U.S. Pat. No. 7,465,232
GAME SERVER, GAME MACHINE, AND GAME CONTROL METHOD
AssigneeAruze Co., Ltd.
Issue DateOctober 2, 2002
Illustrative Figure
Abstract
In a collective control of plural game machines placed in the same parlor, it is detected whether there is player change on each game machine and, based on the detection result, the credit cumulative consumption on each game machine is managed player by player. When the credit cumulative consumption of a certain player reaches a predetermined upper limit, payout return is executed to this player. The display status and non-display status of information about the upper limit can be switched depending on the play status. Therefore, the player can perform a game without anxiety while enjoying amusement of the game. As the result, the problem of missing customers is eliminated.
Description
DETAILS DESCRPTION OF THE PREFERRED EMBODIMENT One preferred embodiment of the present invention will be described below in detail, based on the accompanying drawings. 1. Overall Configuration of System FIG. 1is a diagram showing, in simplified form, the configuration of a credit payout return system according to one preferred embodiment of the invention. Referring toFIG. 1, this credit payout return system comprises: i) a game server1; and ii) plural game machines2placed in a single parlor. The game machines2are connected via a network NT to the game server1and can send to and receive from the game server1a variety of information via the network NT. Individual identification numbers are assigned to the game machines2. The game server1collectively controls the plural game machines2and discriminates the source of data sent from the game machines2, based on the identification numbers being individual to the game machines2. When the game server1sends data to the game machine2, the game server1designates the destination of the data by using the corresponding identification number. Data sent from and received by the game machine2contain: i) the identification number being individual to this game machine; and ii) identification information to identify the player currently playing with this game machine. Based on the identification information, the game server1discriminates as to whether: i) a game is performed on the game machine2; and ii) there is a player change on this game machine2. Hereinafter, the game server is merely referred to as a “server.” 2. Configuration of Game Machines FIG. 2is a perspective view showing the appearance of a game machine.FIG. 3is a vertical sectional view of the game machine. Referring toFIGS. 2 and 3, a game machine2is a slot game machine (slot machine) and has a frame body3. The frame body3is in the shape of hollow box. A front panel4is attached so that it ...
DETAILS DESCRPTION OF THE PREFERRED EMBODIMENT
One preferred embodiment of the present invention will be described below in detail, based on the accompanying drawings.
1. Overall Configuration of System
FIG. 1is a diagram showing, in simplified form, the configuration of a credit payout return system according to one preferred embodiment of the invention. Referring toFIG. 1, this credit payout return system comprises: i) a game server1; and ii) plural game machines2placed in a single parlor.
The game machines2are connected via a network NT to the game server1and can send to and receive from the game server1a variety of information via the network NT. Individual identification numbers are assigned to the game machines2.
The game server1collectively controls the plural game machines2and discriminates the source of data sent from the game machines2, based on the identification numbers being individual to the game machines2. When the game server1sends data to the game machine2, the game server1designates the destination of the data by using the corresponding identification number.
Data sent from and received by the game machine2contain: i) the identification number being individual to this game machine; and ii) identification information to identify the player currently playing with this game machine. Based on the identification information, the game server1discriminates as to whether: i) a game is performed on the game machine2; and ii) there is a player change on this game machine2.
Hereinafter, the game server is merely referred to as a “server.”
2. Configuration of Game Machines
FIG. 2is a perspective view showing the appearance of a game machine.FIG. 3is a vertical sectional view of the game machine. Referring toFIGS. 2 and 3, a game machine2is a slot game machine (slot machine) and has a frame body3.
The frame body3is in the shape of hollow box. A front panel4is attached so that it is able to open and shut to the frame body3via hinges3A and3B.
Attached to the rear surface of the front panel4is a casing6, with which three rotating drums5(5A to5C) arranged across the width thereof are covered from their back face.
The drums5A to5C are of tubular shape and are supported rotatively about rotary axes7. Symbol marks (e.g., figure “7”, bell, plum, cherry etc.) are respectively drawn on the peripheral surfaces of the drums5A to5C such that the symbol marks are aligned in a row around their periphery. Of the symbol marks drawn on the peripheral surfaces of the drums5A to5C, one symbol mark per drum is visible from the front side of the game machine2via windows8A to8C disposed on the front panel4.
The rotary axes7of the drums5A to5C are attached rotatively via bearings (not shown) to a predetermined bracket (not shown) of the frame of the game machine2. One ends of the rotary axes7are joined to output axes of stepping motors11A to11C (seeFIG. 4). Thereby, the drums5A to5C are rotatably driven by the stepping motors11A to11C, respectively, and controlled such that they are stopped at a predetermined rotational angle position by a control device12(seeFIG. 4).
Projection parts (not shown) indicating a standard position are disposed on the peripheral end parts of the drums5A to5C. The control device12detects the rotational standard positions of the drums5A to5C when these projection parts cross the optical axes of optical sensors (not shown), which are disposed so as to correspond to the drums5A to5C. The rotational speed of the stepping motors11A to11C is set so as to make constant a speed at which symbol marks are displayed while changing.
Bet line indicator lamps13are disposed adjacent to the windows8A to8C. The lamps13are provided for indicating which line of plural symbol mark stop lines displayed on windows8A to8C has been selected as a bet object.
A control part14is located at approximately the mid section of the front panel4, and a bet button16is disposed in the control part14. The bet button16is provided for setting a bet of medals entered via a throw-in slot15. When the player pushes the bet button16by the amount of medals on which the player desires to bet, the corresponding bet line indicator lamp13is light up. The upper limit of bet medals is three in the game machine2.
The bet lines are different depending on the operation number of the bet button16. By one operation, a single line extending horizontally in the middle stage of the windows8A to8C is the object of bet line. By two operations, the object of bet line amounts to three lines obtained by adding two lines extending horizontally in the upper and lower stage of the windows8A to8C, to the above-mentioned line. By three operations, the object of bet line amounts to five lines obtained by adding two lines on the diagonal of the windows8A to8C, to the above-mentioned three lines. Four or more operations are invalid.
When a bet medal number is set according to the above-mentioned procedure, the control device12takes medals corresponding to the bet medal number set by the player. By taking the medals, the condition of starting slot game is established. In this state, when the player operates a start lever17, the control device12rotates the drums5A to5C.
The control part14has three stop buttons18A to18C disposed at locations that correspond to the drums5A to5C, respectively. Depressing the stop buttons18A to18C, the corresponding drum is stopped.
The front panel4has digital score indicators19for indicating: i) the number of medals the player threw in for the game; and ii) the number of medals to be discharged. When one of predetermined specific combinations of symbol marks (winning state) in the drums5A to5C is aligned on the stop line on which the player bets, a medal marks (winning state) discharge device (not shown) is driven to discharge a predetermined number of medals to a medal payout tray20.
Further, the front panel4has a card inlet22, through which the player inserts a card storing an identification number data to identify the player when he/she plays a game with the game machine2. A card reader23(seeFIG. 4) reads the data of the inserted card.
3. Configuration of Control Device of Game Machine
FIG. 4is a block diagram showing the electrical configuration of the game machine. Referring toFIG. 4, the control device12of the game machine2comprises: i) first interface circuit group31; ii) input/output bus32; iii) CPU33; iv) ROM36; v) RAM37; vi) random number generator38; vii) second interface circuit group39; and viii) communication interface circuit41.
The bet button16is connected to the first interface circuit group31being connected to the input/output bus32. When the player depresses the bet button16, an operation signal is issued from the bet button16to the interface circuit group31. The interface circuit group31converts the operation signal to a predetermined voltage signal and provides it to the input/output bus32. Accordingly, before starting a play, a predetermined number of medals corresponding to a value indicated by the operation signal are thrown into the game machine2as the object of bet.
The input/output bus32performs input/output of data signals or address signals to the CPU33.
The start lever17and stop buttons18A to18C are connected to the first interface circuit group31, on which i) a start-up signal issued from the start lever17; and ii) a stop signal issued from the stop buttons18A to18C, are converted to predetermined voltage signals and then provided to the input/output bus32.
When the start lever17is operated to start a game, the start-up signal is provided to the CPU33. Receive of the start-up signal, the CPU33issues a control signal to the stepping motors11A to11C in order to rotate the drums5A to5C.
When the stop buttons18A to18C are depressed to stop the drums5A to5C, the respective stop signals from the stop buttons18A to18C are provided to the CPU33. If desired to stop the first drum5A, the player operates the stop button18A. If desired to stop the second drum5B, the player operates the stop button18B. If desired to stop the third drum5C, the player operates the stop button18C. Receive of the stop signal, the CPU33issues the stop signal to the stepping motors11A to11C, in order to stop the drum corresponding to the operated stop button.
Rotational position sensors34A to34C are connected to the first interface circuit group31. The sensors34A to34C are disposed in the vicinity of the stepping motors11A to11C, respectively. The sensors34A to34C issue angle position signals that respectively indicate the rotational angle positions of the stepping motors11A to11C, to the interface circuit group31. For example, rotary encoders can be employed as the rotational position sensors34A to34C.
