GAMING MACHINE IN WHICH A BET IS MADE ON A CHARACTER MOVEMENT AT EACH UNIT GAME

Information

  • Patent Application
  • 20120309501
  • Publication Number
    20120309501
  • Date Filed
    June 02, 2011
    13 years ago
  • Date Published
    December 06, 2012
    12 years ago
Abstract
A gaming machine includes: a common display device that displays a route made of a plurality of continuous frames; a plurality of game terminals; a bet input portion that is provided in each of the game terminals, for placing a bet in each unit game; a number-of-movements determining portion that determines by means of random numbers a number of frames, in a case where a bet is placed; a number-of-movements display portion that displays the number of the frames; a character movement portion that moves the character in accordance with the number of the frames in the route; an event executing portion that executes an event associated with the frame at which the character stops; and a prize awarding portion that awards a prize in accordance with a result of the event.
Description
BACKGROUND OF THE INVENTION

1. Field of the Invention


The present invention relates to a gaming machine in which a bet is made on a character movement at each unit game.


2. Description of the Related Art


As a conventional gaming machine, there exists a gaming machine in which symbol arrays made of a plurality of reels are varied and then are rearranged, and according to the symbols after rearranged or a combination of the symbols, a prize is awarded to a player (for example, United State Patent Application Publication No. 2008/0058067 and United State Patent Application Publication No. 2008/0058072).


However, in the conventional gaming machine, since unit games are repeatedly executed, there is no or little continuity of each unit game, and there has been a problem that it is difficult to attract a player's interest by the play of the game itself. In recent years, since advancement or complication of video games or the like is remarkable, such a problem has been relatively remarkable.


It is an object of the present invention to provide a new gaming machine in which continuity is imparted to repetition of the unit games.


SUMMARY OF THE INVENTION

(1) A gaming machine according to a configuration of the present invention, comprising:


a common display device that displays a route made of a plurality of continuous frames;


a plurality of game terminals;


a bet input portion that is provided in each of the game terminals, for placing a bet in each unit game;


a number-of-movements determining portion that determines by means of random numbers a number of frames to which a character corresponding to the game terminal moves in the route, i a case where a bet is placed via the bet input portion of the game terminal;


a number-of-movements display portion that displays the number of the frames that is determined by the number-of-movements determining portion in the common display device and/or the game terminal;


a character movement portion that moves the character in accordance with the number of the frames that is determined by the number-of-movements determining portion, in the route that is displayed on the common display device;


an event executing portion that executes an event associated with the frame at which the character stops; and


a prize awarding portion that awards a prize in accordance with a result of the event that is executed by the event execution portion.


According to a configuration of (1), each of a plurality of players (for example, two players) plays a game common to the plurality of players at one common display device. In the common game, unit games are sequentially played by each player. In one unit game, a bet, movement of a character, execution of an event, and awarding of a prize are performed in this sequential order.


In a unit game in the common game, a bet is first made by a player.


Next, by means of a number-of-movements determining portion, the number of frames in which a character moves in a route (hereinafter, referred to as the number of movements as well) is determined in accordance with random numbers, and by means of the number-of-movements display portion, the number of movements is displayed on a common display device and/or a game terminal. A display mode of the number of movements is not limited in particular, and for example, a variety of modes such as dice, roulette, or cards can be employed. The number-of-movements display portion displays an appearance in which dices roll and stop, an appearance in which the roulette rotates and stops, and an appearance in which cards are drawn and then are opened, for example.


It is desirable that the number of movements be displayed all over the game terminal and the common display device as follows. For example, it is desirable that an appearance in which dice rolling is started is displayed, the dice are displayed to move from the game terminal to the common terminal device, and then, the dice stop on the common terminal device. In this case, the number of movements may be displayed from the game terminal over the common display device or may be displayed from the common display device over the game terminal. The number of movements may be displayed only on the common display device, may be displayed on only the game terminal, or alternatively, may be displayed on each of the common display device and the game terminal. After that, a character moves in a route displayed on the common display device.


Next, an event associated with a frame in which the character has stopped is executed. The event is not limited in particular, and includes awarding of a prize, execution of a feature game, and a game in which a plurality of players can participate, for example. Next, a prize is awarded according to a result of the event. After that, a next unit game is started. A character position is maintained from the start of one unit game to the start of a next unit game. In this manner, continuity can be imparted to repetition of the unit games while the unit games are repeated.


The gaming machine of the present invention does not include a reel or a symbol matrix employed to award a prize according to symbols or a combination of the symbols.


(2) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine of (1), wherein,


in the route, a plurality of continuous frames are disposed in a linear manner,


in the frames, symbols associated with an event to be executed when the character stops at the frame are arranged,


the common display device rearranges the symbols with a predetermined timing, and scroll-displays the route with movement of the character by the character movement portion.


According to a configuration of (2), a plurality of continuous frames are arranged in a linear manner, symbols are arranged on the frames, and on the common display device, rearrangement of symbols and scroll-display of a route are performed according to the progress of a game. Such a display mode is similar to a display mode of reels in the conventional slot machine, and is familiar to players, thus making it easy to challenge the game.


On the other hand, where a game is started, a character moves on the reels in each unit game, an event according to a symbol at which the character has stopped is executed, and a prize according to a result of the event is awarded. This game is completely different from that played at the conventional slot machine. In this manner, compatibility between easiness to challenge games and unpredictability can be achieved.


(3) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine of (1) or (2), wherein,


the gaming machine comprises: a route data storage portion that stores route data indicating the route; and a route data update portion that updates the route data,


the common display device displays a part of the route; and


the route data update portion changes a non-display route portion other than a portion that is displayed on the common display device, in the route, with a predetermined timing.


According to a configuration of (3), a non-display route portion is changed with a predetermined timing, thus making it possible to enhance diversity or unpredictability of games can be enhanced and to prevent a player from losing the interest of the games.


The predetermined timing can include a time when a character stops at a start frame or a time when a unit game is executed, for example.


(4) The gaming machine according to a configuration of (3), wherein,


the route data update portion changes the non-display route portion in each unit game.


According to a configuration of (4), a non-display route portion is changed in each unit game, thus making it possible to further enhance diversity or unpredictability of games and to prevent a player from losing the interest of the games.


(5) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (4), wherein,


the bet input portion is configured so as to be directly operated by a player,


the gaming machine comprises an operation strength detecting portion that detects a strength of the operation of the player for the bet input portion, and


the number-of-movements display portion displays the number of movements determined by the number-of-movements determining portion in a manner according to the strength of the operation of the player that is detected by the operation strength detecting portion.


According to a configuration of (5), the number of movements is displayed in a mode according to the strength of a player's operation detected by an operation strength detecting portion. In other words, the number of movements is displayed in such a manner that where a bet input portion is a button and the number of movements is displayed by dice, if the button is strongly pressed, the dice roll significantly, whereas if the button is gently pressed, the dice roll slightly.


The number of movements is determined by means of lottery employing random numbers, and thus, a player may have an impression that he or she does not or cannot involve in determination of the number of movements. However, according to the configuration of (5), the number of movements is displayed in the mode according to the strength of the player's operation detected by the operation strength detecting portion, enabling the player to have an impression that he or she involves in determination of the number of movements and to enhance the interest of the games.


(6) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (5), wherein,


the gaming machine comprises a route data storage portion that stores the route data indicating the route,


the route includes a branch frame and a merge frame,


a plurality of branch routes are included between the branch frame and the merge frame,


a branch route including a high payment zone and a branch route including a low payment zone are provided in the plurality of branch routes;


a maximum value of a prize that a player can acquire in the high payment zone is set to be greater than a maximum value of a prize that a player can acquire in the low payment zone, and


an expectation value of the prize in the high payment zone is set to be substantially equal to an expectation value of the prize in the low payment zone.


According to a configuration of (6), a player is allowed to have a possibility of acquiring a more variety of prizes in a high payment zone, whereas the player is allowed to have a possibility of acquiring a less variety of prizes in a low payment zone. A plurality of branch routes with different tendency of awarding prizes are provided in a route, thereby making it possible to impart diversity to games and to enhance the interest of games.


In respect of being substantially equal, it is preferable that a rate of an expectation value of a prize in the high payment zone relative to an expectation value of a prize in the low payment zone be within ±3%; it is more preferable that the rate be within ±1%; and it is further preferable that the rate be within ±0.5%.


(7) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine of (6), wherein,


each of expectation value rates of prizes in the entire routes is smaller than 100%.


According to a configuration of (7), even if a high or low payment for each zone is provided, the rate of the expectation value in prize is less than 100%, thus making it possible to reduce apprehension that a gaming facility side suffers from disadvantage.


(8) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (7), wherein,


the event executing portion determines a result of the event by means of another random number that is different from the random numbers that the number-of-movements determining portion employs.


According to a configuration of (8), random numbers employed by the number-of-movement determining portion and random numbers for determining a result of an event are different from each other, thus making it possible to increase a variation of the progress of the play of game and to enhance the player's interest of games.


(9) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine of (8), wherein,


in a case where the character stops at a predetermined frame and a condition for generating an event of a type of which a predetermined plurality of players can participate is established, the event executing portion executes the event of a type of which the plurality of players can participate, the event enabling the character and another character that is different from the character to participate therein, and determines a result of the event by means of a random number other than the random numbers that the number-of-movements determining portion employs, in the event of a type of which the plurality of players can participate.


According to a configuration of (9), a possibility of a player playing a game so as to stop a character at a predetermined frame increases, thus enabling the player to be strongly conscious about continuity of a unit game. In addition to a continuous unit game, a game with another player can be played, thus making it possible to enhance the interest of the game more remarkably.


A condition for an occurrence of an event of a type of which a plurality of players can participate is not limited in particular. For example, the condition includes: that a game is played at another game terminal; a character corresponding to another game terminal stops at a frame other than a start frame; a character corresponding to another game terminal does not execute another event of a type of which a plurality of players can participate or a display for checking participation in another event of a type of which a plurality of players can participate is not provided in another game terminal; an error or the like does not occur with another game terminal, or any combination of these conditions occurs.


(10) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (9), wherein,


the route includes a branch frame and a plurality of branch routes that extend from the branch frame,


the gaming machine comprises: an option display portion that displays an option of the branch route in a case where the character corresponding to the game terminal moves to the branch frame; and a route selection command input portion that is provided in each of the game terminals, for inputting a command for selecting the branch route to which the character moves, by an operation of a player, and


the character movement portion moves the character on the branch route according to the command input via the route selection command input portion.


According to a configuration of (10), where a character has reached a branch frame, a player can select a route by oneself, thus enabling the player to be more strongly conscious around continuity of a unit game. As a result, the player can enhance the interest of game more remarkably.


(11) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (10), wherein,


the gaming machine comprises: a route data storage portion that stores the route data indicating the route; and


a liquidation processing portion that performs the liquidation processing,


the route has a start frame, and


the character movement portion moves the character corresponding to the game terminal to the start frame in a case where a command for the liquidation is input via the liquidation command input portion of the game terminal and then liquidation processing is performed by the liquidation processing portion.


Where a next player must start a game from a position of a character at the time of liquidation of a previous player, for example, if the player makes a liquidation and complete a game for a reason that more frames with low expectation values of prizes are arranged in a route of a character, it becomes difficult for the next player to participate in a game.


However, according to a configuration of (11), where a player has inputted a liquidation command, a character moves to a start frame, thus enabling another player to restart a game from a start position. Therefore, it is possible to prevent an occurrence of a circumstance that the next player hesitates to participate in a game due to the position of the character at the time of liquidation of the previous player.


(12) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (11), wherein,


the gaming machine comprises a route data storage portion that stores the route data indicating the route,


the route has a start frame and a goal frame, and


the character movement portion moves the character to the start frame in a case where the character stops at the goal frame.


According to a configuration of (12), a clear target is set for repetition of a unit game. Therefore, a player is caused to be strongly conscious about continuity of the unit game and to enhance the interest of the game.


(13) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (12), wherein,


the gaming machine comprises: a route data storage portion that stores the route data indicating the route; and a credit input portion that is provided in each of the game terminals, for inputting a credit,


the route data storage portion stores plural types of route data, and


the common display device displays the route based on any one of the plural types of route data when game is not play, and displays the route based on another item of route data in accordance with the input of the credit via the credit input portion.


According to a configuration of (13), where a player has inputted a credit via a credit input portion by inserting a gaming medium (such as chip, medal, or coin), for example, a route being displayed on the common display device is changed to another route. Therefore, it is difficult for a player to keep track of which route a game is to be played until the game is disclosed, and unpredictability of the game can be enhanced.


