invention described in this specification. Hence, the description of scope of claims must be regarded as one incorporating equilibrium configurations of those of the scope of the technical concept of the present invention without departing therefrom. Moreover, it is an object of the abstract to assist patent offices, common public institutions, engineers who belong to this technical field and are not conversant in patents, law terms, or technical terms, and the like so that they can rapidly determine the technical contents and essence of this application by a simple investigation. Hence, the abstract is not intended to limit the scope of the invention to be evaluated by the description of the scope of claims. Moreover, in order to sufficiently understand the object of the present invention and the effects intrinsic to the present invention, it is desired that the present invention be interpreted in full consideration for already-disclosed documents, and the like.
  • The above-described detailed explanation incorporates processing executed by a computer. The explanation and the expression in the above description are described for the purpose of being understood most efficiently by those skilled in the art. In this specification, the respective steps for use in deriving one result should be understood as processing free from self-contradiction. Moreover, in the respective steps, electric or magnetic signal transmission/reception, recording, and the like are performed. In the processing in each step, such a signal is expressed by a bit, a value, a symbol, a letter, a term, a number, or the like; however, it is necessary to keep it in mind that these are merely used for explanation convenience. Moreover, the processing in each step is sometimes described in expression common to a human action; however, the processing explained in this specification is basically executed by a variety of devices. Moreover, other configurations required for performing the respective steps become self-evident from the above-explanation.

Claims (10)

1. A gaming device comprising:
a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided; and
a controller that operates:
(a) to perform a control to repeatedly execute the unit games;
(b) to perform a control to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied;
(c) to store each execution number of unit games;
(d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid;
(e) to provide a payout when it is determined that the stored execution number of unit games has reached any of the valid reference numbers; and
(f) to invalidate the reference number reached by the stored execution number of unit games.
2. A gaming device comprising:
a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and
a controller that operates:
(a) to repeatedly execute the unit games;
(b) to perform a control to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied;
(c) to store each execution number of unit games;
(d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid;
(e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to provide a payout of an amount corresponding to the one reference number; and
(f) to invalidate the reference number reached by the stored execution number of unit games.
3. A gaming device comprising:
a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and
a controller that operates:
(a) to perform a control to repeatedly execute the unit games;
(b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied;
(c) to store each execution number of unit games;
(d) to display, on a display, the predetermined reset condition, a payout amount corresponding to each of the reference numbers, and a remaining number of the unit games until the stored execution number of unit games reaches each of the reference numbers;
(e) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid;
(f) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to provide a payout of an amount corresponding to the one reference number; and
(g) to invalidate the reference number reached by the stored execution number of unit games.
4. A gaming device comprising:
a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided; and
a controller that operates:
(a) to repeatedly execute the unit games;
(b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied;
(c) to store each execution number of unit games;
(d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid;
(e) when it is determined that the stored execution number of unit games has reached any of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout;
(f) to provide a payout when the information inputted from the input device indicates a message that the player is to receive the payout; and
(g) to invalidate the reference number reached by the stored execution number of unit games.
5. A gaming device comprising:
a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided; and
a controller that operates:
(a) to repeatedly execute the unit games;
(b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied;
(c) to store each execution number of unit games;
(d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid;
(e) when it is determined that the stored execution number of unit games has reached any of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout;
(f) to provide a payout when the information inputted from the input device indicates a message that the player is to receive the payout;
(g) to invalidate the reference number reached by the stored execution number of unit games; and
(h) when the information inputted from the input device indicates the message that the player is to receive the payout, to invalidate the reference number larger in value than the reference number reached by the stored execution number of unit games.
6. A gaming device comprising:
a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and
a controller that operates:
(a) to repeatedly execute the unit games;
(b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied;
(c) to store each execution number of unit games;
(d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid;
(e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout;
(f) to provide a payout of an amount corresponding to the one reference number when the information inputted from the input device indicates a message that the player is to receive the payout; and
(g) to invalidate the reference number reached by the stored execution number of unit games.
7. A gaming device comprising:
a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and
a controller that operates:
(a) to repeatedly execute the unit games;
(b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied;
(c) to store each execution number of unit games;
(d) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid;
(e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout;
(f) to provide a payout of an amount corresponding to the one reference number when the information inputted from the input device indicates a message that the player is to receive the payout;
(g) to invalidate the reference number reached by the stored execution number of unit games; and
(h) when the information inputted from the input device indicates the message that the player is to receive the payout, to invalidate the reference number larger in value than the reference number reached by the stored execution number of unit games.
8. A gaming device comprising:
a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and
a controller that operates:
(a) to perform a control to repeatedly execute the unit games;
(b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied;
(c) to store each execution number of unit games;
(d) to display, on a display, the predetermined reset condition, a payout amount corresponding to each of the reference numbers, and a remaining number of the unit games until the stored execution number of unit games reaches each of the reference numbers;
(e) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid;
(f) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout;
(g) to provide a payout of an amount corresponding to the one reference number when the information inputted from the input device indicates a message that the player is to receive the payout; and
(h) to invalidate the reference number reached by the stored execution number of unit games.
9. A gaming device comprising:
a storage device that stores plural types of reference numbers, each of which indicates an execution number of unit games, the execution number being taken as an occasion where a payout is provided, and the plural types of reference numbers being associated with plural types of payout amounts; and
a controller that operates:
(a) to perform a control to repeatedly execute the unit games;
(b) to invalidate the plural types of reference numbers in order from a smaller one in value every time when a predetermined reset condition is satisfied;
(c) to store each execution number of unit games;
(d) to display, on a display, the predetermined reset condition, a payout amount corresponding to each of the reference numbers, and a remaining number of the unit games until the stored execution number of unit games reaches each of the reference numbers;
(e) to determine whether or not the stored execution number of unit games has reached any of the reference numbers which are valid;
(e) when it is determined that the stored execution number of unit games has reached any one reference number of the valid reference numbers, to receive an input using an input device capable of input as to whether or not a player is to receive the payout;
(f) to provide a payout of an amount corresponding to the one reference number when the information inputted from the input device indicates a message that the player is to receive the payout;
(g) to invalidate the reference number reached by the stored execution number of unit games; and
(h) when the information inputted from the input device indicates the message that the player is to receive the payout, to invalidate the reference number larger in value than the reference number reached by the stored execution number of unit games.
10. A gaming device comprising:
a storage device that stores plural types of reference consumptions, each of which indicates a consumption of bet money, the consumption being taken as an occasion where a payout is provided; and
a controller that performs:
(a) processing for performing a control to repeatedly execute unit games;
(b) processing for performing a control to invalidate the plural types of reference consumptions in order from a smaller one in value when a predetermined reset condition is satisfied;
(c) processing for storing each consumption of the bet money;
(d) processing for performing a control to determine whether or not the stored consumption of the bet money has reached any of the reference consumptions which are valid;
(e) processing for performing a control to provide a payout when it is determined that the stored consumption of the bet money has reached any of the valid reference consumptions; and
(f) processing for performing a control to invalidate the reference consumption reached by the stored consumption of the bet money.
US11/907,890 2001-10-02 2007-10-18 Gaming device Abandoned US20080102930A1 (en)