Standard position sensors35A to35C are connected to the first interface circuit group31. The sensors35A to35C are disposed in the vicinity of the drums5A to5C, respectively. The sensors35A to35C are optical sensors as described above, and issue standard position signals to the interface circuit group31when detecting the standard positions of the drums5A to5C.
The card reader23, which is disposed within the game machine2, is connected to the first interface circuit group31. The card reader23issues a card status signal at a predetermined timing, in accordance with a signal sending demand from the CPU33. When a card is inserted into the card inlet22(seeFIG. 2), for example, the signal level of the card status signal is higher than a standard level. Based on the change in signal level, the CPU33detects that the card is inserted. On the other hand, when no card is inserted (i.e., the state that the card has been drawn out from the card inlet22), for example, the level of the card status signal payout returns to the standard level. Based on the change in signal level, the CPU33detects that no card is inserted.
The CPU33detects: i) an angle position signal issued from the rotational position sensors34A to34C; and ii) a standard position signal issued from the standard position sensors35A to35C, thereby obtaining data of symbol marks displayed on the windows8A to8C.
The ROM36and RAM37are connected to the input/output bus32. The ROM36stores: i) a program for controlling the game machine and returning medals; and ii) an initial value of variable used in the program. The ROM36stores data group indicating correspondence between a combination of symbol marks and random numbers. The RAM37stores flags and variable values.
The communication interface circuit41is connected to the input/output bus32. The circuit41is used when performing sending/receiving of data between the game machine2and server1.
The random number generator38for generating the above random numbers is connected to the input/output bus32. When the CPU33issues an instruction for generating random numbers issued to the random number generator38, the random number generator38generates random numbers in a predetermined range, and issues signals indicating the random numbers to the input/output bus32. When a random number is issued from the random number generator38, in order to determine a combination of symbol marks that corresponds to the random number, the CPU33searches the above data group and then substitutes a value corresponding to the combination to variables.
Usually either one of normal game and special game can be played with the game machine2.
In the normal game, there are i) an enabled prize-winning status that a combination of symbol marks stopped and displayed on an effective line can match a prize-winning pattern; and ii) unabled prize-winning status that a combination of symbol marks cannot match a prize-winning pattern.
In the unabled prize-winning status, examples of symbol mark combinations that change on effective lines are: i) failure pattern; and ii) small prize pattern. The term “small prize” means that a predetermined number of symbol marks such as “cherry” and “bell” are aligned on the effective line, and a few medals are discharged to the payout tray20. The term “failure pattern” means that the above-mentioned symbol marks are not aligned on any effective line, and no medals are discharged. The unabled prize-winning status can move to the enabled prize-winning status by an internal lottery processing to be described hereafter. In the unabled prize-winning status, any prize-winning pattern cannot be aligned irrespective of a timing at which the stop buttons18A to18C are depressed. Hence, it is impossible to move from the normal game status to the special play status.
On the other hand, only in the enabled prize-winning status, a combination of symbol marks stopped and displayed by a timing at which the stop buttons18A to18C are depressed will match a prize-winning pattern. In other words, this state allows for “aiming (observation push).” When a combination of symbol marks stopped and displayed on an effective line matches a prize-winning pattern, the player wins a prize and the game style moves to the special game providing a chance of obtaining a large number of medals. When the player fails to obtain any prize-winning pattern by missing a timing of depressing the stop buttons18A to18C, the above-mentioned failure pattern or small prize pattern is aligned on the effective line. If once the enable prize-winning status is set, this status continues until a combination of symbol marks stopped and displayed matches a prize-winning pattern. There is no change (move) to the unable prize-winning status.
In the special game, there is extremely high probability that a combination of symbol marks stopped and displayed on an effective line will match a small prize pattern. This leads to a high possibility of obtaining a large number of medals. Finishing the special game, the game style moves to the normal game. When the normal game is performed after the special game, a decision as to whether the game proceeds in the enabled prize-winning status or the unabled prize-winning status is made by an internal lottery processing to be described hereafter.
The second interface circuit group39is also connected to the input/ouput bus32. To the circuit group39, there is connected: i) stepping motors11A to11C; ii) bet line indicator lamp13; iii) score indicator19; and iv) speaker40. The circuit group39applies a drive signal or drive power to each of these devices. For instance, when the player depresses the bet button16, a drive current is applied to the bet line indicator lamp13, in order to indicate a bet line that becomes effective in accordance with the number of throw-in medals. When the game (play) is over, a drive signal is applied to the score indicator19, in order to indicate the score corresponding to the prize-winning status at that time. The speaker40issues an effect voice corresponding to the game status when the game is started or over.
4. Configuration of Game Server
FIG. 5is a block diagram showing the electrical configuration of the game server. Referring toFIG. 5, a server1has a data bus BUS. To the data bus BUS, there is connected i) CPU51; ii) memory52; iii) communication interface53; and iv) database54.
The CPU51executes various processing according to programs stored in the memory52. Specifically, the CPU51receives data from the game machine2via a communication line connected by the communication interface53, and stores the data in the memory52. This data is for example the upper limit data and payout return rate data of plural game machines2under the control of the server1, that is, information sent from each game machine2under the control of the server1. The CPU51reads a program stored in the database54on the memory52, and progresses the program based on the information sent from each game machine2that is stored in the memory52. The progress of the program is stored in the database54.
It is assumed in the following, for purposes of description, that the game machine2is activated in advance, and flags and variables are initialized to a predetermined value.
5. Flow of Control of Game Machines
FIG. 6is a flowchart showing the flow of control of game machines. Referring toFIG. 6, firstly, the CPU33of the game machines2performs a bet-button operation processing in which it is judged whether the player pushes the bet button16(step S11). The bet-button operation processing is executed in accordance with the operation of depressing the bet button16, and includes the following processing: i) detecting whether an operation signal is issued from the bet button16in response to an operation to the bet button16, thereby storing the number of throw-in medals with the operation; and ii) issuing a drive signal to the bet line indicator lamp13, in order to indicate the bet line that becomes effective in accordance with the number of throw-in medals.
Upon completion of the bet-button operation processing, the CPU33judges whether the pressing operation of the bet button16is performed and the operation of the start lever17is performed (step S12). When the CPU33judges both operations are performed, the CPU33moves the processing to step S13. When the CPU33judges both are not performed or none of these operations are performed, the CPU33returns the processing to step S11, and performs the bet-button operation processing again. As will be described hereafter, a period of time that all the drums5A to5C are started in rotation and are brought into a stop is a sequence of game (play).
Moving the processing of step S13, the CPU33executes processing for internal lottery. The internal lottery processing includes processing of: i) controlling the random number generator38to generate a random number; and ii) searching data group indicating the correspondence between combinations of symbol marks and random numbers, thereby deciding a combination of symbol marks in accordance with the generated random number. The combination of symbol marks stopped and displayed on the previous game is stored in the RAM37, as will be described hereafter. In the following game, the CPU33reads the combination of symbol marks stored in the RAM37, so that it is used for internal lottery processing.
In the internal lottery processing, a combination of symbol marks that can be stopped and displayed is determined by lottery, and a value indicating the lottery result is substituted to a lottery data of the currently performing game (current game lottery data). For instance, when it is in the unabled prize-winning status and in failure pattern, the current game lottery data is set to “00”. When it is in the unabled prize-winning status and there occurs the symbol marks combination matching with a small prize pattern, the current game lottery data is set to “01”. When it is in the enabled prize-winning status, the current game lottery data is set to “12”. When it is in the special play status and in failure pattern, the current game lottery data is set to “20”. When it is in the special play status and there occurs the symbol marks combination matching with a small prize pattern, the current game lottery data is set to “21”. Instead of performing any special internal lottery processing, the stopped symbol mark may be used to check whether the player moves to an advantageous status.
Upon completion of the processing of step S13, the CPU33reads a subroutine about stepping motor control processing (not shown) and issues, based on the subroutine, control signals to the stepping motors11A to11C, in order to drive each motor at a predetermined rotational speed (step S14). The term “rotational speed” means a speed at which the symbol marks are changeably displayed by the rotation of the drums5A to5C in the above-mentioned sequence of game (play). That is, any speed in the transient rotation state, such as of immediately after the drums5A to5C starts rotation and immediately before they are brought into a stop, are excluded from the concept of the rotational speed.
In this preferred embodiment, there is a lottery data of the game performed in the past that corresponds to the above-mentioned current game lottery data. The past game lottery data is data indicating the lottery result of the game performed before the current game, and the data is stored in the RAM37. As will be described hereafter, in the normal game to which the game style moves when the special game is over, the past game lottery data is reset at the time of performing the fast game. The past game lottery data is updated by sequentially accumulating the current game result in the previous game result.
Upon completion of the above-mentioned stepping motor control processing, the CPU33judges whether the player depressed any one of the stop buttons18A to18C in order to stop the drums5A to5C, and from which stop button a stop signal is issued (step S15). If judged that no stop signal is issued from the stop buttons18A to18C, the CPU33executes again the processing of step S15. If judged that a stop signal is issued from any one of the stop buttons18A to18C, the CPU33performs processing for stopping the stepping motors11A to11C (step S16). This stop control processing includes: i) controlling the random number generator38to generate a random number; and ii) searching data group indicating the correspondence between combinations of symbol marks and random numbers, thereby deciding a combination of symbol marks in accordance with the generated random number.