(14) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (13), wherein,


the gaming machine comprises a participation command input portion that is provided in each of the game terminal, for inputting by an operation of a player a command of whether or not to participate in an event of a type of which a plurality of player can participate, the event enabling a plurality of the game terminals to participate therein, and


in a case where the character stops at a predetermined frame and a condition for generating an event of a type of which a predetermined plurality of players can participate is established, the event executing portion executes the event of the type of which the plurality of players can participate, causes the game terminal corresponding to the character to participate in the event of a type of which the plurality of players can participate, and causes a game terminal inputting a command for participation in the event of the type of which the plurality of players can participate via the participation command input portion in the event of the type of which the plurality of players can participate, among other game terminals that are different from the game terminal.


According to a configuration of (14), a character of one player stops at a predetermined frame and then an event of a type of which a plurality of players can participate is executed, another player can select whether or not to participate in the event of the type of which the plurality of players can participate. Thus, diversity of games can be enhanced, and as a result, the interest of the games can be enhanced.


(15) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (14), wherein,


the gaming machine comprises a number-of-credits storage portion that stores the number of credits of a player for each of the game terminals,


the event executing portion executes the event of the type of which the plurality of players can participate, in a case where the character stops at a predetermined frame and a condition for generating an event of a type of which a predetermined plurality of players can participate is established,


the event of the type of which the plurality of players can participate is an event in which the game terminal corresponding to the character participates and another game terminal that is different from the game terminal can participate, and


the prize awarding portion awards a prize to the game terminal winning the event of a type of which the plurality of players can participate, while all or part of the number of credits of the game terminals participating in the event of the type of which the plurality of players can participate is employed as a fund.


According to a configuration of (15), in an event of a type of which a plurality of players can participate, the credit of each player is handled as a fund of prizes, thus making it possible to establish strategic way of playing a game in such a manner that a player with less credits challenges a player with more credits in the event of the type of which the plurality of players can participate. In addition, since the credit of each player is handed as a fund, there is no apprehension that the gaming facility side suffers from disadvantage. Therefore, a large amount of prize money is set and then the player's interest or excitement of the game can be enhanced.


(16) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (15), wherein,


the gaming machine comprises: an accumulation portion that accumulates part of a bet from each of the game terminals as a progressive fund; and a progressive payout portion that awards all or part of the progressive fund to the game terminal corresponding to the character in a case where a game progress state defined based on a position and/or a movement process of the character in the route meets a progress payout condition.


According to a configuration of (16), a game progress state defined based on a position and/or a movement process of a character is a result of repetition of unit games. That is, where the result of repetition of the unit games meets a progressive payout condition, such a progressive payout is performed. In this way, the result of the repetition of continuous unit games and the progressive payout condition are associated with each other, thereby enabling a player to be strongly conscious about continuity of the repetition of the unit games.


(17) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (16), wherein,


the common display device provides in each of the frames a display relating to an event to be performed in a case where the character stops at each of the frames, and


the event executing portion executes an event that is different from a content of a display before determining the number of movements of the character in a frame at which the character stops, in a case where a predetermined event change condition is established.


According to a configuration of (17), when a character has stopped at a frame indicating a blank, lottery of random numbers are performed, and according to a result of the lottery of random numbers, an event of a type of which a plurality of players can participate occurs. In this way, diversity of games can be enhanced by creating a state in which there is a possibility of executing an event which is different from the one displayed before determining the number of movements of the character.


(18) The gaming machine according to a configuration of the present invention, comprising further: in the gaming machine any one of (1) to (17), wherein,


the gaming machine comprises a character selection command input portion that is provided in each of the game terminals, for inputting by an operation of a player a command for selecting one character for a player to use in a game, and


the number-of-movements display portion provides a display by means of a language associated with the character that is selected by the command input via the character selection command input portion.


According to a configuration of (18), a character and a language are associated with each other, making it possible for players to select the character and the language at the same time and then start a game speedily. By associating the language with the character, the personality of the character is allowed to be impressed by the players, and each of the players can predict with which player to play a game. In this manner, each of the players is allowed to have an impression that a game is played together with a plurality of players more strongly, and as a result, the interest of the game can be enhanced.


According to the present invention, there can be provided a new gaming machine in which continuity is imparted to repetition of a unit game.





BRIEF DESCRIPTION OF THE DRAWINGS


FIG. 1 is a front view schematically showing a gaming machine according to a first embodiment of the present invention.



FIG. 2(
a) is a front view schematically showing a control panel of the gaming machine shown in FIG. 1; FIG. 2(b) is a front view schematically showing a payout of a screen of an entire gaming machine; and FIG. 2(c) is a front view schematically showing a layout of a screen of a game terminal.



FIG. 3 is a block diagram schematically depicting an internal construction of a common portion of the gaming machine shown in FIG. 1.



FIG. 4 is a block diagram schematically showing an internal construction of the game terminal of the gaming machine shown in FIG. 1.



FIG. 5 is a flowchart showing game control processing.



FIG. 6 is a flowchart showing map generation processing.



FIG. 7 is a flowchart showing idle mode processing.



FIG. 8 is a flowchart showing number-of-movements determination processing.



FIG. 9 is a flowchart showing number-of-movements display processing.



FIG. 10 is a flowchart showing character movement processing.



FIG. 11 is a flowchart showing branch frame display processing.



FIG. 12 is a flowchart showing scramble event execution processing.



FIG. 13 is a flowchart showing cashout processing.



FIG. 14(
a) is a view showing a number-of-movements determination table, and FIG. 14(b) is a view showing a map determination table.



FIG. 15 is a view schematically showing a map of a first pattern.



FIG. 16 is a view schematically showing a map of a second pattern.



FIG. 17 is a view schematically showing a map of a third pattern.



FIG. 18 is a view schematically showing a map of a fourth pattern.



FIG. 19(
a) to FIG. 19(c) are views each showing a high payment zone pattern determination table.



FIG. 20(
a) to FIG. 20(c) are views each showing a low payment zone pattern determination table.



FIG. 21(
a) to FIG. 21(c) are views each schematically showing an example of an idle mode image.



FIG. 22(
a) to FIG. 22(c) are views each schematically showing an example of an idle mode image.



FIG. 23 is a view schematically showing an example of a cash-out mode image.



FIG. 24(
a) to FIG. 24(c) are views each schematically showing an example of an image when the number of movements is displayed.



FIG. 25(
a) to FIG. 25(c) are views each schematically showing an example of an image when a branch frame is reached.



FIG. 26(
a) to FIG. 26(d) are views each schematically showing an example of an image when an event is executed.



FIG. 27(
a) to FIG. 27(e) are views each schematically showing an image of an image of a fixed payment event (date of payment).



FIG. 28(
a) to FIG. 28(d) are views each schematically showing an image of an image in a fixed payment event (resort).



FIG. 29(
a) to FIG. 29(d) are views each schematically showing an example of an image in a fixed payment event (birthday).



FIG. 30(
a) to FIG. 30(d) are views each schematically showing an example of an image in a fixed payment event (victory in tennis tournament/bowling tournament).



FIG. 31(
a) to FIG. 31(d) are views each schematically showing an example in a fixed payment event (special bonus).



FIG. 32(
a) to FIG. 32(g) are views each schematically showing an example of an image in a random payment event (fishing).



FIG. 33(
a) to FIG. 33(l) are views each schematically showing an example of an image in a pick bonus event (bowling).



FIG. 34(
a) to FIG. 34(g) are views each schematically showing an example of an image in a random payment event (hotdog battle tournament).



FIG. 35(
a) to FIG. 35(g) are views each schematically showing an image of an image in a random payment event (pie battle tournament).



FIG. 36(
a) to FIG. 36(f) are views each schematically showing an example of an image in a random payment event (promotion).



FIG. 37(
a) to FIG. 37(g) are views each schematically showing an example of an image in a random payment event (lottery).



FIG. 38(
a) to FIG. 38(f) are views each schematically showing an example of an image in a pick bonus event (hamburger shop).



FIG. 39(
a) to FIG. 39(f) are views each schematically showing an example of an image in a pick bonus event (doughnut shop).



FIG. 40(
a) to FIG. 40(f) are views each schematically showing an example of an image in a pick bonus event (sushi bar).



FIG. 41(
a) to FIG. 41(l) are views each schematically showing an example of an image in a random payment event (darts).



FIG. 42(
a) to FIG. 42(g) are views each schematically showing an example of an image in a pick bonus event (horserace).



FIG. 43(
a) to FIG. 43(f) are views each schematically showing an example of an image in a pick bonus event (shopping (wristwatch)).



FIG. 44(
a) to FIG. 44(f) are views each schematically showing an example of an image in a pick bonus event (shopping (furniture)).



FIG. 45(
a) to FIG. 45(f) are views each schematically showing an example of an image in a pick bonus event (shopping (shoes)).



FIG. 46(
a) to FIG. 46(f) are views each schematically showing an example of an image in a pick bonus event (shopping (bag)).



FIG. 47(
a) to FIG. 47(f) are views each schematically showing an example of an image in a pick bonus event (shopping (necktie/scarf)).



FIG. 48(
a) to FIG. 48(f) are views each schematically showing an example of an image in a pick bonus event (shopping (department store)).



FIG. 49(
a) to FIG. 49(f) are views each schematically showing an example of an image in a pick bonus event (shopping (ring selection)).



FIG. 50(
a) to FIG. 50(g) are views each schematically showing an example of an image in a pick bonus event (shopping (product sales)).



FIG. 51(
a) to FIG. 51(h) are views each schematically showing an image of an image in a random payment event (casino's slot machine).



FIG. 52(
a) to FIG. 52(g) are views each schematically showing an image of an image in a random payment event (car purchase).



FIG. 53(
a) to FIG. 53(f) are views each schematically showing an image of an image in a random payment event (marriage).



FIG. 54(
a) to FIG. 54(j) are views each schematically showing an image of an image in a WIN or END event (present).



FIG. 55(
a) to FIG. 55(j) are views each schematically showing an image of an image in a WIN or END event (graduation).



FIG. 56(
a) to FIG. 56(k) are views each schematically showing an image of an image in a WIN or END event (stock investment).



FIG. 57(
a) to FIG. 57(k) are views each schematically showing an image of an image in a WIN or END event (investment in kind).



FIG. 58(
a) to FIG. 58(j) are views each schematically showing an image of an image in a WIN or END event (affiliation).



FIG. 59(
a) to FIG. 59(d) are views each schematically showing an image of an image in a fixed payment event (marriage day).



FIG. 60(
a) to FIG. 60(d) are views each schematically showing an image of an image in a fixed payment event (victory in marathon tournament).



FIG. 61(
a) to FIG. 61(d) are views each schematically showing an image of an image in a fixed payment event (independence).



FIG. 62(
a) to FIG. 62(f) are views each schematically showing an example of an image in a random payment event (management of apartment).



FIG. 63(
a) to FIG. 63(f) are views each schematically showing an example of an image in a pick bonus event (wine selection).



FIG. 64(
a) to FIG. 64(f) are views each schematically showing an example of an image in a pick bonus event (picture purchase).



FIG. 65(
a) to FIG. 65(g) are views each schematically showing an example of an image in a pick bonus event (my home).



FIG. 66(
a) to FIG. 66(j) are views each schematically showing an example of an image in a WIN or END event (opening shop).



FIG. 67(
a) to FIG. 67(d) are views each schematically showing an example of an image in a fixed payment event (victory in golf tournament).



FIG. 68(
a) to FIG. 68(d) are views each schematically showing an example of an image in a fixed payment event (success in hotel management).



FIG. 69(
a) to FIG. 69(d) are views each schematically showing an example of an image in a fixed payment event (having become a king of building).



FIG. 70(
a) to FIG. 70(f) are views each schematically showing an example of an image in a random payment event (railway expansion).



FIG. 71(
a) to FIG. 71(i) are views each schematically showing an example of an image in a random payment event (railway expansion).



FIG. 72(
a) to FIG. 72(g) are views each schematically showing an example of an image in a pick bonus event (investment of real estate).



FIG. 73(
a) to FIG. 73(g) are views each schematically showing an example of an image in a pick bonus event (purchase of second house).



FIG. 74(
a) to FIG. 74(g) are views each schematically showing an example of an image in a pick bonus event (merger and acquisition of company).



FIG. 75(
a) to FIG. 75(j) are views each schematically showing an example of an image in a fixed payment event (goal).



FIG. 76(
a) to FIG. 76(i) are views each schematically showing an example of an image in a free game.



FIG. 77(
a) and FIG. 77(b) are views each schematically showing an example of a scramble event to be played by two players.



FIG. 78(
a) and FIG. 78(b) are views each schematically showing an example of a scramble event to be played by two players.



FIG. 79(
a) and FIG. 79(b) are views each schematically showing an example of a scramble event to be played by two players.