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US11/907,890 US20080102930A1 (en) 2001-10-02 2007-10-18 Gaming device
AU2008201019A AU2008201019A1 (en) 2007-04-13 2008-03-04 Gaming device
JP2008081978A JP2008259846A (en) 2007-04-13 2008-03-26 Gaming device

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JP2001306774A JP2003111889A (en) 2001-10-02 2001-10-02 Game server, game machine and game managing method
JPJP2001-306773 2001-10-02
JPJP2001-306774 2001-10-02
JP2001306773A JP2003111888A (en) 2001-10-02 2001-10-02 Game server, game machine and game managing method
JP2001309825A JP2003111890A (en) 2001-10-05 2001-10-05 Game server, game managing method and game machine
JPJP2001-309825 2001-10-05
JPJP2001-315488 2001-10-12
JP2001315488A JP2003117053A (en) 2001-10-12 2001-10-12 Game server, game managing method and game machine
US10/261,769 US7465232B2 (en) 2001-10-02 2002-10-02 Game server, game machine, and game control method
US10/262,106 US20030064810A1 (en) 2001-10-02 2002-10-02 Game server, game machine, and game control method
US10/263,820 US20030069073A1 (en) 2001-10-05 2002-10-04 Game server, game control method, and game machine
US10/268,725 US20030073486A1 (en) 2001-10-12 2002-10-11 Game server, game control method, and game machine
US90766807P 2007-04-13 2007-04-13
US11/907,890 US20080102930A1 (en) 2001-10-02 2007-10-18 Gaming device

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US10/263,820 Continuation-In-Part US20030069073A1 (en) 2001-10-02 2002-10-04 Game server, game control method, and game machine
US10/268,725 Continuation-In-Part US20030073486A1 (en) 2001-10-02 2002-10-11 Game server, game control method, and game machine

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