The CPU33obtains a symbol mark currently appearing on the windows8A to8C, based on i) a rotational position signal issued from the rotational position sensors34A to34C; and ii) a standard position signal issued from the standard position sensors35A to35C. Based on the above-mentioned symbol mark data and the current game lottery data set in the above-mentioned internal lottery processing (step S13), the CPU33controls the stepping motors11A to11C and decides a stop position.
Although the CPU33stops the stepping motors11A to11C in accordance with the current game lottery data, if decided that any one of the stop buttons18A to18C is depressed, the CPU33can apply an additional drive to the stepping motors11A to11C, under prescribed conditions. Specifically, when any symbol mark corresponding to the current game lottery data cannot be stopped and displayed, the stepping motors11A to11C are subject to an additional drive in the range of the maximum amount of four symbol marks. In this connection, if any symbol mark corresponding to the current game lottery data is not present in that range, it is impossible to stop and display any symbol mark corresponding to the current game lottery data. For instance, even when in the enabled prize-winning status, two drums are already stopped and there is a symbol mark(s) allowing for match with a winning pattern, whether the player obtains the winning pattern depends on the timing at which the player operates the stop button corresponding to the last drum to be stopped. On the other hand, when in the unabled prize-winning status, two drums are already stopped and there is a symbol mark(s) allowing for a winning pattern, the stepping motors11A to11C are controlled so as not to provide a match with the winning pattern, irrespective of the timing of operation of the stop button corresponding to the last drum to be stopped.
Upon completion of the above-mentioned stop control processing, the CPU33judges whether all the stop buttons18A to18C are depressed (step S17). In other words, in this processing of step S17, it is judged whether there are detected all the stop signals issued in accordance with the operation to the stop buttons18A to18C. In this connection, if judged that all of the stop buttons18A to18C are not operated, the CPU33returns the processing to step S15. If judged that all the stop buttons18A to18C are operated, the CPU33moves the processing to step S18.
Moving the processing of step S18, the CPU33judges whether a combination of symbol marks aligned on the line that becomes effective matches with a winning status, and performs processing of medal payout corresponding to the winning status. In this medal payout processing, if judged that the combination of symbol marks aligned in the effective line and the wining state are each matched, the CPU33calculates the number of payout medals corresponding to the winning status, and payouts a number of medals corresponding to the calculated number. Thereafter, the CPU33moves the processing to step S19. On the other hand, if judged that the combination of symbol marks aligned in the effective line and the wining state are not matched, the CPU33moves the processing to step S19, without executing any medal payout.
Moving the processing of step S19, the CPU33mainly performs processing for storing the current game lottery data (step S19). In this preferred embodiment, the processing for storing the current game result is terminated at the time that the CPU33reads the past game lottery data from the RAM37and stores the current game lottery data together with the past game lottery data in the RAM37.
6. Flow of Operation of Game Machines
FIG. 7is a flowchart showing the flow of operation of game machines. The procedure shown in this flowchart is performed concurrently with the subroutine of the game machines2shown inFIG. 6.
Referring toFIG. 7, the game machine2performs the processing for discriminating the player is performed (step S20). This processing (hereinafter referred to as “player discrimination processing”) is executed by the CPU33, in order to judge as to: i) whether a game is being performed on the game machine2; ii) who the player is, if a game is performed on the game machine2; and iii) whether he/she is the same or different from the previous player.
The reason why the player discrimination processing is particularly necessary is that payout return is executed per player in this preferred embodiment, unlike the conventional game machine executing payout return per game machine. That is, when there is a player change, the game (play) status about the upper limit till then is reset. It is therefore necessary to detect a player change and discriminate the player.
FIG. 8is a flowchart showing the flow of operation of game machines when performing the player discrimination processing. The procedure in this flowchart corresponds to the subroutine of the player discrimination processing (step S20) shown inFIG. 7.
Referring toFIG. 8, firstly the CPU33of game machine2judges play status (step S90). The play status judgment is processing for judging whether there is a player performing a game on the game machine2(i.e., whether a game is being performed on the game machine2). When the game machine2is not in play status, the following processing is unnecessary. It is therefore necessary to firstly check whether the game machine2is in play. The play status judgment is executed by detecting whether a card is inserted into the card inlet22provided on the front panel4of the game machine2.
In order to check the play status, the CPU33judges whether a card is detected (step S91). This card detection is achieved by detecting whether a card is inserted into the card inlet22with the card reader23. The card to be inserted is an identification card storing information to identify the player, which can have any function other than identification. For example, a prepaid card storing information to identify the player can be used.
In step S91, the card detection is performed. As the result, if judged that no card is inserted, the CPU33terminates the player discrimination processing. Thereafter, the CPU33of the game machine2sends the server1a signal of discrimination result that no card is detected (step S96). As the contents of signals related to the card detection, for example, data “0” is sent when no card is detected, and data “1” is sent when a card is detected.
If judged that a card is inserted, the CPU33performs processing for identifying the player performing a game on the game machine2(step S92). When a card is already inserted, the card reader23reads information stored in the card. In this preferred embodiment, the card inserted in the card inlet maintains identification number data individual to the player, in order to identify the player. Thereby, the CPU33of the game machine2can identify the player playing a game on the game machine2, based on the identification number data.
Upon completion of the above-mentioned player identification processing, the CPU33refers to the previous player's history (step S93). Information of the players who have been played on the game machine2is stored, as history, in the RAM37of the game machines2. The CPU33refers to the player's history stored in the RAM37, and refers to the identification number of the player immediately before receiving a signal indicating that a card has been detected.
Based on the result of the above-mentioned references, the CPU33judges whether there is player change (step S94). Specifically, the CPU33compares i) the identification number data of the previous player that has been referred to in step S93; with ii) the identification number data of the player that has been sent from the card reader23together with the card detection signal, thereby judging whether there is agreement between the two. If the two data agree, the CPU33judges that there is no player change, because the same player merely inserted the identification card again. If the two data are different, the CPU33judged that there is player change. In the absence of no player change, the CPU33completes the player discrimination processing. In the presence of player change, the CPU33resets the cumulative throw-in number of the previous player (step S95). Specifically, the CPU33resets data related to the cumulative throw-in number of credit consumed by the previous player, in the player's history stored in the RAM37that has been referred to in step S93.
This reset processing is for implementing one of the characteristic features of the present preferred embodiment, that is, performing “payout return” per player. This means that the cumulative throw-in number of credit cannot be increased by addition to the credit number thrown by the other player. Therefore, if a certain player stops a game on one game machine before reaching the upper limit of the cumulative throw-in number of credit, and moves to the other game machine, this player will start a game on the other game machine from the status that the cumulative throw-in number of credit payout returns to “0”. Thereby, the player might not often change game machines. In addition, the player is aware that there is a high probability of payout return when reaching the upper limit of the cumulative throw-in number. This makes possible to continue the game without anxiety.
Upon completion of the above-mentioned reset processing, the CPU33of the game machine2sends the result of judgment made in step S90(step S96). Specifically, the CPU33sends the player's information to the server1via the communication interface circuit41, network NT, and communication interface53of the server1. Data to be sent may be the player's information to which value “1” is appended, as stated above. At this time, the past player's history information stored in the RAM37is rewritten with the new player's information and then stored by the CPU33of the game machine2.
Upon completion of the above-mentioned data sending processing, the CPU33repeats the player discrimination processing.
Although in this preferred embodiment, an identification card storing data to verify the player or an ID card is employed as means for discriminating the player, the following means are applicable. For example, a human sensor to detect human body may be attached to the game machine2. To a stool on which the player sits for performing a game, the function of weighing may be added for weighing and storing the player's body weight, thereby discriminating the player.
Referring again toFIG. 7, upon completion of the above-mentioned sequence of player discrimination processing, the CPU33of the game machine2performs processing for setting an upper limit value that is a standard for payout return (step S21). The upper limit value is the number of medals, as a game medium, which is used for performing a game on a slot game machine etc. When the number of medals used by a certain player reaches the upper limit value, the slot game machine executes payout return to this player.
The above-mentioned upper limit value setting is attainable in the following various instances: i) the upper limit setting is performed by using a preset upper limit value; ii) the owner of the game machine performs the upper limit setting; or iii) the upper limit value is automatically changed depending on the play status. The upper limit value setting executable in the above various instances should be performed when the game player of the game machine2is changed, and without failing to refer to the result of judgment whether there is player change in step S21. The result of judgment whether there is player change is made into data and sent from the server1to the game machine2. Specifically, in the presence of player change, data to which value “1” is appended is sent. In the absence of player change, data to which value “0” is appended is sent.
Following is the instance of using a preset upper limit value, which is one of the above-mentioned various instances. The preset upper limit value is stored in the RAM37. The CPU33reads data of the upper limit value from the RAM37and completes setting of the upper limit value. The instance of setting the upper limit value without using the preset upper limit value will be described hereafter.