FIG. 80(
a) and FIG. 80(b) are views each schematically showing an example of a scramble event to be played by two players.



FIG. 81 is a view schematically showing an example of a scramble event to be played by two players.



FIG. 82(
a) and FIG. 82(b) are views each schematically showing an example of a scramble event to be played by one player.



FIG. 83(
a) and FIG. 83(b) are views each schematically showing an example of a scramble event to be played by one player.



FIG. 84 is a view schematically showing an example of a scramble event to be played by one player.



FIG. 85(
a) to FIG. 85(f) are views each schematically showing an example of an image in a scramble event “discover gold!”



FIG. 86(
a) to FIG. 86(g) are views each schematically showing an example of an image in a scramble event “discover gold!”



FIG. 87(
a) to FIG. 87(f) are views each schematically showing an example of an image in a scramble event “strike oil!”



FIG. 88(
a) to FIG. 88(e) are views each schematically showing an example of an image in a scramble event “strike oil!”



FIG. 89(
a) to FIG. 89(e) are views each schematically showing an example of an image in a scramble event “make a success of resort development!”



FIG. 90(
a) to FIG. 90(f) are views each schematically showing an example of an image in a scramble event “make a success of resort development!”



FIG. 91(
a) to FIG. 91(e) are views each schematically showing an example of an image in a scramble event “make a success of resort development!”



FIG. 92(
a) to FIG. 92(g) are views each schematically showing an example of an image in a scramble event “predict brand that will be higher in price!”



FIG. 93(
a) to FIG. 93(e) are views each schematically showing an example of an image in a scramble event “predict brand that will be high in price!”



FIG. 94 is a view schematically showing an example of an image in a scramble event “see through jewel that will be higher in price!”



FIG. 95(
a) to FIG. 95(e) are views each schematically showing an example of an image in a scramble event “increase profit in land development!”



FIG. 96(
a) to FIG. 96(c) are views each schematically showing an example of an image in a scramble event “increase profit in land development!”



FIG. 97 is a view showing an event list of a “young” generation.



FIG. 98 is a view showing an event list of a “middle” generation.



FIG. 99 is a view showing an event list of an “old” generation.



FIG. 100 is a view showing a payment table in a fixed payment event.



FIG. 101(
a) is a view showing a payment table in a random payment event; and FIG. 101(b) is a view showing a payment level lottery table.



FIG. 102(
a) to FIG. 102(j) are views each showing a payment table in a random bonus event.



FIG. 103(
a) is a view showing a payment table in a pick bonus event; and FIG. 103(b) is a view showing a payment level lottery table.



FIG. 104(
a) is a view showing a selection table in a first pick bonus event; and



FIG. 104(
b) to FIG. 104(e) are views each showing a payment table in the first pick bonus event.



FIG. 105(
a) is a view showing a selection table in a second pick bonus event; and FIG. 105(b) to FIG. 105(g) are views each showing a payment table in the second pick bonus event.



FIG. 106(
a) is a view showing a selection table in a third pick bonus event, and FIG. 106(b) to FIG. 106(d) are views each showing a payment table in the third pick bonus event.



FIG. 107(
a) is a view showing a selection table in a pick event “bowling”; FIG. 107(b) is a view showing a payment table in the pick event “bowling”; FIG. 107(c) is a view showing a selection table in a pick event “car purchase”; and FIG. 107(d) to FIG. 107(f) are views each showing a payment table in the pick event “car purchase”.



FIG. 108(
a) is a view showing a selection table in a pick event “purchase of second house”; FIG. 108(b) is a view showing a payment table in the pick event “purchase of second house”; FIG. 108(c) is a view showing a selection table in a pick event “my home”; and FIG. 108(d) is a view showing a payment table in the pick event “my home”.



FIG. 109(
a) is a view showing a selection table in a pick event “merger and acquisition of company”; FIG. 109(b) to FIG. 109(d) are views each showing a payment table in the pick event “merger and acquisition of company”; FIG. 109(e) is a view showing a selection table in a pick event “marriage”; and FIG. 109(f) to FIG. 109(h) are views each showing a payment table in the pick event “marriage”.



FIG. 110(
a) is a view showing a payment table in a WIN or END event, and FIG. 110(b) is a view showing a payment level lottery table in the WIN or END event.



FIG. 111(
a) is a view showing a selection table in a WIN or END event “stock investment”; FIG. 111(b) is a view showing a payment table in the WIN or END event “stock investment”; FIG. 111(c) is a view showing a selection table in a WIN or END event “investment in kind”; FIG. 111(d) is a view showing a payment table in the WIN or END event “investment in kind”; FIG. 111(e) is a view showing a selection table in a WIN or END event “affiliation”; FIG. 111(f) is a view showing a payment table in the WIN or END event “affiliation”; FIG. 111(g) is a view showing a selection table in a WIN or END event “opening shop”; and FIG. 111(h) is a view showing a payment table in the WIN or END event “opening shop”.



FIG. 112(
a) is a view showing a selection table in a WIN or END event “present”; FIG. 112(b) to FIG. 112(d) are views each showing a payment table in the WIN or END event “present”; FIG. 112(e) is a view showing a selection table in a WIN or END event “graduation”; and FIG. 112(f) to FIG. 112(h) are views each showing a payment table in the WIN or END event “graduation”.



FIG. 113(
a) is a view showing a payment table in a free game; and FIG. 113(b) is a view showing a line pattern in the free game.



FIG. 114(
a) is a view showing reels in a free game, and FIG. 114(b) is a view showing the number of symbols in each reel.



FIG. 115 is a view showing a selection table in a scramble event.



FIG. 116(
a) is a view showing a number-of-options lottery table in a scramble event “discover gold!”; FIG. 116(b) is a view showing a payment pattern lottery table;


and FIG. 116(c) to FIG. 116(k) are views each showing a payment table.



FIG. 117(
a) is a view showing an option lottery table in a scramble event “strike oil!”; and FIG. 117(b) to FIG. 117(d) are views each showing a payment table.



FIG. 118(
a) is a view showing a payment pattern lottery table in a scramble event “increase profit in land development!”; and FIG. 118(b) is a view showing a payment table.



FIG. 119(
a) is a view showing a payment pattern lottery table in a scramble event “make a success of resort development!”; and FIG. 119(b) is a view showing a payment table.



FIG. 120(
a) is a view showing a payment pattern in a scramble event “predict brand that will be higher in price!”; and FIG. 120(b) is a view showing a payment table.



FIG. 121(
a) is a view showing a payment pattern lottery table in a scramble event “see through jewel that will be higher in price!”; and FIG. 121(b) is a view showing a payment table.



FIG. 122 is a front view schematically showing a gaming machine according to a second embodiment of the present invention.



FIG. 123 is a front view schematically showing a gaming machine according to a third embodiment of the present invention.





DESCRIPTION OF THE PREFERRED EMBODIMENTS
First Embodiment

In a gaming machine 1 of the embodiment, a game is not played in which a plurality of symbols in symbol matrices or reels are rearranged in each unit game.


The game in the gaming machine 1 is played in the following procedure.


1. Place a bet required to cast dice.


2. Cast the dice.


3. Allow a character to move frames in map by a value of the dice.


4. Perform an event according to the frame in which the character has stopped, and then, make a payment for a prize according to a result of the event.


5. Return to the step 1 above.


The number of credits required for the bet in step 1 above is fixed to a predetermined number. The number of credits required for the bet is not configured so as to be able to set by a player. As the above map, a map that is selected by means of lottery from among plural kinds of maps at the time of starting a game is employed.



FIG. 1 is a front view schematically showing a gaming machine according to a first embodiment of the present invention.


A gaming machine 1 is provided with a common portion 10 and a plurality of game terminals 50 (two game terminals). The two game terminals 50 are disposed side by side. The common portion 10 is installed over the two game terminals 50 at an upper side of the two game terminals 50.


The common portion 10 is provided with a panel 11. On an upper side of the panel 11, decoration is applied, and at a lower side of the panel 11, a common display device 12 is engaged. At both side parts of the common display device 12, a plurality of LEDs 13 is installed. Although not shown, on the panel 11, a speaker 14 is installed.


The game terminal 50 is provided with a cabinet 51. At an upper center of the cabinet 51, a terminal display device 52 is installed. At a lower side of the terminal device 52, a control panel 53 is installed. On the control panel 53, a variety of input devices (to be described later) are installed.



FIG. 2(
a) is a front view schematically showing a control panel of the gaming machine shown in FIG. 1; FIG. 2(b) is a front view schematically showing a layout of a screen of an entire gaming machine; and FIG. 2(c) is a front view schematically showing a layout of a screen of a game terminal.


As shown in FIG. 2(a), on the control panel 53, a ROLL button 61, a HELP button 62, a CASHOUT button 63, and a CHANGE button 64 are installed. The ROLL button 61 is a button for inputting a command for casting dice (a command for determining the number of movements), and is compatible with a function as a BET button. That is, if the ROLL button 61 is operated by a player, a BET is established and a command for rolling dice is inputted.


The ROLL button 61 is provided in the game terminal 50, and is equivalent to a bet input portion at which a bet is placed in each unit game. In the present embodiment, the ROLL button 61 is a push button, and is configured to be directly (physically) operated by a player. The bet input portion is not limited to the push button, and may be a lever.


The present invention is not limited to this example, and in the gaming machine of the present invention, the ROLL button and the BET button may be provided separately. In this case, the command for determining the number of movements is configured to be input by an operation of the ROLL button after a BET input by the BET button. The CASHOUT button 63 is equivalent to a liquidation command input portion at which a liquidation command is input by a player's operation.


As shown in FIG. 2(b), the gaming machine 1 is provided with one common display device 12 and a plurality of terminal display devices 52. Each of the terminal display devices 52 is provided with player game screens 52a and 52b. A screen of the common display device 12 is divided in a transverse direction into the same number of game terminals 50, and player top screens 12a and 12b are positioned on upper sides of the player game screens 52a and 52b. A 1P top screen 12a is located on the upper side of the 1P game screen 52a, and a 2P top screen 12b is located at the upper side of the 2P game screen 52b.


On the common display device 12, a map, frames, and one's own piece are displayed. On the terminal display device 52, credit and BET information or the like of a player who plays a game at the game terminal 50 is displayed. One language in the terminal display device 52 can be switched into another. In the present embodiment, English can be switched into Chinese or vice versa. The languages in the common display device 12 can be set on the gaming facility side.


As shown in FIG. 2(c), on the upper side of the terminal display device 52, the number of credits, the number of bets, and the number of wins are displayed. On the lower side of the terminal display device 52, there are displayed: a HELP button which functions as the HELP button 62 in the same way; an English/Chinese button for instructing switching between English and Chinese; a volume button for inputting a command for volume control; a Denomi button for instructing display of denomination; and a character icon indicating a character in selection. Each image displayed on the lower side of the terminal display device 52 can be operated by means of a touch panel 60.



FIG. 3 is a block diagram schematically depicting an internal construction of the common portion in the gaming machine shown in FIG. 1.


A control portion 20 included in the common portion 10 is basically configured while a microcomputer 30 made of a CPU 21, a RAM 22, a ROM 23, and a bus 24 for transferring data between them is employed as a core. The ROM 23 stores a variety of programs for performing processing that is required to control the gaming machine 1, table data, image data or the like. The ROM 23 stores a map determination table (FIG. 14(b)) and map pattern data (FIG. 15 to FIG. 18). The map pattern data is equivalent to route data in the present invention. The ROM 23 is equivalent to a route data storage portion.


The RAM 22 is a memory that temporarily stores a variety of data computed by the CPU 21.


The CPU 21 is connected via an interface 25 to an image processing circuit 26, a voice circuit 27, an LED drive circuit 28, and a communication interface 29.


The common display device 12 is connected to the image processing circuit 26, the speaker 14 is connected to the voice circuit 27, and an LED 13 is connected to the LED drive circuit 28. Two game terminals 50 are connected to the communication interface 29.


The CPU 21 controls a game based on the programs stored in the ROM 23 and a variety of signals received from the game terminals 50, displays an image on the common display device 12 in accordance with the progress of a game, outputs a sound from the speaker 14, and lights the LED 13. In addition, the CPU 21 transmits a variety of signals to the game terminals 50 in accordance with the progress of a game.



FIG. 4 is a block diagram schematically depicting an internal construction of the game terminal in the gaming machine shown in FIG. 1.


A control portion 70 included in the game terminal 50 is basically configured while a microcomputer 83 made of a CPU 71, a RAM 72, a ROM 73, and a bus 74 for transferring data between them is employed as a core.