Upon completion of the above-mentioned upper limit value set processing, the CPU33performs, based on the result of the bet button operation processing (step S11) shown inFIG. 6, processing for i) adding the number of medals thrown by the player as a game medium; and ii) notifying the upper limit (step S22).
A description of throw-in number addition processing will be presented here. A medal sensor (not shown) provided within the game machine2counts medals thrown in through the throw-in slot15. The counted number data is added to a cumulative throw-in number data, which is data of medals thrown in the past, and stored as a current throw-in medal data. Hereinafter, the cumulative consumption of credit is referred to as a “cumulative throw-in number of medals.”
The above-mentioned cumulative throw-in number data is data stored in the RAM37. The CPU33executes the following processing for: i) reading data of the past throw-in medal from RAM37; ii) adding data of the current throw-in medal counted by the medal sensor to data of the cumulative throw-in number; and iii) storing the result of addition as updated cumulative throw-in number data in the RAM37. The cumulative throw-in number data is reset in the presence of player change, as previously described in the player discrimination processing (step S20).
A description of upper limit notification processing will be next presented. The upper limit notification means to notify the player how soon the game machine2can reach the upper limit. Specific contents of the notification include: i) the set upper limit value; ii) the current cumulative throw-in number; or iii) the rate of the cumulative throw-in number to the upper limit value (i.e., one that is expressed by percentage how close to the upper limit).
By virtue of this notification, the player can check how long does it take to obtain payout return by performing a game. As the result, the player can continue the game without anxiety. For the reason for this, it may be preferable to provide the upper limit notification at any time. On the contrary, if it is far from the upper limit, the player might stop the game at that point. It is therefore necessary to construct such that the play status determines whether the upper limit should be notified or not.
In consideration of the foregoing circumstances, the upper limit notification is attainable in the following two manners: i) notification is executed at any time, or no notification is executed at any time (hereinafter referred to as a “first notification manner”); and ii) the play status determines whether notification should be executed or not (hereinafter referred to as a “second notification manner”).
Following is the instance that takes the first notification manner performing notification at any time. The instance of taking the second notification manner will be described hereafter.
Upon completion of the above-mentioned throw-in medal number addition processing and upper-limit notification determination processing, the CPU33judges whether the cumulative throw-in number reaches the upper limit (step S23). This judgment is achieved by comparing i) the cumulative throw-in number data that was stored in the RAM37in step S22; and ii) the upper limit value that was set in step S21. Specifically, the CPU33compares these two data stored in the RAM37and judges whether the number of medals that the play throws in the game machine2reaches the upper limit. If judged that the cumulative throw-in number does not reach the upper limit value, the CPU33returns the processing to step S22, and continues processing for adding the number of medals that the player throws in the game machine2. If judged that the cumulative throw-in number reaches the upper limit value, the CPU33sends the result (arriving at the upper limit) to the server1(step S24). Specifically, the CPU33of the game machine2sends i) a signal indicating that the cumulative throw-in number reaches the upper limit value; ii) data of the upper limit value set in step S21; and iii) data of payout return rate that will be described hereafter, to the server1via the communication interface circuit41of the game machine2.
More specifically, the signal indicating arrival at the upper limit is expressed for example by numerical value of “1”. To the signal indicating that the cumulative throw-in number reaches the upper limit, a signal designating the game machine2is appended (i.e., data indicating to which of plural game machines under the control of the server1the game machine2corresponds). For example, if an identification number, the numbers “123”, is assigned to the game machine2among plural game machines under the control of the server1, a signal of “123-1”, wherein the numerical value “1” as the signal indicating arrival at the upper limit is affixed to the identification number “123” of the game machine2, is sent to the sever1.
The upper limit value data is stored in the RAM37, as described above. This upper limit value data is used for determining the number of payout return medals on the occasion where payout return must be executed to the player. The number of payout return medals is calculated by multiplying the upper limit value by a payout return rate.
The RAM37of the game machine2stores data about the payout return rate used in determining to what extent payout return must be executed with respect to the upper limit value of the game machine2. This payout return rate data is sent from the game machine2to the server1.
The above-mentioned payout return rate is usually a preset numerical value. It is however possible to change the payout return rate in various forms, thereby increasing the game characteristics.
Upon completion of the upper-limit-arrival result sending processing to the server1, the CPU33waits for a payout return instruction (step S25). The payout return instruction is a signal to be sent from the server1to the game machine2of which cumulative throw-in number data reaches the upper limit, and this signal is used for controlling the timing of payout return etc. The game machine2becomes enabled for play even while waiting for the payout return instruction.
In the above-mentioned payout return instruction waiting status, the CPU33performs processing for judging whether notification should be executed or not (step S26). The term “notification” means to notify that payout return will be executed from now to the player of the game machine2.
By referring to the data stored in the RAM37, the CPU33determines as to whether this notification should be executed (step S27). The RAM37stores data for determining execution of notification. Specifically, data of “1” is assigned for execution of notification, and data of “0” is assigned for no execution of notification. These data may be preset or set properly by the owner of the game machine etc.
When the data stored in the RAM37is “1”, the CPU33notifies the player the content that the cumulative throw-in medal number of the game machine2on which he/she is performing a game will reach the upper limit thereby to execute payout return shortly (step S28). This notification may be executed by using an illuminator provided within the game machine2. Alternatively, the game machine2may have a display part performing notification to the player. Any notification means capable of giving the player a previous notice of payout return may be employed, whether it be provided unitary with the game machine2.
When the above-mentioned notification processing is completed, or when judged no notification is executed, the CPU33judges whether a payout return instruction is received (step S29). This payout return instruction is one that the game machine2waits for its arrival from the server1in step S25. The server1sends this payout return instruction without fail to a game machine constructed so as to receive payout return every time it reaches the upper limit, as well as a game machine constructed such that payout return is not always executed when it reaches the upper limit.
The server1sends a payout return instruction signal at a predetermined timing to the game machine2via the communication interface53. In the game machine2, the CPU33receives the payout return instruction via the communication interface circuit41and input/output bus32. If failed to receive the payout return instruction, the CPU33returns the processing to step S25, and waits for the payout return instruction again.
Upon completion of the above-mentioned payout return instruction receiving processing, the CPU33executes return processing (step S30). This payout return processing is executed based on the payout return instruction issued from the server1in step S29. Specifically, the CPU33receives data that indicates to what extent payout return should be executed to the game machine2, and executes payout return based on the received data.
In the game machine receiving payout return every time the throw-in medal number reaches the upper limit, payout return is executed by the amount of medals calculated mainly based on the upper limit data and payout return rate data stored in the RAM37. On the other hand, in the game machine wherein payout return is not always executed when the throw-in medal number reaches the upper limit, if decided to execute no payout return, the CPU33performs processing for resetting the throw-in number data stored in the RAM37, as required. This throw-in number data reset is executed under a program stored in the ROM36on receipt of an instruction of the CPU33.
Upon completion of the above-mention payout return processing, the CPU33moves again the processing to the upper-limit value setting processing (step S21), and repeats the above-mentioned sequence of processing.
7. Flow of Return Preparation Operation of Game Server
FIG. 9is a flowchart showing the flow of operation when the game server makes preparation for payout return. This operation is always repeated in the server1.
The server1always holds some of medals serving as a game medium, which have been thrown in each game machine2, in preparation for execution of payout return to the game machine2under the control of the server1reaches the upper limit.
Referring toFIG. 9, the server1is waiting for the game medium throw-in result from each game machine2(step S41).
As the game medium that the player uses on each game machine2, it is possible to use any tangible matters, e.g., medals, winning balls, or coins, each being used generally. Besides these, any intangible matters that can be expressed in numerical value as data are also handled as a game medium in this preferred embodiment. The term “throw-in” means the following action that a certain player makes a game machine recognize the game medium for the purpose of playing a game, irrespective of the type of the game medium. Therefore, not only a medal etc. that is thrown in through the throw-in slot15and detected by the medal sensor of the game machine2, but also numerical value data etc. that the player decides to use for game becomes a candidate for wait.
In the status that the server1is waiting for throw-in of a game medium, the CPU51of the server1judges whether game medium throw-in data is received at a predetermined timing (step S42). In this preferred embodiment, medals are used as the game medium, and the player continues the game on the game machine2, while throwing in medals via the throw-in slot15. These thrown-in medals are subjected to the following processing: i) the number of these medals is detected by the medal sensor within the game machine2; and ii) the detected number is made into a numerical value as data, and then stored in the RAM37of the game machine2, as cumulative throw-in number data. This cumulative throw-in number data is sent at a predetermined timing to the server1via the communication interface circuit41. The server1receives this cumulative throw-in number data via the communication interface53. The received cumulative throw-in number data is properly stored in the memory52, based on an instruction of the CPU51. In the judgment processing in step42, if the server1fails to receive the throw-in data, the CPU51returns the processing to step S41.