The ROM 73 stores a variety of programs for performing processing that is required to control the game terminal 50, data, image data or the like. In addition, the RAM 72 temporarily stores the number of credits accumulated in the game terminal 50 or a variety of data computed by the CPU 71. The RAM 72 is equivalent to a number-of-credits storage portion that stores the number of credits of a player for each game terminal 50.


The CPU 71 is connected via an interface 75, to a liquidation device 65, a credit input device 66, an image processing circuit 76, a touch panel drive circuit 77, a ROLL button switch circuit 78, a HELP button switch circuit 79, a CASHOUT button switch circuit 80, a CHANGE button switch circuit 81, and a communication interface 82.


The terminal display device 52 is connected to the image processing circuit 76, the touch panel 60 is connected to the touch panel drive circuit 77, the ROLL button 61 is connected to the ROLL button switch circuit 78, the HELP button 62 is connected to the HELP button switch circuit 79, the CASHOUT button 63 is connected to the CASHOUT button switch circuit 80, and the CHANGE button 64 is connected to the CHANGE button switch circuit 81.


The common portion 10 is connected to the communication interface 82. In the present embodiment, the ROLL button switch circuit 78 is provided with a pressure sensor (not shown), and is configured so as to be able to sense strength of a player's operation for the ROLL button 61. The pressure sensor is provided with: a pressure sensitive resistor in which a resistance value changes according to an area of contact with an object; and an elastic member that is disposed to be spaced from the pressure sensitive resistor at predetermined intervals and that moves toward the above pressure sensitive resistor by pressing the ROLL button 61. If the ROLL button 61 is depressed, the pressure sensitive resistor and the elastic member come into contact with each other, if the operation strength of the Roll button 61 becomes strong, the elastic member is deformed and then an area of contact with the pressure sensitive resistor increases. Concurrently, a resistance value of the pressure sensitive resistor decreases. Therefore, a voltage value of an analog signal that is output from the pressure sensor varies. The operation strength of the player for the ROLL button 61 can be detected by determining which of the predetermined operation strengths “strong”, “middle”, and “gentle” the voltage value comes under. The pressure sensor is not limited to this example, and a conventionally publicly known pressure sensor can be employed. The pressure sensor is provided as one example of an operation strength detecting portion in the present invention.


The liquidation device 65 is a device that is provided inside of the game terminal 50 and that performs liquidation processing based on a control signal output from the CPU 71. The liquidation processing is not limited in particular, and can include payout of gaming media such as coins or chips, output of receipt, liquidation of cards such as credit cards or the like. The liquidation device 65 may be configured so that plural kinds of liquidation processes are possible or maybe configured so that only one kind of liquidation process can be executed. The liquidation device 65 is equivalent to a liquidation processing portion that performs liquidation processing.


The credit input device 66 is a device that is provided inside the game terminal 50 and that accepts input of gaming media such as coins or chips, currencies such as bills or money, or cards such as credit cards, and an input amount is stored in the RAM 52 with a predetermined amount being one credit. The credit input device 66 is equivalent to a credit input portion that is provided in the game terminal 50.


In the present embodiment, the CPU 21 or 71 executes a variety of processes relating to a game (for example, the processes shown in FIG. 5 to FIG. 13), and a result of the processing are stored in each of the RAMs 22 and 72. Data stored in the RAMs 22 and 72 or part of the data is synchronized with a predetermined timing. That is, while, in the present embodiment, each of the control portion 20 (the CPU 21) and the control portion 70 (the CPU 71) performs processing according to the progress of a game, the present invention is not limited in particular as to which control portion performs which processing. In addition, in the present invention, the control portion does not need to be provided in a respective one of the common portion and the game terminal, and the control portion may be provided in the common portion or the game terminal only.



FIG. 5 is a flowchart showing game control processing.


In the game control processing, the CPU 21 or 71 performs map generation processing (FIG. 6) (step S11). In this manner, a map employed in a game is determined from among plural kinds of maps. Each map includes a route made of a plurality of continuous frames. Hereinafter, the map generation processing shown in FIG. 6 will be described.



FIG. 6 is a flowchart showing the map generation processing.


In the map generation processing, the CPU 21 refers to a map determination table (FIG. 14(b)), and selects a map pattern employed in a game (step S101) from among plural kinds (four kinds in the present embodiment) of map patterns (FIG. 15 to FIG. 18) that are stored in the ROM 23. Based on the map pattern selected in accordance with step S101 the common display device 12 displays a map (route). That is, from among the plural kinds of route data, the common display device 12 displays a route, based on any one item of the route data.


Next, the CPU 21 determines the contents of an event in a predetermined number of frames subsequent to a branch frame, by means of lottery employing random numbers (step S103). In the present embodiment, as shown in FIG. 15 to FIG. 18, the contents of an event in the predetermined number of frames subsequent to the branch frame (in a high payment zone in which “rough frames” are continuous or in a low payment zone in which “loose frames” are continuous) are not determined, and therefore, in step S103 the CPU 21 determines the contents of events in the high payment zone and in the low payment zone. When determining the event in the high payment zone, the CPU 21 refers to a high payment zone pattern determination table (FIG. 19) stored in the ROM 23. When determining the event in the low payment zone, the CPU 21 refers to a low payment zone pattern determination table (FIG. 20) stored in the ROM 23.


Next, the CPU 21 determines the contents of the event in each event frame, by means of lottery employing random numbers (step S105).


After that, the CPU 21 completes the map generation processing and then causes the routine to revert to the game control processing shown in FIG. 5. While, in the present embodiment, the common display device 12 rearranges the symbols arranged in the respective frames in a route when performing the map generation processing shown in FIG. 6, a timing of rearranging symbols is not limited to this example, and for example, symbols may be rearranged in each unit game. In addition, while, in the present embodiment, rearrangement of symbols in an entire route is executed in step S101, the present invention is not limited to this example. Rearrangement of symbols may be executed in only a part of the route.


Further, in the present embodiment, one route is made of 200 frames, and five frames are displayed on the common display device 12. In this way, in the present embodiment, the entire route is not displayed on the common display device 12 and then a part of the route is displayed.


Furthermore, in the present embodiment, the number of frames displayed on the common display device 12 (five frames in the present embodiment) is equal to or smaller than a maximum value of the number of movements of a character in a unit game (six movements in the present embodiment). It is preferable that the number of frames displayed on the common display device 12 be smaller than the maximum value of the number of movements of the character in the unit game. A frequency of scroll-display can be increased, and scroll-display in a route can be provided in a mode that is closer to a conventional slot machine.


The common display device 12 displays a route that is generated by the map generation processing. In each frame, a symbol relating to an event associated with such each frame is arranged.


Next, the CPU 21 and the CPU 71 perform idle mode processing (FIG. 7) (step S13). Hereinafter, the idle mode processing shown in FIG. 7 will be described.



FIG. 7 is a flowchart showing the idle mode processing. The idle mode processing is a process relating to image display when a unit game is not played (when a game is started or intervals between the unit games). When the idle mode processing is executed, the CPU 71 accepts an input of credit anytime via the credit input device 66. If a player inputs a credit to the credit input device 66 (inserts a coin or a gaming medium, for example), detection and identification by the credit input device 66 are performed, and a signal indicating a result of the detection and identification is output to the CPU 71. At this time, the CPU 71 performs interruption processing, and stores the number of credits according to a value of money or gaming media so as to be added to the number of credits stored in the RAM 72. In this manner, input of the number of credits completes.


In the present invention, when a character stops at a start frame (step S111: YES), the map generation processing shown in FIG. 6 may be executed every time the interruption processing according to the input of the number of credits is performed a predetermined number of times (once or a plurality of times). At this time, the common display device 12 displays a route, based on another item of route data, in accordance with the input of a credit via the credit input device 66 in a case where a game is not played.


In the idle mode processing shown in FIG. 7, first, the CPU 71 determines whether or not a character stops at a start frame (step S111). Where a character is not selected yet, the CPU 71 determines that the character stops at the start frame.


In a case of determining that the character stops at the start frame (step S111: YES), the CPU 71 determines whether or not the number c of credits in the game terminal 50, stored in the RAM 72, is set to 0 (step S113). Where the number c of credits in the game terminal 50, stored in the RAM 72, is set to 0 (step S113: YES), the CPU 71 displays an idle image shown in FIG. 21(a) (step S115). At this time, the number c of credits is set to 0, so that no character can be selected and no betting can be placed.


In a case of determining that the number c of credits is not set to 0 in step S113 (step S113: NO), the CPU 71 determines whether or not the number c of credits in the game terminal 50, stored in the RAM 72, is smaller than a minimum number C of credits required for betting (C=50 in the present embodiment) (step S117). In a case of determining that the number c of credits in the game terminal 50 is smaller than C (step S117: YES), the CPU 71 displays an idle image shown in FIG. 21(b) (step S119). At this time, the number c of credits is not set to 0, and therefore, a character can be selected, and however, the number c of credits is smaller than C, no betting can be placed.


In a case of determining that the number c of credits is smaller than C in step S117 (step S117: NO), the CPU 71 displays an idle image shown in FIG. 21(c) (step S121). At this time, the number c of credits is equal to or greater than C, character selection and betting are possible. The character selection is possible when the character stops at the start position.


In a case of executing the processing in step S115, S119, or S121, the CPU 71 then determines whether or not a command for character selection has been input (step S123). The command for character selection is inputted by an icon of a character in an idle image being operated via the touch panel 60. The idle image shown in FIG. 21(a) does not include a character icon, and thus, when the idle image shown in FIG. 21(a) is displayed, the command for character selection cannot be input.


In a case of determining that the command for character selection has been input in step S123 (step S123: YES), the CPU 71 performs character selection processing (step S125). In the character selection processing, the CPU 71 displays an image shown in FIG. 22(c), and when a character is selected by a player via the touch panel 60, that character is set as a character used by the player. While, in the present embodiment, the language in the terminal display device 52 can be switched by an “English/Chinese” icon being operated via the touch panel 60, the present invention is not limited to this example. For example, while a language is associated with each character, the image on the terminal display device 52 may be displayed in accordance with the language responsive to the selected character.


In a case of determining that the character does not stop at the start frame in step S111 (step S111: NO), the CPU 71 determines whether or not the number c of credits in game terminal 50, stored in the RAM 72, is set to 0 (step S127). In a case of determining that the number of credits is set to 0 (step S127: NO), it means that the number of credits is set to 0 in the middle of a game. In this case, the CPU 71 displays an idle image shown in FIG. 22(b) (step S129). At this time, the number c of credits is set to 0, and therefore, no character can be selected and no betting can be placed. In addition, in the idle image shown in FIG. 22(b), a display is provided to such an extent as to prompt a player to input a credit within a predetermined period of time.


Subsequent to the processing in step S129, the CPU 71 determines whether or not a credit has been input (step S131). Where a credit has been input (step S131: YES), the CPU 71 causes the routine to advance to step S137. If no credit has been input (step S131: NO), the CPU 71 determines whether or not a predetermined period of time has elapsed after the idle image shown in FIG. 22(b) has been displayed (step S133). In a case of determining that the predetermined period of time has not elapsed (step S133: NO), the CPU 71 causes the routine to revert to step S129. On the other hand, in a case where determining that the predetermined period of time has elapsed (step S133: YES), the CPU 71 causes the character to reverts to the start frame (step S135) and then causes the routine to advance to step S11 in which the game control processing shown in FIG. 5 is to be performed.


In a case of determining that the number c of credits is not set to 0 in step S127 (step S127: NO), or alternatively, in a case of determining that a credit has been input in step S131 (step S131: YES), the CPU 71 determines whether or not the number c of credits is smaller than C (step S137).


In a case of determining that the number c of credits is smaller than C (step S137: YES), the CPU 71 displays an idle image shown in FIG. 22(a) (step S139). At this time, the number c of credits is smaller than C, and therefore, no betting can be placed.


In a case of determining that the number c of credits is not smaller than C (step S137: NO), the CPU 71 displays an idle image shown at a lower stage of FIG. 7(a) (step S141). At this time, the number c of credits is equal to or greater than C, betting can be placed.


In a case of determining that a character has not been selected in step S123 (step S123: NO), or alternatively, in a case of executing the processing in step S125, S139, or S141, the CPU 71 determines whether or not the character has been selected (step S143). In a case of determining that the character has not been selected (step S143: NO), the CPU 71 causes the routine to revert to step S111. In a case of determining that the character has been selected (step S143: YES), the CPU 71 determines whether or not a ROLL operation (an operation of the ROLL button 61 or touching to a dice mage via the touch panel 60) has been made (step S145). In a case of determining that the ROLL operation has not been made (step S145: NO), the CPU 71 causes the routine to revert to step S111. In a case of determining that the ROLL operation has been made (step S145: YES), the CPU completes the idle mode processing shown in FIG. 7 and then causes the routine to reverts to the game control processing shown in FIG. 5.