Upon completion of the throw-in data receiving judgment processing, the CPU51holds a predetermined percent of the throw-in number (step S43). As stated above, the server1is constructed so as to hold in advance the game medium for payout return to the player performing a game on each game machine2under the control of the server1. The hold amount differs from one server to another. The hold amount is determined by multiplying the cumulative throw-in number data of each game machine2that is received in the throw-in data receiving judgment processing (step S42), by a predetermined rate (payout return rate).
In the above-mentioned hold processing, the server1sends a numerical value data corresponding to the hold amount calculated by the CPU51, to the game machine2via the communication interface53. In the game machine2, the CPU33stores in the RAM37the numerical value data that is part of the cumulative throw-in number data, as hold data.
Upon completion of the above-mentioned hold processing, the server1returns to the status of waiting for throw-in data from each game machine2(step S41), and repeats the foregoing sequence of processing.
8. Flow of Return Operation of Game Server
FIG. 10is a flowchart showing the flow of operation when the game server executes payout return. This operation is always repeated.
Referring toFIG. 10, firstly, the CPU51of the server1performs processing for selecting a payout return destination by lottery (step S51). This payout return destination lottery is mainly performed to the instance that payout return is not necessarily executed to the game machine2reaching the upper limit. As the lottery manner, there are for example: i) “payout return is executed to a game machine that will be the N-th to reach the upper limit”; and ii) “payout return is executed to a game machine, the last number of which serial machine number is matched with a lottery number.” Whereas in the instance that payout return is always executed to the game machine reaching the upper limit, the result obtained by lottery can be exemplified as follows: i) “payout return is executed to a game machine that will be the fast to reach the upper limit; and ii) “payout return is executed to game machines, the last number of which serial machine number is 0, 1, . . . 9 (i.e., to designate all the serial machine numbers).” These lottery results are stored in the memory52, based on an instruction of the CPU51.
Upon completion of the above-mentioned payout return destination lottery processing, the CPU51enters the state of waiting for the upper limit arrival result sent from each game machine2(step S52). As stated above, this upper limit arrival result indicates that the game medium thrown in the game machine2reaches a preset amount. Upper limit arrival judgment is made on the game machine2. In case of reaching the upper limit, this result is sent to the server1waiting for the upper limit arrival result via the communication interface53.
When the server1is waiting for the upper limit arrival result, the server1performs judgment of the receipt of the upper limit arrival result at a predetermined timing (step S53). The CPU51executes this judgment. If judged that the upper limit arrival result is received, the CPU51moves the processing to the step S54. If judged no upper limit arrival result is received, the CPU51returns to the upper limit arrival result wait processing (step S52), and repeats judgment of the receipt of the upper limit arrival result at the predetermined timing.
Moving the processing of step S54, the CPU51judges whether the game machine2sending the upper limit arrival result is a payout return destination. This judgment is executed, based on the data determined by the lottery performed in the above-mentioned payout return destination lottery processing (step S51). Thus, the judgment is achieved by performing the following processing: i) referring to the data stored in the memory52; and ii) comparing this reference data with data affixed to the upper limit arrival result.
Say for example the lottery result that “payout return is executed to a game machine, the last number of which serial machine number is matched with a lottery number,” as described above, the CPU51reads data of the identification number of the game machine2that is affixed to the above lottery result, and then judges whether the last number of the identification number is matched with the above lottery number. In the instance that payout return is always executed for the upper limit arrival, a positive result is always obtained in the judgment whether it is the payout return destination.
In the above-mentioned payout return destination judgment processing, if judged as not being payout return destination, a signal indicating no execution of payout return is sent in the processing for sending a payout return control signal that will be described later. This signal is sent to the game machine2via the communication interface53, based on an instruction of the CPU51. If obtained a positive result, the CPU51performs processing for judging a payout return timing (step S55).
The payout return timing can be set variously. For example, to the game machine reaching the upper limit and being the corresponding payout return destination, forced payout return may be executed immediately after completing all the processing on the server. Alternatively, payout return may be executed after an elapse of a predetermined period of time from the completion of all the processing on the server, or after performing a predetermined number of games.
The processing for judging a payout return timing is to judge at which timing payout return should be executed. If a payout return timing is predetermined uniquely, this payout return timing is employed.
Upon completion of the above-mentioned payout return timing judgment processing, the CPU51judges whether a payout return timing is established (step S56). The term “payout return timing” is one that is determined in the payout return timing judgment processing (step S55), this payout return timing is stored in the memory52of the server1. For instance, if provided a temporal timing such as “at a few minutes after the upper limit arrival,” a timer (not shown) within the server1is used to control this timing. If provided a timing based on the player's game circumstances such as “when the player performs twenty games after reaching the upper limit,” various sensors within the game machine2are used to judge whether predetermined conditions are satisfied, and a signal is sent from the CPU33of the game machine2so that the server1is informed of this timing.
If judged that a payout return timing after which the processing for payout return starts is not established, the CPU51returns the processing to step S55, and repeats the processing from step S55. If judged a payout return timing is established, the CPU51performs processing for determining the amount of payout return by referring to the hold game medium amount (number) etc. obtained in step S43, as shown inFIG. 9(step S57).
The hold game medium in the hold processing shown inFIG. 9(step S43) is devoted to the amount of payout return to the game machine2. Arriving at the upper limit, payout return is usually executed by multiplying the upper limit by a preset payout return rate. As a general rule, the server1calculates the payout return amount based on the upper limit data and payout return rate data that are contained in the upper limit arrival result sent from the game machine2. On the other hand, as the result of the above-mentioned payout return timing lottery, if there is a prolonged period of time between the upper limit arrival and execution of payout return, the player waits for payout return while performing a game. Therefore, it can be considered to increase the payout return amount depending on the credit number consumed after reaching the upper limit. For the purpose of this, the server1can increase the payout return amount somewhat or increase the payout return rate in consideration of the credit number consumed after reaching the upper limit, in the payout return amount determination processing (step S57).
It can also be considered to change the payout return rate depending on the upper limit value, in order to produce higher game characteristics. In this instance, without using a predetermined payout return rate, the payout return rate should be changed depending on the result of lottery that is performed on the server1under the collective control of plural game machines2.
A manner of producing higher game characteristics by changing the payout return rate will be presented hereafter.
Upon completion of the above-mentioned payout return amount determination processing, the CPU51sends a payout return control signal to the game machine2(step S58). This payout return control signal can be classified into two types, according to the result of the above-mentioned payout return destination judgment processing (step S54). Specifically, the value of “1” is given to the game machine judged as being the payout return destination in the above-mentioned payout return destination judgment processing (step S54). Hence, this value of “1” is data indicating that this game machine is the payout return destination is affixed to part of the payout return control signal. On the other hand, the value of “0” is given to the game machine judged as not being the payout return destination. Hence, the value of “0” is data indicating that this game machine is not the payout return destination is affixed to part of the payout return control signal. In the instance that payout return is always executed to the game machine reaching the upper limit, the value of this payout return control signal may be set to “1”.
A payout return control signal contains data for determining the degree of payout return (the payout return amount). All the data contained in this payout return control signal are sent to the server1via the communication interface circuit41and communication interface53, based on an instruction of the CPU33of the game machine2.
Upon completion of the above-mentioned control signal sending processing, the server1subtracts a hold number (step S59). The term “hold number” means the amount of game medium held in the memory52of the server1. This hold game medium is used for payout return to each game machine2. It is therefore necessary to perform subtraction of the game medium amount data corresponding to the payout return amount.
The CPU51executes this hold amount subtraction processing, and the game medium amount data in the memory52is updated after this subtraction processing.
In the instance that the payout return amount to the game machine2is changed depending on the play status, it can be constructed as follows: when the payout return to the game machine2is completed, the CPU33of the game machine2sends the server1data indicating the payout return amount to the player performing a game on this game machine2, and the subtraction processing is performed when this data is received.
Upon completion of the above-mentioned hold amount subtraction processing, the CPU51of the server1returns the processing to step S51, and repeats the processing from the step of payout return destination lottery.
9. Flow of Upper Limit Setting Processing
The upper limit can be set by a method of using a predetermined upper limit value, or a method of using the upper limit value determined by lottery on the server etc. Since the former method is already described, the latter method will be presented hereafter.
FIG. 11is a flowchart showing the flow of operation when the game server sets the upper limit value. This flowchart corresponds to the subroutine of the upper limit value setting processing shown inFIG. 7(step S21).
The server1enters the state of waiting for a game machine serious number assigned to each game machine2under the control of the server1(step S60).
As previously described, the server1controls the game machine group consisting of plural game machine2. It is therefore necessary to discriminate one game machine trying to set the upper limit value from the plural game machines. The game machine2trying to set the upper limit value sends, based on an instruction of the CPU33of this game machine2, its machine serial number to the server1via the communication interface circuit41, network NT, and communication interface53of the server1.
As used herein, the game machine trying to set the upper limit value can be classified into: i) the game machine on which the presence of player change is judged in the player discrimination processing (step S20); and ii) the game machine reaching the upper limit set previously. The game machine serial number data is sent together with i) a signal indicating player change; and ii) the player's information data. That is, the upper limit value setting to the game machine2is executed i) when there is player change; or ii) when reaching the upper limit set previously.
When the server1enters the state of waiting for a game machine serial number assigned to each game machine2, the CPU51judges whether a game machine serial number is received (step S61). If judged that no game machine serial number is received, the CPU51returns the processing to step S60, and waits it again. If judged that a game machine serial number is received, the CPU51refers to a game history (step S62).
As stated above, the flow of the upper limit value setting processing corresponds to the subroutine of step S21shown inFIG. 7. Therefore, the game machine2may be subjected to the processing of step S21for the first time, or come to again step S21after going through the payout return processing (step S30).
The game history reference is to know how the game machine2reaches the upper limit value setting processing (step S21). This is also to prevent the dual change of the upper limit value at which the game machine2has not yet arrived, because it is possible to set the upper limit after execution of payout return, which will be presented hereafter.
The game history is stored in the database54of the server1, and the CPU51of the server1executes its reference processing. This game history stores: i) the past upper limit values; and ii) data indicating whether payout return has been executed (payout return history data).
Refer of the game history, the CPU51judges whether payout return has been executed to the game machine2at the previous upper limit arrival (step S63).
Data indicating whether payout return has been executed is stored in the column of “the past execution of payout return” in the above-mentioned payout return game history data. Specifically, in the presence of payout return, data of “1” is given to this column, whereas in the absence of payout return, data of “0” is given to this column.
If payout return is executed after the previous upper limit arrival, the CPU51judges that a new upper limit value has been set thereafter, and completes the upper limit value setting processing. If judged that no payout return has been executed after the previous upper limit arrival, the CPU51determines an upper limit value by lottery (step S64). This upper limit value lottery is executed by selecting at random one from a certain range of numerical values (e.g., 1 to 200), under a program for upper limit value lottery stored in the memory52. These numerical values are expressed in thousands of yen. For example, when “10” is selected by lottery, the upper limit value is ten thousand yen (¥10,000).
Without limiting to an amount of money, the upper limit value may be represented by for example i) the number of medals that can regarded as a game medium; ii) play time; or iii) frequency in play.
Upon completion of the above-mentioned lottery processing, the server1changes the upper limit value to the lottery result (step S65). This upper limit value change is executed by storing, under the control of the CPU51, the new upper limit value in the column of “the upper limit” in the game history of the database54. This upper limit value is also sent to the game machine2.
Consider now the instance that the upper limit value is set after a predetermined payout return is executed.
FIG. 12is a flowchart showing the flow of operation when the game server sets the upper limit value after executing a predetermined payout return. This flowchart corresponds to the subroutine of the payout return processing shown inFIG. 7(step S30). That is, the upper limit value setting after executing payout return is included in the processing of step S30, as a payout return processing.
Referring toFIG. 12, the server1firstly judges whether payout return is executed to the game machine2(step S70). The presence or absence of payout return is recorded (stored) in the above-mentioned payout return history. Specifically, data of “1” in the column of “the past payout return” of the payout return history indicates that payout return has been executed, whereas data of “0” indicates that no payout return has been executed. The CPU51of the server1makes a judgment as to whether payout return has been executed. If judged that no payout return has been executed, in the upper limit value setting processing shown inFIG. 7(step S21), the upper limit value is set based on the subroutine shown inFIG. 11, and therefore the CPU51terminates the processing. On the other hand, if judged that payout return has been executed, the CPU51determines the upper limit value by lottery (step S71). This upper limit value lottery is executed by selecting at random one from a certain range of numerical values under a program for upper limit value lottery stored in the memory52.
Upon completion of the above-mentioned upper limit value lottery processing, the server1performs processing for changing the upper limit value to the lottery result (step S72). This upper limit value change is achieved by storing the new upper limit value in the column of “the upper limit” of the game history of the database54. This upper limit value is also sent to the game machine2.
Executing the foregoing sequence of processing terminates the processing of the upper limit value setting after execution of payout return.
Further, the upper limit value setting can be executed after the player moves to an advantageous status (i.e., after obtaining a big prize (big bonus)).
FIG. 13is a flowchart showing the flow of operation when the game server sets the upper limit value after a big prize occurs on the game machine. This flowchart corresponds to the subroutine of the internal lottery processing shown inFIG. 6(step S13). Although, for convenience in illustration, the flowchart ofFIG. 13is started with the internal lottery processing (step S80), this internal lottery processing will be performed in each game machine2. Therefore, step S81and later processing are the operation of the server1.
Referring toFIG. 13, when the internal lottery processing is started, the CPU51of the server1enters the state of waiting for the internal lottery result (step S81).
When the internal lottery result is sent from the each game machine2, the CPU51judges whether this result is a big prize (step S82). In step S82, if judged it is not a big prize, the CPU51terminates this processing. On the other hand, if judged it is a big prize, the CPU51executes the upper limit lottery (step S83). This upper limit value lottery is executed by selecting at random one from a certain range of numerical values under a program for upper limit value lottery stored in the memory52.
Upon completion of the above-mentioned upper limit value lottery processing, the server1changes the upper limit value to the lottery result (step S84). This upper limit value change is achieved by storing the new upper limit value in the column of “the upper limit” of the game history of the database54. This upper limit value is also sent to the game machine2.
Executing the foregoing sequence of processing terminates the processing of the upper limit value setting after a big prize.
As discussed above, the game machine producing higher game characteristics to the player can be provided by properly changing the upper limit value that is a standard for payout return. In the game machine constructed so as to notify the degree of upper limit, the next following upper limit value is clearly displayed to the player, thereby enabling to perform a game without anxiety. In addition, if the next upper limit value is set at a high value, the player can judge whether he/she desires to continue the game.
10. Flow of Notification Judgment Processing
The term “notification” in the notification judgment processing shown inFIG. 6(step S26) means to notify the player that i) game media (e.g., the number of medals) thrown in the game machine2reaches the upper limit; or ii) how many throw-in medals is necessary for reaching the upper limit (In order words, a gap to the upper limit).
This notification is achieved with the following method that the amount necessary for reaching the upper limit value is indicated by the digital score indicator19disposed on the front panel4of the game machine2. For instance, assuming that the number of medals represents the upper limit value, the player will be notified in the following manners. When indicating a gap to the upper limit, the number of medals insufficient for the upper limit is flashing on and off the display of the score indicator19. When indicating the upper limit arrival, an indication is also flashing on and off the display of the score indicator19. Although in this preferred embodiment, the digital score indicator is employed as notification means, for example, a crystal liquid display for indication may be attached to the front panel4. In this instance, it is preferable to produce more effective indication of the upper limit arrival on the liquid crystal display. As an example of representation, an expressive character appears on the display.
Although the instance of indicating the number of medals insufficient for the upper limit will be presented hereafter, without limiting to this, any indication manner may be employed which is capable of indicating apparently a gap between the upper limit and credit cumulative consumption. There are for example the following manners of: i) indicating both of a predetermined upper limit value and credit cumulative consumption; and ii) indicating a gap to the upper limit by a rate of credit cumulative consumption to a predetermined upper limit (i.e., one that expresses the degree of cumulative consumption in percentage).
FIG. 14is a flowchart showing the flow of operation when making a judgment of notification.
The server1judges as to whether a notification having contents as described above should be executed to a certain game machine2, on the basis of the fact that a game is being performed on this game machine2. In other words, if a game machine on which no game is being performed receives such a notification that there is an extremely large gap to the upper limit on this game machine, a certain player who is going to perform a game on this game machine may, in all probability, give up the game due to this notification. Accordingly, the changeover between indication and non-indication of notification aims at avoiding the above situation and producing higher game characteristics.
Referring toFIG. 14, the server1firstly judges a play status of the game machine2(step S100). This play status judgment is achieved by detecting whether a card is inserted in the card inlet22disposed in the game machine2. As stated above, this card may be an identification card storing the player's personal information, or a prepaid card etc. in order to purchase a certain amount of game medium before performing a game. This preferred embodiment will be described as applied to the instance of using the above-mentioned identification card.
A card reader23for detecting a card insertion is provided in the game machine2. Specifically, the ROM36stores a program to be executed according to an instruction of the CPU33. Under this program, it is judged that a game is being performed if the card reader23detects a card, and that no game is performed if the card reader23detects no card.
In this manner, using the card reader23judges whether the game machine2is in play (step S101). As described above, a card will be detected if the game machine2is in play, and no card will be detected if not in play. The CPU33of the game machine2executes this card detection. This card detection result (a card detection signal) is sent to the server1via the communication interface circuit41, network NT, and the communication interface53of the server1. As a card detection signal, the value of “1” is sent as data when a card is detected, and the value of “0” is sent as data when no card is detected.
Upon completion of the above-mentioned card detection processing, the server1reads the player's information and adds the game medium throw-in number (step S102). The number of medals as a game medium is, as described above, a standard for judging whether the upper limit value should be indicated. The medal sensor in the vicinity of the throw-in slot15of the game machine2detects throw-in medals, and the detected throw-in number is stored in the RAM37according to an instruction of the CPU33. The past throw-in number data is stored in the RAM37. The CPU33reads this data and adds the current throw-in number thereto, thereby updating the throw-in number data. This updated throw-in number data is stored in the RAM37. At a predetermined timing, the cumulative throw-in number data stored in the RAM37is sent to the server1via the communication interface circuit41, network NT, and the communication interface53of the server1. The sent data is stored in the memory52, based on an instruction of the CPU51.