Next, in step S15 in which the game control processing shown in FIG. 5 is to be performed, a command by the ROLL operation is input. At this time, the ROLL button 61 functions as a bet input portion at which betting is placed in each unit game.


While the present embodiment described a case in which the ROLL operation is compatible with a BET operation, the present invention is not limited to this example. The ROLL operation and the BET operation may be configured to be performed separately.


Subsequent to the ROLL operation in step S15, the number-of-movement determination processing (FIG. 8) is performed (step S17).


Hereinafter, the number-of-movements determination processing shown in FIG. 8 will be described.



FIG. 8 is a flowchart showing the number-of-movements determination processing. The number-of-movements determination processing is a process for determining the number of movement frames of a character in a unit game.


The CPU 71 subtracts the number C of credits from the number c of credits stored in the RAN 72 (step S161). In this manner, a bet of a player for a unit game is established. At this time, the CPU 21 may cumulatively add a part of the bet as a progressive fund and then store it in the RAM 22. Where a gaming machine is configured so as to perform progressive accumulation, when a game progress state defined based on a position and/or movement process of a character in a route meets a progressive payout condition, the CPU 21 may award all or part of the progressive fund to a game terminal 50 that corresponds to that character. The progressive payout condition is not limited in particular, and can include a character stopping at a goal, for example.


Where a gaming machine is configured so as to play a game in which when a character has passed through or stopped at a frame, that frame becomes a character's territory, and a character having obtained more territories becomes a winner, the progressive payout condition can include a character obtaining a predetermined number of territories (for example, all territories), for example.


The game progress state is not limited in particular as long as it is defined based on the character's position and/or movement process.


Next, the CPU 71 detects strength of an operation by a player, by means of a ROLL button switch circuit 78 (step S163). In the present embodiment, as described above, the strength of the player's operation for the ROLL button 61 is determined in three stages of “strong”, “middle”, and “gentle”, and a result of the detection is temporarily stored as data in the RAM 72. Where the ROLL operation has been made via the touch panel 60, the operation strength is handled as “middle”, and is temporarily stored in the RAM 72.


Next, the CPU 71 determines the number of movements of a character by means of lottery employing random numbers (step S165). While, in the present embodiment, the number of movements of the character is determined in a range of 1 to 6, the present invention is not limited to this example, and a selection range of the number of movements may change according to a state of a game. In addition, the random numbers employed in the gaming machine 1 may be software random numbers or may be hardware random numbers. When executing the processing in step S165, the control portion 70 functions as a number-of-movements determining portion.


Subsequent to step S165, the number-of-movements determination processing shown in FIG. 8 is determined and then the routine is reverted to the game control processing shown in FIG. 5.


Next, number-of-movements display processing (FIG. 9) is performed (step S19).


Hereinafter, the number-of-movements display processing shown in FIG. 9 will be described.



FIG. 9 is a flowchart showing the number-of-movements display processing.


The CPU 71 selects a display mode of dice, based on the operation strength detected in accordance with step S163 in FIG. 8 (step S171). The ROM 73 stores a table for determining the display mode of the number of movements. In the table for determining the display mode of the number of movements, the rolling distance and rolling time of the dice are associated with each other in accordance with each of the operation strengths in a plurality of stages. Specifically, the stronger the operation strength is, the longer the dice rolling distance is and the longer the rolling time is. In addition, the shorter the operation strength is, the shorter the dice rolling distance is and the shorter the rolling time is. Next, based on the display mode selected in step S171, the CPU 71 displays a dice image in a rolling mode in the terminal display device 52 of the game terminal 50 (step S173).


After that, the dice image is displayed so as to move from the game terminal 50 to the common display device 12 in a rolling mode (step S175). In step S175, first, the CPU 71 moves a dice image upward in a rolling mode in the terminal display device 52. With a timing of the dice image overflowing from an upper end of a player game screen 52a of the terminal display device 52, the CPU 21 displays the dice image so as to appear from a lower side of a player top screen 12a (FIG. 24(b)).


Next, in the player top screen 12a of the common display device 12, the CPU 21 displays the dice image in a rolling stop mode and then displays the number of movements (step S177). In the present embodiment, the rolling distance and rolling time of the dice image are different depending on the player's operation strength for the ROLL button 61. However, irrespective of the operation strength, when rolling of the dice image stops, the dice image is displayed at a predetermined position (lower right) of the player top screen 12a (FIG. 24(c)). In steps S173 to S177, the control portions 20 and 70 and the common display device 12 and the terminal display device 52 each function as a number-of-movements display portion that displays the number of movements determined by the number-of-movement determining portion. In the present embodiment, the number of movements is displayed in a mode according to the strength of the player's operation detected by the operation strength detecting portion.


Subsequent to step S177, the number-of-movement display processing shown in FIG. 9 is completed and then the routine is reverted to the game control processing shown in FIG. 5.


Next, character movement processing (FIG. 10) is executed (step S21). When executing the processing in step S21, the control portion 20 functions as a character movement portion that moves a character in accordance with the number of movements determined by a number-of-movements determining portion.


Now, the character movement processing shown in FIG. 10 will be described.


First, the CPU 21 sets in the RAM 22 the number M of movements determined in step S165 of FIG. 8 (step S181).


Next, the CPU 21 sets a current number of movements m=0 in the RAM 22 (step S183).


Then, the CPU 21 determines whether or not a frame next to the frame at which a character stops is positioned in a predetermined region at a center of the player top screen 12a of the common display device 12 (step S185). As shown in FIG. 24(a), at the center of the player top screen 12a, a rectangular region (the region indicated by the double-dotted chain line in the figure) is set. This region is a region for specifying a display position of the character, and is not displayed on the player top screen 12a. In an image shown in FIG. 24(a), the frame next to the frame at which the character (ellipse in the figure) stops is positioned in the region.


In a case of determining that the next frame is not positioned in the predetermined region (step S185: YES), the CPU 21 fixes a map (route) and then moves to a character to a next frame (step S187).


In a case where determining that the next frame is not positioned in the predetermined region (step S185: NO), the CPU 21 moves the character to the next frame while scroll-displaying a map (route) and then stop-displays the character in a predetermined coordinate system at the center of the screen (step S189). In the present embodiment, the route extends in a linear manner along a vertical direction, and therefore, a player sees scroll-display of the route as if reels in a slot machine were spinning (scroll-display of symbol arrays). At this time, the common display device 12 scroll-displays the route with the character movement by a character movement portion.


In a case of executing the processing in step S187 or S189, the CPU 21 determines whether or not the character has reached a branch frame (step S191). When the character has reached the branch frame, an image shown in FIG. 25(a), for example, is displayed on the common display device 12. A first frame in the branch route is arranged on each of the left and right sides of the branch frame, and each branch route extends in an upward direction from the first frame. That is, an extension direction of the branch route is identical to that of an ordinary route. In this manner, when the branch route is scroll-displayed, a player sees such scroll-display as if the reels in a slot machine were spinning (scroll-display of symbol arrays) as is the case with route scroll-display.


When it is determined that the character reaches the branch frame (step S191: YES), branch frame display processing (FIG. 11) is executed (step S193). Hereinafter, the branch frame display processing shown in FIG. 11 will be described. FIG. 11 is a flowchart showing the branch frame display processing. In the branch frame display processing, options of the branch routes are first displayed (step S201). In step S201, as shown in FIG. 25(b), the CPU 21 causes the common display device 12 to provide a display indicating that the character has reached the branch frame, and then, the CPU 71 causes the terminal display device 52 to provide a display of options prompting a player to select which of the branch routes among of a plurality of branch routes. One of these options is selected by the player's operation via the touch panel 60. In step S201, the control portion 70 and the terminal display device 52 each function as an option display portion, and the control portion 70, the terminal display device 52, and the touch panel 60 each function as a route selection command input portion.


Next, the CPU 71 determines whether or not a command for selection an option has been input (step S203: NO). In a case of determining that the command for selecting an option has not been input (step S203), the CPU 71 causes the routine to revert to step S203. Alternatively, in a case of determining that the command for selecting an option has been input (step S203: YES), the CPU 71 determines a branch route for a character to advance (step S205). At this time, the CPU 21 causes the common display device 12 to provide a display indicating that a character advances in the selected branch route (FIG. 25(c)). After that, when executing the processing in step S187 or S189, the control portion 20 functioning as a character movement portion moves the character on the branch route according to the command input in step S203. Subsequent to step S205, the branch frame display processing shown in FIG. 11 is completed, and the routine is reverted to the character movement processing shown in FIG. 10.


In the character movement processing shown in FIG. 10, in a case of determining that the branch frame has not been reached in step S191 (step S191: NO) or in a case of executing the processing in step S193, the CPU 71 increments a current number m of movements (m=m+1) (step S195). In this manner, the character advances by one frame in accordance with the processes in steps S185 to S195.


Next, the CPU 71 determines whether or not m=M is established (step S197). If m=M is not established (step S197: NO), the routine is reverted to step S185 and then the processes in steps S185 to S197 are repeated until m=M has been established. Where m=M is established (step S197: YES), the character movement processing shown in FIG. 10 is completed and then the routine is reverted to the game control processing shown in FIG. 5.


In the game control processing shown in FIG. 5, after the character movement processing in step S21 (FIG. 10) has been executed, an event according to a frame at which a character has stopped is executed.


In a route of the present embodiment, there are arranged: a start frame; a blank frame; a WIN or END frame; and a goal frame. In the present embodiment, the start frame is arranged at one end of the route, and the goal frame is arranged at the other end of the route. In the route, a plurality of frames is arranged in a linear manner. In FIG. 15 to FIG. 18, a map (route) is shown while it is divided into a plurality of stages for convenience of explanation. One start frame and one goal frame in the route are arranged.


In a case where the character has stopped at a fixed payment frame (step S31), the CPU 71 executes a fixed payment event and then pays a payment (a prize credit) displayed at that frame (step S33). In step S33, the CPU 71 stores the number of prize credits to be added to the number of credits stored in the RAM 72. After that, the CPU 71 causes the routine to revert to step S13.


In step S31, the control portion 70 functions as an event executing portion and then executes a fixed payment event that is associated with a fixed payment frame. In step S33, the control portion 70 functions as a prize awarding portion and then awards a prize in accordance with a result of the fixed payment event.


In a case where the character has stopped at a random payment frame (step S41), the CPU 71 executes a random payment event and then performs payment lottery by means of mystery (step S43). In step S43, the CPU 71 determines random number values by means of lottery apart from the random number valued employed to determine the number of movements and then determines a credit of a prize according to the random numbers. Then, the CU 71 stores the number of prize credits to be added to the number of credits stored in the RAM 72 (step S45). After that, the CPU 71 causes the routine to revert to step S13.


In steps S41 and S43, the control portion 70 functions as an event executing portion and then executes a random payment event that is associated with a random payment frame. In step S45, the control portion 70 functions a prize awarding portion and then awards a prize in accordance with a result of the random payment event.


In a case where the character has stopped at a pick bonus frame (step S51), the CPU 71 executes a pick bonus event and then performs picking of two options to seven options (step S53). There are two to seven options in one pick bonus event, and in the map generation processing (S11), the contents of the pick bonus event and the number of options are determined. However, a payment to be associated with each option (the number of prize credits) is determined by means of lottery employing random numbers, apart from the random numbers employed to determine the number of movements. Then, the CPU 71 stores the number of prize credits to be added to the number of credits stored in the RAM 72 (step S55). After that, the CPU 71 causes the routine to revert to step S13.


In steps S51 and S53, the control portion 70 functions as an event executing portion and then executes a pick bonus event that is associated with a pick bonus frame. In step S55, the control portion 70 functions as a prize awarding portion and then wards a prize in accordance with a result of the pick bonus event.


In a case where the character has stopped at a free game frame (step S61), the CPU 71 performs a free game a predetermined number of times in the terminal display device 52 (step S63). In the free game of the present embodiment, a game employing symbol matrixes (FIG. 113 and FIG. 114) of five reels and 30 lines displayed on the terminal display device 52 can be played without additional betting. In the free game, apart from the random numbers employed to determine the number of movements, lottery employing random numbers is performed, and according to a result of the lottery, symbols to be stopped at each reel are determined. In the present embodiment, lottery is performed for each reel, the symbols to be stopped at each reel are determined, and in accordance with the number of symbols of same kinds arranged on each line (FIG. 113(b)), a payment is determined (FIG. 113(a)). Subsequent to step S63, the CPU 71 pays a payment in a total number of free games (step S65). After that, the CPU 71 causes the routine to revert to step S13.


In steps S61 and S63, the control portion 70 functions as an event executing portion and then executes a free game that is associated with a free game frame. In step S65, the control portion 70 functions as a prize awarding portion and then awards a prize in accordance with a result of the free game.