The CPU33of the game machine2performs processing for adding the game medium throw-in number, to obtain data indicating its cumulative throw-in number. Receive of this data, the server1judges whether the cumulative throw-in number reaches 60% or more of the upper limit value (step S103).
As used herein, the expression “60% or more of the upper limit value” is a standard amount for judging whether a gap to the upper limit on a game machine2should be displayed on the display part19of this game machine2. The numerical value of “60%” is for purposes of illustration only and is not to be constructed as a limiting value. It is however preferred to use at least a numerical value of slightly exceeding half the upper limit, in view of the player's psychological lift.
Judgment whether the cumulative throw-in number reaches 60% or more of the upper limit value is made by the CPU33of the game machine2. If the CPU33judged that the cumulative throw-in number does not reach 60% or more of the upper limit value, the game machine2returns the processing to step S102, and performs processing for adding the number of throw-in game media (corresponding to medals in this preferred embodiment). On the other hand, if judged that it reaches the 60% or more, the game machine2displays the amount insufficient for the upper limit (step S104).
As used herein, the expression “the amount insufficient for upper limit” is for indicating how many throw-in medals are required to reach the upper limit value that has been set in step S21(seeFIG. 6). Processing for indicating the amount insufficient for upper limit is executed under a program stored in the ROM36, based on an instruction of the CPU33. Specifically, there is calculated the amount insufficient for upper limit (i.e., a numerical value to be calculated by subtracting the cumulative throw-in number from the upper limit value), and this numerical value is displayed on the display part19of the game machine2.
By executing the foregoing processing, the player performing a game on a certain game machine is unaware of a gap to the upper limit on this game machine from the beginning of the game to the arrival at a predetermined status. The player will therefore continue playing the game with excitement, thereby providing the game machine of high game characteristics.
Upon completion of the above-mentioned processing for displaying the amount insufficient for upper limit, the game machine2adds the next game medium throw-in number (step S105).
The number of medals as a game medium is a standard for judging whether the upper limit value should be displayed. The medal sensor of the game machine2detects throw-in medals, and data of this throw-in number is stored in the RAM37according to an instruction of the CPU33. The CPU33executes the following processing for: i) reading the past throw-in number data stored in the RAM37; ii) adding the current throw-in number to update this data; and iii) directing the RAM37to store the updated data. The cumulative throw-in number data stored in the RAM37is sent to the server1at a predetermined timing. The sent data is stored in the memory52based on an instruction of the CPU51.
The CPU33of the game machine2performs processing for adding the game medium throw-in number, to obtain data indicating its cumulative throw-in number. Receive of this data, the server1judges whether the cumulative throw-in number reaches 80% or more of the upper limit value (step S106).
As used herein, the expression “80% or more of the upper limit value” is a standard amount for judging whether the “display status” of the gap to the upper limit on a game machine2, which has been effected on the display part19of this game machine2in the above-mentioned processing for displaying the amount insufficient for upper limit (step S104), should be changed to the “non-display status.” The numerical value of “80%” is for purposes of illustration only and is not to be constructed as a limiting value. In view of the player's psychological rise, it is preferred to use such numerical values giving the player the impression that it is short way to the upper limit.
Judgment whether the cumulative throw-in number reaches 80% or more of the upper limit value is made by the CPU33of the game machine2. If the CPU33judged that the cumulative throw-in number does not reach 80% or more of the upper limit value, the game machine2returns the processing to step S105, and performs processing for adding the number of throw-in game media (corresponding to medals in this preferred embodiment). On the other hand, if judged that it reaches the 80% or more, the game machine2does not display the amount insufficient for upper limit (step S107). This non-display of the amount insufficient for upper limit is executed under a program stored in the ROM36, based on an instruction of the CPU33. As the result, the display status of the gap to the upper limit on the display part19of the game machine2is changed to the non-display status.
In the case that no card is detected in step S101, the upper limit value is also not displayed (step S108).
By executing the foregoing processing, in the absence of player performing a game on a certain game machine, there moves to the state of displaying no information about a gap to the upper limit on this game machine. It is therefore avoidable that a certain player who is going to perform a game on this game machine decides to start a game by checking the upper limit value displayed on the game machine.
11. Operations and Effects
The foregoing preferred embodiment produces mainly the following operations and effects.
(1) In the collective control of plural game machines placed in the same parlor, each game machine detects player change and the credit cumulative consumption on each game machine is managed player by player. Therefore, when the credit cumulative consumption of a certain player reaches a predetermined upper limit, payout return can be executed to this player. This ensures payout return per player, thereby permitting the player to perform a game without anxiety and also inducing the player to continue the game until payout return is executed.
(2) Display and non-display of notification about both information of: i) a predetermined upper limit value; and ii) a gap to the upper limit in each player, can be changed depending on the play status. Thereby, when the upper limit information is displayed, the player continues a game while expecting payout return to be given after reaching the upper limit. On the other hand, when no upper limit information is displayed, the player can perform a game while getting a kind of high thrill. These permit to produce high game characteristics.
(3) No upper limit information is displayed on a game machine that is not in play. It is therefore avoidable that a certain player who is going to perform a game selects a game machine by checking the upper limit value.
(4) In spite of the game machine on which the player can perform a game without anxiety, high game characteristics are maintained. It is therefore possible to solve the problem of missing customers that has occurred in the conventional game machines.
While but one embodiment of the invention has been shown and described, it will be understood that many changes and modifications may be made therein without departing from the spirit or scope of the present invention.
There are for example the followings modifications:
(1) Although the identification card is used for judging whether a game machine is in play, the above-mentioned prepaid card may be used for judging the play status. Preferably, the prepaid card stores an identification number data. Whereas in the use of a prepaid card storing no identification number data, although it is impossible to discriminate the player, if judged that a game machine is not in play according to a detection signal of the card reader, the game machine can be brought into the non-display status. If judged as being in play, the game machine can be brought into the display status.
(2) Although there has been discussed only as to whether a predetermined upper limit value should be notified, if it is possible to know a gap between the credit cumulative consumption of the player and the upper limit, the display of this gap can be switched between the display status and non-display status. As a specific means to know the above-mentioned gap, there are for example the following methods of: i) displaying both of a predetermined upper limit value and a credit cumulative consumption; and ii) displaying a gap to the upper limit by a rate of credit cumulative consumption to a predetermined upper limit (i.e., one that expresses the degree of cumulative consumption in percentage).
Claims
- A game server for collectively controlling a plurality of game machines, each of which has a display and is brought into a status enabling starting of a game based on insertion of coins or a given credit number and executes a first payout based on a result of the game, and for directing execution of a second payout based on a cumulative value corresponding to the number of coins or the credit number bet by a player playing the game on each of said plurality of game machines having reached a predetermined upper limit, said game server comprising: a communication interface configured for receiving (i) information indicative of status of each of said plurality of game machines, and (ii) information indicative of the cumulative value corresponding to the number of coins or the credit number bet by only a single player continuously playing the game on each of said plurality of game machines;and a CPU configured for directing, based on the received information indicative of the status of an applicable one of said plurality of game machines, sending of a signal to the applicable game machine for switching between (a) a display status in which information related to the predetermined upper limit is displayed on the display of said applicable game machine if the received information indicates the status of said applicable game machine as being in play and (b) a non-display status in which said information related to the predetermined upper limit not displayed on said display if the received information indicates the status of said applicable game machine as being not in play;wherein said information related to the predetermined upper limit is information representing a gap between the cumulative value indicated in the received information associated with the applicable game machine and said predetermined upper limit associated with the applicable game machine;wherein the received information indicative of the status of an applicable game machine is information indicative of the involvement of a player detected by a sensor provided at the applicable game machine and the CPU sends a signal to the applicable game machine to switch to the display status only if the received information indicates detection of a player's involvement in the game at the applicable game machine.
- The game server according to claim 1 , wherein: the CPU also directs execution of said second payout (i) without fail by each of said plurality of game machines for which the received information indicates that the cumulative value has reached said predetermined upper limit and (ii) based on a result of a timing determination lottery for determining timing of said payout.
- The game server according to claim 2 , wherein: the CPU determines, based on the received information indicative of the cumulative value, that the cumulative value has reached the predetermined upper limit when one player playing said game on one of said plurality of game machines (i) is not changed to another player and (ii) continues playing said game until the cumulative value has reached said predetermined upper limit on said one game machine.
- The game server according to claim 3 , wherein: the CPU also directs, when said one player playing said game on said one game machine is changed to another player, sending of a signal for resetting the cumulative value on said one game machine.
- The game server according to claim 2 , wherein: the CPU also directs, when one player playing said game on one of said plurality of game machines is changed to another player, sending of a signal for resetting the cumulative value on said one game machine.
- The game server according to claim 1 , wherein: the CPU also determines, based on the received information indicative of the cumulative value, that the cumulative value has reached the predetermined upper limit when one player playing said game on one of said plurality of game machines continues playing said game until the cumulative value has reached said predetermined upper limit.
- The game server according to claim 1 , wherein: the CPU also directs, when one player performing said game on one of said plurality of game machines is changed to another player, sending of a signal for resetting the cumulative value on said one game machine.
- The game server according to claim 1 , wherein the CPU further directs, based on the information indicative of the cumulative value having reached the predetermined upper limit, but irrespective of the game result, sending of a signal to the applicable game machine for executing the second payout.
- The game server according to claim 1 , wherein the CPU further directs sending of a signal to the applicable game machine for starting a calculation of the cumulative value upon receiving a signal indicative of the involvement of a player detected by the sensor provided in the applicable game machine.
- A game machine, which is brought into a status enabling starting of a game based on insertion of coins or a given credit number, which is under collective control of a game server together with other game machines, which executes a first payout return based on a result of play of the game, and which executes a second payout in accordance with a directive from the game server based on a cumulative value corresponding to the number of coins or the credit number consumed by a player playing the game on the game machine reaching a predetermined upper limit, the game machine comprising: a sensor configured for detecting a plaver's involvement in the game at the game machine;a display configured for displaying information related to the predetermined upper limit;a communication interface configured for (i) sending information indicative of status of the game machine and information indicative of the cumulative value corresponding to the number of coins or the credit number bet by a single player continuously playing the game on the game machine to the game server, and (ii) receiving a signal from the game server for switching between (a) display status in which the information related to the predetermined upper limit is to be displayed if the sent information indicates the status of the game machine as being in play and (b) non-display status in which said information related to the predetermined upper limit is not to be displayed if the sent information indicates the status of the game machine as being not in play;wherein the display switches to displaying or not displaying the information related to the predetermined upper limit based on the received signal;wherein said information related to the predetermined upper limit is information about a gap between said predetermined upper limit and said cumulative value;wherein the sent information indicative of the status of the game machine is information indicative of the involvement of a player detected by the sensor and the received signal is for switching to the display status only if the sent information indicates detection of a player's involvement in the game at the game machine.
- The game machine according to claim 10 , further comprising: a CPU for executing said second payout;wherein the communication interface is also for receiving the directive to execute the second payout from the game server without fail after the cumulative value on the game machine reaches said predetermined upper limit;wherein the received directive establishes a timing for the execution of the second payout corresponding to a result of a timing determination lottery.
- The game machine according to claim 11 , wherein: the CPU is also for determining the cumulative value only so long as said single player continues to play said game and at least until the determined cumulative value has reached said predetermined upper limit.
- The game machine according to claim 12 , wherein: the CPU is also for resetting the cumulative value on the game machine after said one player playing said game on said game machine is changed to another player.
- The game machine according to claim 11 , wherein: the CPU is also for resetting the cumulative value on the game machine after a player playing the game on said game machine is changed to another player.
- The game machine according to claim 10 , further comprising: a CPU for determining the cumulative value only so long as said single player continues to play said game on said game machine and at least until said determined cumulative value has reached said predetermined upper limit.
- The game machine according to claim 10 , further comprising: a CPU for resetting the cumulative value on the game machine after a player playing the game on said game machine is changed to another player.
- The game machine according to claim 10 , wherein the game machine executes, based on the information indicative of the cumulative value having reached a predetermined upper limit, but irrespective of the game result,—the second payout.
- The game machine according to claim 10 , wherein: the game machine starts a calculation of the cumulative value upon receiving an instruction from the game server responsive to the sent information indicative of the status.
- A game control method for collectively controlling a plurality of game machines, each of which is brought into a status enabling starting of a game based on insertion of coins or a given credit number and executes a first payout based on the result of play of the game, and for directing execution of a second payout based on a cumulative value corresponding to the number of coins or the credit number consumed by a player playing the game on each of the plurality of game machines reaching a predetermined upper limit, said game control method comprising: (i) receiving information indicative of status of each of said plurality of game machines, and information indicative of the cumulative value corresponding to the number of coins or the credit number consumed by a single player continuously playing the game on each of said plurality of game machines;(ii) sending, based on the received information indicative of the status of an applicable one of said plurality of game machines, a signal to the applicable game machine directing switching between (a) a display status in which information related to a predetermined upper limit is displayed in association with the applicable game machine if the received information indicates the status of the applicable game machine as being in play and (b) a non-display status in which said information related to the predetermined upper limit is not displayed in association with the applicable game machine if the received information indicates the status of the applicable game machine as being not in play;wherein said information related to the predetermined upper limit is information representing a gap between said cumulative value on the applicable game machine and said predetermined upper limit;wherein the received information indicative of the status of an applicable game machine is information indicative of the involvement of a player detected by a sensor at the applicable game machine and the signal sent to the applicable game machine directs switching to the display status only if the received information indicates detection of a player's involvement in the game at the applicable game machine.
- The game control method according to claim 19 , further comprising: sending a signal to one of the plurality of game machines directing execution of said second payout without fail after the received information indicates that the cumulative value on the one game machine has reached said predetermined upper limit;and executing a timing determination lottery for determining a timing of the execution of said second payout by the one game machine.
- The game control method according to claim 20 , further comprising: sending the signal to the one game machine directing execution of said second payout only if one player continues playing said game on said one game machine until said cumulative value on the one game machine has reached said predetermined upper limit.
- The game control method according to claim 21 , further comprising: resetting the cumulative value on the one game machine if the one player playing said game on said one game machine is changed to another player.
- The game control method according to claim 20 , further comprising: resetting the cumulative value on the one game machine if a player playing said game on said one game machine is changed to another player.
- The game control method according to claim 19 , further comprising: sending a signal to one of the plurality of game machines directing execution of said second payout only if one player continues playing said game on said one game machine until said received information indicates that the cumulative value on said one game machine has reached said predetermined upper limit.
- The game control method according to claim 19 , further comprising: resetting the cumulative value on one of the plurality of game machines if a player playing said game on said one game machine is changed to another player.
- The game control method according to claim 19 , further comprising: sending a signal to the applicable game machine for executing, based on the information indicative of the cumulative value having reached the predetermined upper limit, but irrespective of with the game result,—the second payout.
- The game control method according to claim 19 , further comprising: sending a signal to the applicable game machine for starting a calculation of the cumulative value upon receiving the information indicative of the involvement of a player detected by the sensor at the applicable game machine.
- A game machine, which is brought into a status enabling starting of a game based on insertion of coins or a given credit number, which is under collective control of a game server together with other game machines, which executes a first payout based on a result of play of the game, and which executes a second payout in accordance with a directive from the game server based on a cumulative value corresponding to the number of coins or the credit number bet by a player continuously playing the game on the game machine reaching a predetermined upper limit, the game machine comprising: a sensor configured for detecting a player's involvement in the game at the game machine;a display configured for displaying information related to a predetermined upper limit;and a communication interface configured for (i) sending information indicative of status of play of the game on the game machine to the game server, and (ii) receiving a signal from the game server for switching to displaying the information related to the predetermined upper limit if the sent information indicates the status of the game machine as being in play;wherein said information related to the predetermined upper limit is information about a gap between said predetermined upper limit and said cumulative value;wherein the display only displays the information about the gap if the sensor detects a player's involvement in the game at the game machine.
- The game machine according to claim 28 , wherein the game machine, based on the information indicative of the cumulative value having reached a predetermined upper limit, but irrespective of the game result, executes the second payout.
- The game machine according to claim 28 , further comprising a sensor, wherein the game machine sends a signal indicative of the involvement of a player detected by the sensor to the game server, and the game machine starts a calculation of the cumulative value upon receiving an instruction from the game server responsive to the sent information indicative of the status.
- A game machine, which is brought into a status enabling starting of a game based on a number of inserted coins or a given credit number, and which executes a payout based on a result of play of the game, the game machine comprises: a CPU;a ROM storing a computer program for the CPU controlling the game machine;a RAM storing a cumulative value that increases by an addition of the number of coins or the credit number bet by a single player continuously playing the game in response to a start of the game based on the number of inserted coins or the given credit number;a display configured for displaying information related to a predetermined upper limit;and a sensor configured for detecting a involvement of a player;wherein the CPU is configured to execute the computer program in a process comprising: (a) setting a predetermined upper limit upon receiving a signal indicative of the involvement of a player from the sensor, and resetting the cumulative value stored in the RAM;(b) starting an addition for the cumulative value subsequent to the setting of the predetermined upper limit, and updating the cumulative value in accordance with the number of inserted coins or the given credit number;(c) determining by comparison whether or not the updated cumulative value has reached the upper limit;(d) executing a predetermined payout when the CPU determines that the updated cumulative value has reached the upper limit;and (e) instructing the display to display or not to display information related to the upper limit;wherein the information related to the predetermined upper limit is information representing a gap relative to the predetermined upper limit wherein the display only displays the information about the gap if the sensor detects a player's involvement in the game at the game machine.
- The game machine according to claim 31 , wherein the CPU executes resetting in the process (a), upon receiving from the sensor a signal indicative of another player replacing the player having played the game on the game machine.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.