In a case where the character has stopped at a WIN or END frame (step S71), the CPU 71 executes a WIN or END event and then performs picking of two options to five options (step S73). There are two to five options in one WIN or END event, and in the map generation processing (S11), the contents of the pick bonus event and the number of options are determined. However, an option with which movement to a start frame is to be associated and a payment associated with any other option (the number of prize credits) are determined by means of lottery employing random numbers, apart from the random numbers employed to determine the number of movements.


Subsequent to step S73, the CPU 71 determines whether a selected option is WIN or END (step S75). In the case of WIN (step S75: WIN), the CPU 71 pays a payment (prize credit) according to the result (step S77). In the case of END (step S75: END), the CPU 71 causes the character to revert to the start frame (step S85) and then causes the routine to revert to step S11.


In steps S71, S73, and S75, the control portion 70 functions as an event executing portion and then execute a WIN or END event that is associated with the WIN or END frame. In step S77, the control portion 70 awards a prize according to a result of the WIN or END event.


In a case where the character has stopped at the goal frame (step S81), the CPU 71 pays a payment that corresponds to the goal frame (step S83). Then, the CPU 21 causes the character to revert to a start frame (step S85) and then cause the routine to revert to step S11.


In step S81, the control portion 70 functions as an event executing portion and then executes a goal event that is associated with the goal frame (FIG. 75). In step S83, the control portion 70 awards a prize according to a result of the goal event.


In addition, in step S85, the control portion 20 functions as a character movement portion and then moves the character to the start frame in a case where the character has stopped at the goal frame.


In a case where the character has stopped at a blank frame (step S91), the CPU 71 determines whether or not to generate a scramble event by means of lottery employing random numbers (step S93). A probability of generating of the scramble event in the present embodiment is 1/10. In a case of determining that the scramble event is not generated (step S93: NO), the CPU 71 causes the routine to step S13. In a case of determining that the scramble event is generated (step S93), the CPU 71 performs scramble event execution processing (FIG. 12) (step S95) and then causes the routine to revert to step S13.


In step S95, the control portions 20 and 70 each function as an event executing portion and then execute a scramble event that is associated with the blank frame. After that, these control portions each function as a prize awarding portion and then award a prize according to a result of the scramble event. In the present embodiment, when the character stops at each frame (steps S31, S41, S51, S61, S71, S81, S91), after execution of an event and awarding of a prize have been completed, the routine is caused to revert to step S13. At this time, the CPU 21 may change part of a frame at a portion that is not displayed on the common display device 12 (a non-display route portion), by means of lottery employing random numbers. In this manner, a non-display route portion can be changed in each unit game. At this time, the CPU 21 functions as a route data updating portion. A timing of updating route data is not limited to this example.


In addition, while, in the present embodiment, in a case where the lottery in step S93 is won, an event (the scramble event) is executed which is different from the display content (brank frame) before determining the number of movements of the character at a frame at which the character has stopped, in the present invention, an event before changed and a combination of events after updated are not limited to this example. Further, an event change condition is not limited to winning lottery, and can include that: the number of credits is a predetermined number; or the number of movements of the character in a unit game of a predetermined number of times meets a predetermined condition (for example, the number of movements of the character in a unit game of a predetermined number of times is all the same) without being limitative thereto.


Next, a description will be given with respect to scramble event execution processing to be invoked in step S95 in which the game control processing shown in FIG. 5 is to be executed. A scramble event is provided as one example of an event of a type of which a plurality of players can participate, in the present invention.



FIG. 12 is a flowchart showing the scramble event execution processing.


In the scramble event execution processing, the CPU 21 determines whether or not an event generation condition is established (step S211). The scramble event generation condition in the present embodiment means that either of the following conditions (A) and (B) is established.


(A) There must be established all of the conditions that: a game is played at another game terminal 50; a character corresponding to another game terminal 50 stops at a frame other than a start frame; a character corresponding to another game terminal 50 has not executed an another event of a type of which a plurality of players can participate or a display for checking participation in another event of a type of which a plurality of players can participate is not provided at another game terminal 50; and an error or the like does not occur with another game terminal 50;


and (B) A game is not played at another game terminal 50.


In a case where it is determined that the event generation condition is not established (step S211: NO), the scramble event execution processing shown in FIG. 12 is completed and then the routine is caused to revert to the game control processing shown in FIG. 5.


In a case where it is determined that the event generation condition is established (step S211: YES), the character stops at a predetermined frame (blank frame) and it is assumed that a condition for generating a scramble event (an event of a type of which a plurality of players can participate) has been established; and therefore, the CPU 21 executes the scramble event. First, the CPU 21 performs event selection lottery (step S213).


In step S213, the CPU 21 performs lottery employing random numbers, refers to a scramble event selection table (FIG. 115) stored in the RAM 23, and determines a kind of event.


Next, the CPU 21 selects the number of options and a pattern in the scramble event (step S215). In step S215, the CPU 21 performs lottery employing random numbers, refers to a number-of-options lottery table (FIG. 116(a)) in the scramble event, stored in the RAM 23, and selects the number of options. Further, the CPU 21 performs lottery employing random numbers, refers to a payment pattern lottery table (FIG. 116(b)) in the scramble event, stored in the ROM 23, and selects a payment pattern.


Next, the CPU 71 displays an event generation image on the terminal display device 52 of the game terminal 50 in a game (step S217). At this time, the CPU 21 displays the event generation image on the common display device 12.



FIG. 77(
a), FIG. 77(b) and FIG. 78(a) each are provided as one example of an image displayed when the processing in step S213 is performed in a case where a game is played at two game terminals 50. First, a title of scramble event is displayed on each of the player top screens 12a and 12b and each of the player game screens 52a and 52b (FIG. 77(a)), and then, types of scramble events and their related description are displayed (FIG. 77(b)). Next, each of the player game screens 52a and 52b displays an image indicating options for selecting whether or not to participate in scramble event (FIG. 78(a)). The image of options can be operated by means of the touch panel 60. At this time, the control portion 70, the terminal display device 52, and the touch panel 60 each are provided in the game terminal 50, and function as a participation command input portion at which a command as to whether or not to participate in an event of a type of which a plurality of players can participate, the event enabling a plurality of game terminals 50 to participate therein, is inputted by a player's operation.



FIG. 82(
a), FIG. 82(b), and FIG. 83(a) each are provided as one example of an image displayed when the processing in step S213 is performed in a case where a game is played at one game terminal 50. First, the player top screen 12a and the player game screen 52a display a title of scramble event (FIG. 82(a)), and then, types of scramble events and their related description are displayed (FIG. 82(b)). Next, the player game screen 52a displays an image indicating options for selecting whether or not to participate in scramble event (FIG. 83(a)).


Subsequent to step S217, the image of options is operated via the touch panel 60 of each game terminal 50, whereby the CPU 21 determines whether or not a command indicating whether or not to enable participation in scramble event has been input (step S219). In a case where the image of options is not operated from each game terminal 50 (step S219: NO), the CPU 21 causes the routine to revert to step S219 and then waits until an operation of the image of options has been made from each game terminal 50. When the command for participation in scramble event is input, the CPU 71 subtracts the number of credits required for participation in scramble event from the number of credits stored in the RAM 72.


When an image shown in FIG. 78(a) is displayed, an option is selected from the player game screen 52a via the touch panel 60, and when the command for participation in scramble event is input, an image shown in FIG. 78(b) is displayed. After that, an option is selected from the player game screen 52b, and when the command for participation in scramble event is input, an image shown in FIG. 79(a) is displayed. In this case, a scramble event by two players is started.


When the image shown in FIG. 78(b) is displayed, an option is selected from the player game screen 52b, and when a command for no participation in scramble event is input, an image shown in FIG. 79(b) is displayed. In this case, a scramble event by one player is started.


When the image shown in FIG. 78(a) is displayed, an option is selected from the player game screen 52a via the r¥touch panel 60, and when the command for no participation in scramble event is input, an image shown in FIG. 80(a) is displayed. After that, an option is selected from the player game screen 52b, and the command for participation in scramble event is input, an image shown in FIG. 80(b) is displayed. In this case, a scramble event by one player is started.


When the image shown in FIG. 80(a) is displayed, an option is selected from the player game screen 52b, and when the command for no participation in scramble event, an image shown in FIG. 81 is displayed. In this case, no scramble event is performed.


When an image shown in FIG. 83(a) is displayed, an option is selected from the player game screen 52a, and when a command for participation in scramble event is input, an image shown in FIG. 83(b) is displayed. In this case, a scramble event by one player is started.


When the image shown in FIG. 83(a) is displayed, an option is selected from the player game screen 52a, and when a command for no participation in scramble event is input, an image shown in FIG. 84 is displayed. In this case, no scramble event is performed.


In a case where an operation of an image of options has been made from each game terminal 50 in step S219, the CPU 21 performs processing that is different depending on the number of players having input the command for participation in scramble event.


In a case where no player has input the command for participation in scramble event, the CPU 21 completes scramble event execution processing shown in FIG. 12 without executing the scramble event and then causes the routine to the game control processing shown in FIG. 5.


In a case where two players have input the command for participation in scramble event, the CPU 21 executes the scramble event by two players. The scramble event of the present embodiment is a game in which two players select a plurality of different options alternately, and when a game completion condition is established, a win or a loss is determined based on the selection result of the two players and then a prize credit is awarded to a winning player. In the Scramble event, a payment to be associated with each option is determined by performing lottery of random numbers, apart from the random numbers employed to determine the number of movements.


In the scramble event, one player first selects an option, and a result of the selection is stored in the RAM 22 (step S221). Next, another player selects an option, and a result of the selection is stored in the RAM 22 (step S223). Next, it is determined whether or not the scramble event completion condition has been established (step S225).


The scramble event completion condition is different depending on types of scramble events.


In the scramble events “discover gold!” and “increase profit in land development!” a prize credit is associated with each of a plurality of different options. The scramble event completion condition is that all of the options are selected. A player who has acquired more credits in total becomes a winner.


In the scramble event “strike oil!” a prize credit is associated with only one of a plurality of different options. The scramble event completion condition is that the option with which the prize credit is associated is selected. A player who has selected the option with which the prize credit is associated becomes a winner.


In the scramble event “make a success of resort development!” a prize credit is associated with some of a plurality of different options. A player who has selected an option with which the price credit is not associated cannot select an option any more. The scramble event completion condition is that either of the fact that both players cannot select an option and the fact that all of the options with which the prize credit is associated are selected is established. A player who has acquired more prize credits in total becomes a winner.


In the scramble events “predict brand that will be higher in prize!” and “see through jewel that will be higher in price!” each player select options on one-by-one option basis from a plurality of different options. The scramble event completion condition is that each player selects options on a one-by-one option basis. A player having more prize credits associated with the selected options becomes a winner. However, in a case where the number of prize credits associated with the selected option is fewer than the number of credits required for participation in scramble event, no winner is established.


In a case of determining that the scramble event completion condition is not established in step S225, the CPU 21 causes the routine to revert to step S221 and then repeats the processes in step S221 to 5225 until the scramble event completion condition has been established.


On the other hand, in a case where one player has input a command for participation in scramble event, the CPU 21 executes a scramble event by one player. The scrambling even by one player is played in the same manner as in the scramble event by two players except that a competing matchup becomes a computer. First, one player selects an option, and a result of the selection is stored in the RAM 22 (step S231). Next, the computer selects an option, and a result of the selection is stored in the RAM 22 (step S233). Then, it is determined whether or not the scramble event completion condition has been established (step S235). In a case of determining that the scramble event completion condition has not been established in step S235, the CPU 21 causes the routine to revert to step S231 and then repeats the processes in steps S231 o S235 until the scramble event completion condition has been established.


In a case where it is determined that the scramble event completion condition has been established in step S225 or S235, the CPU 21 determines a win or a loss based on the selection result stored in the RAM 22 (step S241). Next, the CPU 21 stores the number of prize credits to be added to the number of credits of a winning player (step S243) and then completes the scramble event execution processing shown in FIG. 12. In the present embodiment, in a case where two players have played a scramble event, the number of credits awarded to a winning player becomes a fund of the number of credits paid for participation in scramble event by the players. Therefore, the number of credits awarded to a winning player is smaller than a total number of credits that have been paid by the players having participated in an event of a type of which a plurality of players can participate. Subsequent to step S243, the scramble event execution processing is completed.


In the gaming machine 1 of the present embodiment, the control portions 20 and 70 are configured so as to cause the game terminals 50 having input a command for participation in an event of a type of which a plurality of players can participate to participate in scramble event (the event of a type of which a plurality of players can participate). That is, in a case where a character has stopped at a predetermined frame and in a case where a condition for generating a predetermined event of a type of which a plurality of players can participate has been established, an event executing portion causes the game terminals having input the command for participation in an event of a type of which a plurality of players can participate via a participation command input portion to participate in the event of a type of which the plurality of players can participate. In a case where the command for participation in the event of a type of which the plurality of players can participate has not input, no scramble event is performed. However, the present invention is not limited to this example.


For example, a game terminal 50 corresponding to a character having stopped at a predetermined frame may be caused to participate in scramble event on the condition that the number of credits at that time point is equal to or greater than the number of credits required for participation in scramble event. In this case, the event executing portion executes the event of a type of which the plurality of players can participate and then causes the game terminal corresponding to the character to participate in the event of a type of which the plurality of players can participate, in the case where the character has stopped at the predetermined frame and in the case where the predetermined condition for generating the event of a type of which the plurality of players can participate has been established. In addition, among game terminals other than the above game terminal, the event executing portion causes the game terminal that has input the command for participation in the event of a type of which a plurality of players can participate via the participation input portion, to participate in the event of a type of which the plurality of players can participate.



FIG. 13 is a flowchart showing cashout processing. The cashout processing is an interruption process to be executed when the CASHOUT button 63 has been depressed while an idle screen is displayed.


The CPU 71 determines whether or not a character has stopped at a start frame (step S251). In a case of determining that the character has stopped at the start frame (step S251: YES), the CPU 71 performs liquidation by the liquidation device 65 (step S253), completes cashout processing, and causes the routine to revert to its original processing.


In a case of determining that the character has not stopped at the start frame (step S251: NO), the CPU 71 provides a display (FIG. 23) for a check image for prompting a player to check whether or not to perform cashout on the terminal display device 52 (step S255). The check image includes an image of options indicating “YES” and “NO”, and the image of options can be selected via the touch panel 60. Next, the CPU 71 determines whether or not a cashout command has been input (step S257). In a case of determining that the cashout command has not been input (step S257: NO), the CPU 71 completes cashout processing and then causes the routine to return to its original processing.


In a case of determining that the cashout command has been input (step S257: YES), the CPU 71 performs liquidation by means of the liquidation device 65 (step S259), and the CPU 21 causes the character to revert to the start frame (step S261). At this time, the control portion 20 functions as a character movement portion; a liquidation command is input via the CASHOUT button 63 of the game terminal 50; and in a case where the liquidation device 65 has performed liquidation processing, the character corresponding to the game terminal 50 is caused to move the start frame. After that, the cashout processing is completed and then the routine is caused to revert to step S11 in which the game control processing shown in FIG. 5 is to be performed.


<<Map>>



FIG. 14(
a) is a view showing a number-of-movements determination table.


In the present embodiment, the number of movements is determined in each unit game, and the determined number of movements is displayed by means of an image of one polygonal die. The number of movements is determined by means of lottery employing random numbers from a predetermined numeric range (1 to 6). A probability at which each of these numeric values is selected is set to be equal to another one.



FIG. 14(
b) is a view showing a map determination table.


In the present embodiment, a plurality of different patterns (four patterns) each are set as a map. A probability at which each pattern is selected is set to be equal to another one.



FIG. 15 is a view schematically showing a map of a first pattern. FIG. 16 is a view schematically showing a map of a second pattern. FIG. 17 is a view schematically showing a map of a third pattern. FIG. 18 is a view schematically showing a map of a fourth pattern.


Each map includes a route made of a plurality of continuous frames (200 frames). The number of frames in each map is identical. In each map, a start and a goal are set. The contents of each frame between the start and the goal are set when a game is started. The frames on each map include event frames, WIN or END frames, branch frames, blank frames or the like, for example, in addition to the start and goal frames. When a route is displayed on the common display device 12 and the terminal display device 52, symbols indicating information relating to events associated with the frames are arranged on the frames.


A start frame is a frame that is positioned to be the most distant from a goal frame. When a game is started, a character is positioned at the start frame. When the character stops at the goal frame, when a player depresses the CASHOUT button, or when an option corresponding to END has been selected at the WIN or END frame, the character moves to the start frame.


In the event frames, a variety of events such as a fixed payment event, a pick bonus event, and a random payment event are performed.


In the WIN or END frame, a plurality of different options with which either WIN or END has been associated is displayed and then a game is played in such a manner that a player selects one from among the plurality of different options. In a case where the option associated with WIN has been selected, a prize is awarded to a player. In a case where the option associated to END has been selected, the character moves to the start frame.


In the branch frame, a preceding route is divided into a plurality of ways (two ways), and which route the character advances is selected by a player. The routes divided into the plurality of ways merge into one route again at a predetermined frame destination. The branch frame is not a frame in which the character is forced to be stopped. When the character has reached the branch frame, the player selects a desired route, and then, based on the remaining number of movements, the character is moved.


In the route of the present embodiment, a merge frame is provided to be associated with the branch frame. That is, the branch frame and the merge frame are paired. A plurality of branch routes extend from the merge frame, and the plurality of these merged routes merge into the merge frame.


In the goal frame, a prize is awarded to a player and then the character returns to the start frame.


In the blank frame, in principle, no event is performed. A scramble event may be executed according to a result of lottery employing random numbers. The scramble event is an event of a type of which a plurality of players can participate. In the present embodiment, there are set: a blank frame in which there occurs an event of a type of which a plurality of players can participate; and a blank frame in which no event occurs.


In the present embodiment, two routes are provided between the branch frame and the merge frame, and in a part of one of these routes, a predetermined number of loose frames (five) are continuously provided. In a part of the other route, a predetermined number of rough frames (five) are continuously provided. The continuous numbers of loose frames and rough frames are identical to each other. An event is associated with each of the loose frame and the rough frame. The event to be associated with each of the loose frame and the rough frame is not fixed and then is determined by means of lottery. A maximum value of a prize that can be awarded to a player in the event of the loose frame is smaller than a maximum value of a prize that can be awarded to a player in an event of an ordinary frame (a frame other than the loose frame and the rough frame). The maximum value of the prize that can be awarded to the player in the event of the loose frame is greater than the maximum value of the prize that can be awarded to the player in the event of the ordinary frame (the frame other than the loose frame and the rough frame). The maximum value of the prize that can be awarded to the player in the event of the rough frame is greater than the maximum value of the prize that can be awarded to the player in the event of the loose frame. Expectation of the prizes in the rough frame, the loose frame, and the ordinary frame are substantially identical to each other. A zone in which a predetermined number of rough frames are continuous is referred to as a high payment zone, and a zone in which a predetermined number of loose frames are continuous is referred to as a low payment zone. While, in the present embodiment, the high payment zone and the low payment zone are provided in a route, the expectation values/rates of the prizes in the entire route are set to smaller than 100%.



FIG. 19(
a) to FIG. 19(c) are views each showing a high payment zone pattern determination table.


The event in each frame in the high payment zone is determined with a predetermined timing (for example, when a game is started) by means of lottery employing random numbers, with reference to FIG. 19(a) to FIG. 19(c).


A plurality of high payment zones (three) are set on each map, and the high payment pattern determination table is provided in each high payment zone.



FIG. 20(
a) to FIG. 20(c) are views each showing a low payment zone pattern determination table.


The event in each frame in the low payment zone is determined with a predetermined timing (for example, when a game is started) by means of lottery employing random numbers, with reference to FIG. 20(a) to FIG. 20(c).


A plurality of low payment zones (three) are set on each map, and the low payment pattern determination table is provided in each low payment zone.


<<Image >>


Next, images displayed in the gaming machine 1 will be described.



FIG. 21(
a) to FIG. 21(c) are views each schematically showing an example of an idle mode image.



FIG. 21(
a) shows an image displayed on the terminal display device 52 in a case where the number of credits is set to 0 at a start frame.



FIG. 21(
b) shows an image displayed on the terminal display device 52 in a case where the number of credits is not set to 0 and is smaller than the number of bets at the start frame. When this image displayed, the number of credits is not set to 0, so that the touch panel 60 of the terminal display device 52 is operated, whereby a character is selected. However, the number of credits is insufficient, so that a game cannot be started.



FIG. 21(
c) shows an image displayed on the terminal display device 52 in a case where the number of credits is equal to or greater than the number of credits at a frame other that the start frame and a goal frame. When this image is displayed, the dice in the image are touched via the touch panel 60 or the ROLL button 61 is operated, whereby a unit game is started.



FIG. 22(
a) to FIG. 22(c) are views each schematically showing an image of an idle mode image.



FIG. 22(
a) shows an image displayed on the terminal display device 52 in a case where the number of credits exceeds 0 and is smaller than the number of bets. When this image is displayed, even if the dice in the image are touched via the touch panel 60 or the ROLL button 61 is operated, a unit game is not disclosed.



FIG. 22(
b) shows an image displayed on the terminal display device 52 in a case where the number of credits is set to 0 at a frame other than the start frame and the goal frame. When this image is displayed, even if the dice in the image are touched via the touch panel 60 or the ROLL button 61 is operated, a unit game is not disclosed. After this image has been displayed, when a predetermined period of time elapsed, the image shown in FIG. 21(a) is displayed.



FIG. 22(
c) shows an image displayed when a character is selected at the start frame. When this image is displayed, the character is selected via the touch panel 60. However, the character that has already been selected in another game terminal 50 is not selected.



FIG. 23 is a view schematically showing a cashout mode image.


If the CASHOUT button 63 is depressed when a character stops at a frame other than the start frame, the image shown in FIG. 23 is displayed. When this image is displayed, if an image of YES is touched via the touch panel 60, liquidation processing is performed. If the CASHOUT button 63 is depressed when the character is at the start frame, liquidation processing is performed without this image being displayed.



FIG. 24(
a) to FIG. 24(c) are views each schematically showing an image when the number of movements is displayed.



FIG. 24(
a) is a view showing an image of the common display device 12 and the terminal display device 52 when the image shown in FIG. 21(c) is displayed on the terminal display device 52.


When the image shown in FIG. 24(a) is displayed, if the dice in the image are touched via the touch panel 60 or the ROLL button 61 is operated, the dice displayed on the terminal display device 52 are displayed so as to move to the common display device 12 while in rolling as shown in FIG. 24(b), and then, as shown in FIG. 24(c), rolling of the dice stops in the common display device 12.



FIG. 25(
a) to FIG. 25(c) are views each schematically showing an example of an image when a branch frame has been reached.



FIG. 25(
a) shows an image displayed when a character has reached the branch frame. While a forward direction of the branch frame is divided into two routes, the contents of events of the frames in each route are not displayed.


Next, as shown in FIG. 25(b), the options in the two routes are displayed on the terminal display device 52. When this image is displayed, any one of the options is selected via the touch panel 60.



FIG. 25(
c) shows an image displayed when an option has been selected while the image shown in FIG. 25(b) is displayed. When the option is selected, the contents of events of frames in each route are displayed and then the character can advance to the selected route.



FIG. 26(
a) to FIG. 26(d) are views each schematically showing an example of an image when an event is executed.


As shown in FIG. 26(a), if the character moves on a map and then stops at a frame, as shown in FIG. 26(b) to FIG. 27(c), each image for performing an event is displayed on the common display device 12. After the event has completed, the image shown in FIG. 26(d) is displayed.


With reference to FIG. 27 to FIG. 77, an event to be played by one player will be described.



FIG. 27(
a) to FIG. 27(e) are views each schematically showing an example of an image in a fixed payment event (payday).


In the event of payday, after rendering has been performed in the common display device 12 (FIG. 27(a) to FIG. 27(c)), the number of prize credits is displayed (FIG. 27(d)) and then the event completes (FIG. 27(e)).



FIG. 28(
a) to FIG. 28(d) are views each schematically showing an example of an image in a fixed payment event (resort).


In the resort event, after rendering has been performed in the common display device 12 (FIG. 28(a) to FIG. 28(b)), the number of prize credits is displayed (FIG. 28(c)) and then the event completes (FIG. 28(d)).



FIG. 29(
a) to FIG. 29(d) are views schematically showing an example of an image in a fixed payment event (birthday).


In the birthday event, after rendering has been performed in the common display device 12 (FIG. 29(a) to FIG. 29(b)), the number of prize credits is displayed (FIG. 29(c)) and then the event completes (FIG. 29(d)).



FIG. 30(
a) to FIG. 30(d) are views each schematically showing an example of an image in a fixed payment event (victory in tennis tournament/bowling tournament).


In the event of tennis tournament/bowling tournament, after rendering has been performed in the common display device 12 (FIG. 30(a) to FIG. 30(b)), the number of prize credits is displayed (FIG. 30(c)) and then the event completes (FIG. 30(d)).



FIG. 31(
a) to FIG. 31(d) are views each schematically showing an image of an image in a fixed payment event (special bonus).


In the special bonus event, after rendering has been performed in the common display device 12 (FIG. 31(a) to FIG. 31(b)), the number of prize credits is displayed (FIG. 31(c)) and then the event completes (FIG. 31(d)).



FIG. 32(
a) to FIG. 32(g) are views each schematically showing an example of an image in a random payment event (fishing).


In the fishing event, after rendering has been performed in the common display device 12 (FIG. 32(a) to FIG. 32(e)), the number of prize credits is displayed (FIG. 32(f)) and then the event completes (FIG. 32(g)).



FIG. 33(
a) to FIG. 33(l) are views each schematically showing an example of an image in a pick bonus event (bowling).


In the bowling event, after rendering has been performed in the common display device 12 (FIG. 33(a) to FIG. 33(c)), three options are displayed as throwing courses in bowling, on the terminal display device 52 (FIG. 33(d)). When one option is selected, rendering according to that selection is performed (FIG. 33(e) to FIG. 33(f)), the number of prize credits is displayed (FIG. 33(g) to FIG. 33(k)), and then, the event completes (FIG. 33(l)). The number of prize credits and rendering differ depending on the selected option.



FIG. 34(
a) to FIG. 34(g) are views each schematically showing an example of an image in a random payment event (hotdog battle tournament).


In the event of the hotdog battle tournament, after rendering has been performed in the common display device 12 (FIG. 34(a) to FIG. 34(e)), the number of prize credits is displayed (FIG. 34(f)) and then the event completes (FIG. 34(g)).



FIG. 35(
a) to FIG. 35(g) are views each schematically showing an example of an image in a random payment event (pie battle tournament).


In the event of the pie battle tournament, after rendering has been performed in the common display device 12 (FIG. 35(a) to FIG. 35(e)), the number of prize credits is displayed (FIG. 35(f)) and then the event completes (FIG. 35(g)).



FIG. 36(
a) to FIG. 36(f) are views each schematically showing an example of an image in a random payment event (promotion).


In the promotion event, after rendering has been performed in the common display device 12 (FIG. 36(a) to FIG. 36(d)), the number of prize credits is displayed (FIG. 36(e)) and then the event completes (FIG. 36(f)).



FIG. 37(
a) to FIG. 37(g) are views each schematically showing an example of an image in a random payment event (lottery).


In the lottery event, after rendering has been performed in the common display device 12 (FIG. 37(a) to FIG. 37(b)), an image prompting input of a command for starting lottery is displayed on the terminal display device 52 (FIG. 37(c)). When the command for starting lottery is input via the touch panel 60, after rendering has been performed (FIG. 37(d) to FIG. 37(e)), the number of prize credits is displayed (FIG. 37(f)) and then the event completes (FIG. 37(g)). The number of prize credits and rendering are determined by means of lottery employing random numbers.



FIG. 38(
a) to FIG. 38(f) are views each schematically showing an example of an image in a pick bonus event (hamburger shop).


In the event of the hamburger shop, after rendering has been performed in the common display device 12 (FIG. 38(a) to FIG. 38(b)), seven options are displayed as menu selections on the terminal display device 52 (FIG. 38(c)). When one option is selected, the number of prize credits is displayed (FIG. 38(d) to FIG. 38(e)) and then the event completes (FIG. 38(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 39(
a) to FIG. 39(f) are views each schematically showing an example of an image in a pick bonus event (doughnut shop).


In the event of the doughnut shop, after rendering has been performed in the common display device 12 (FIG. 39(a) to FIG. 39(b)), seven options are displayed as menu selections on the terminal display device 52 (FIG. 39(c)). When one option is selected, the number of prize credits is displayed (FIG. 39(d) to FIG. 39(e)) and then the event completes (FIG. 39(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 40(
a) to FIG. 40(f) are views each schematically showing an example of an image in a pick bonus event (sushi bar).


In the event of the sushi bar, after rendering has been performed in the common display device 12 (FIG. 40(a) to FIG. 40(b)), seven options are displayed as menu selections on the terminal display device 52 (FIG. 40(c)). When one option is selected, the number of prize credits is displayed (FIG. 40(d) to FIG. 40(e)) and then the event completes (FIG. 40(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 41(
a) to FIG. 41(l) are views each schematically showing an example of an image in a random payment event (darts).


In the darts event, rendering is performed in the common display device 12 (FIG. 41(a) to FIG. 41(c)). Next, the number of shots is displayed on the common display device 12 (FIG. 41(d)); three options are displayed as shooting courses of darts, on the terminal display device 52 (FIG. 41(e)); and after rendering has been performed (FIG. 41(f) to FIG. 41(g)); and the number of credits is displayed (FIG. 41(h)). The number of prize credits and rendering are different depending on the selected option. A game (displayed) in FIG. 41(d) to FIG. 41(h) is repeated until a predetermined number of shots (three times) has been reached; a total number of credits are displayed (FIG. 41(i)); and after rendering has been performed (FIG. 41(j) to FIG. 41(k)); and then, the event is completed (FIG. 41(l)).



FIG. 42(
a) to FIG. 42(g) are views each schematically showing an example of an image in a pick bonus event (horserace).


In the horserace event, after rendering has been performed in the common display device 12 (FIG. 42(a) to FIG. 42(b)), three options are displayed as racehorses on the terminal display device 52 (FIG. 42(c)). When one option is selected, rendering according to that selection is performed (FIG. 42(d)), the number of prize credits is displayed (FIG. 42(e) to FIG. 42(f)), and then, the event completes (FIG. 42(g)). The number of prize credits and rendering are different depending on the selected option.



FIG. 43(
a) to FIG. 43(f) are views each schematically showing an example of an image in a pick bonus event (shopping (wristwatch)). In the event of the shopping (wristwatch), after rendering has been performed in the common display device 12 (FIG. 43(a) to FIG. 43(b)), three options are displayed as wristwatches on the terminal display device 52 (FIG. 43(c)). When one option is selected, the number of prize credits is displayed (FIG. 43(d) to FIG. 43(e)), and then, the event completes (FIG. 43(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 44(
a) to FIG. 44(f) are views each schematically showing an example of an image in a pick bonus event (shopping (furniture)).


In the event of the shopping (furniture), after rendering has been performed in the common display device 12 (FIG. 44(a) to FIG. 44(b)), six options are displayed as sets of furniture on the terminal display device 52 (FIG. 44(c)). When one option is selected, the number of prize credits is displayed (FIG. 44(d) to FIG. 44(e)), and then, the event completes (FIG. 44(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 45(
a) to FIG. 45(f) are views each schematically showing an example of an image in a pick bonus event (shopping (shoes)).


In the event of the shopping (shoes), after rendering has been performed in the common display device 12 (FIG. 45(a) to FIG. 45(b)), six options are displayed as pairs of shoes on the terminal display device 52 (FIG. 45(c)). When one option is selected, the number of prize credits is displayed (FIG. 45(d) to FIG. 45(e)), and then, the event completes (FIG. 45(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 46(
a) to FIG. 46(f) are views each schematically showing an example of an image in a pick bonus event (shopping (bag)).


In the event of the shopping (bag), after rendering has been performed in the common display device 12 (FIG. 46(a) to FIG. 46(b)), six options are displayed as bags on the terminal display device 52 (FIG. 46(c)). When one option is selected, the number of prize credits is displayed (FIG. 46(d) to FIG. 46(e)), and then, the event completes (FIG. 46(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 47(
a) to FIG. 47(f) are views each schematically showing an example of an image in a pick bonus event (shopping (necktie/scarf)).


In the event of the shopping (necktie/scarf), after rendering has been performed in the common display device 12 (FIG. 47(a) to FIG. 47(b)), six options are displayed as neckties/scarfs on the terminal display device 52 (FIG. 47(c)). When one option is selected, the number of prize credits is displayed (FIG. 47(d) to FIG. 47(e)), and then, the event completes (FIG. 47(f)). The number of prize credits and rendering are different depending on the selected option. In addition, in a case where a character is a man, a necktie is employed, or alternatively, in a case where a character is a woman, a scarf is employed.



FIG. 48(
a) to FIG. 48(f) are views each schematically showing an example of an image in a pick bonus event (shopping (department store)).


In the event of the shopping (department store), after rendering has been performed in the common display device 12 (FIG. 48(a) to FIG. 48(b)), six options are displayed as commodities on the terminal display device 52 (FIG. 48(c)). When one option is selected, the number of prize credits is displayed (FIG. 48(d) to FIG. 48(e)), and then, the event completes (FIG. 48(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 49(
a) to FIG. 49(f) are views each schematically showing an example of an image in a pick bonus event (shopping (ring selection)). In the event of the shopping (ring selection), after rendering has been performed in the common display device 12 (FIG. 49(a) to FIG. 49(b)), four options are displayed as jewel cases on the terminal display device 52 (FIG. 49(c)). When one option is selected, the number of prize credits is displayed (FIG. 49(d) to FIG. 49(e)), and then, the event completes (FIG. 49(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 50(
a) to FIG. 50(g) are views each schematically showing an example of an image in a pick bonus event (shopping (product sales)).


In the event of the shopping (product sales), after rendering has been performed in the common display device 12 (FIG. 50(a) to FIG. 50(b)), three options are displayed as commodities for sale on the terminal display device 52 (FIG. 50(c)). When one option is selected, the number of prize credits is displayed (FIG. 50(d) to FIG. 50(f)), and then, the event completes (FIG. 50(g)). The number of prize credits and rendering are different depending on the selected option.



FIG. 51(
a) to FIG. 51(h) are views each schematically showing an example of an image in a random payment event (casino's slot machine).


In the event of the casino's slot machine, after rendering has been performed in the common display device 12 (FIG. 51(a) to FIG. 51(b)), an image prompting input of a command for starting a slot machine is displayed on the terminal display device 52 (FIG. 51(c)). When the start command is input via the touch panel 60, after rendering has been performed (FIG. 51(d) to FIG. 51(g)), the number of prize credits is displayed (FIG. 51(h)), and then, the event completes. The number of prize credits and rendering are different depending on the selected option.



FIG. 52(
a) to FIG. 52(g) are views each schematically showing an example of an image in a random payment event (car purchase).


In the event of the car purchase, after rendering has been performed in the common display device 12 (FIG. 52(a) to FIG. 52(b)), four options are displayed as cars on the terminal display device 52 (FIG. 52(c)). When one option is selected, rendering is performed (FIG. 52(d) to FIG. 52(e)), the number of prize credits is displayed (FIG. 52(f)), and then, the event completes (FIG. 52(g)). The number of prize credits and rendering are different depending on the selected option.



FIG. 53(
a) to FIG. 53(f) are views each schematically showing an example of an image in a random payment event (marriage).


In the marriage event, after rendering has been performed in the common display device 12 (FIG. 53(a) to FIG. 53(b)), four options are displayed as presents on the terminal display device 52 (FIG. 53(c)). When one option is selected, the number of prize credits is displayed (FIG. 53(d) to FIG. 53(e)), and then, the event completes (FIG. 53(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 54(
a) to FIG. 54(j) are views each schematically showing an example of an image in a WIN or END event (present).


In the event of the present, after rendering has been performed in the common display device 12 (FIG. 54(a)), four options are displayed as presents on the terminal display device 52 (FIG. 54(b)). With a part of the four options, the number of prize credits is associated, and with the remaining options, END is associated. When one option is selected via the touch panel 60, the rendering employing the common display device 12, and the terminal display device 52 is performed (FIG. 54(c) to FIG. 54(d)).


In a case where the selected option is associated with the number of prize credits, the number of prize credits is displayed on the common display device 12 (FIG. 54(e)). After the contents of other options have been displayed (FIG. 54(f)), the event completes (FIG. 54(g)).


In a case where the selected option is associated with END, the END is displayed on the common display device 12 (FIG. 54(h)). After the contents of other options have been displayed (FIG. 54(i)), a character returns to a start frame (FIG. 54(j)).



FIG. 55(
a) to FIG. 55(j) are views each schematically showing an example of a WIN or END event (graduation).


In the event of the graduation, after rendering has been performed in the common display device 12 (FIG. 55(a)), four options are displayed as graduation hats on the terminal display device 52 (FIG. 55(b)). The number of prize credits is associated with some of the four options, and END is associated with the remaining options. When one option is selected via the touch panel 60, the rendering employing the common display device 12, and the terminal display device 52 is performed (FIG. 55(c) to FIG. 55(d)).


In a case where the selected option is associated with the number of prize credits, the number of prize credits is displayed on the terminal display device 52 (FIG. 55(e)). After the contents of other options have been displayed (FIG. 55(f)), the event completes (FIG. 55(g)).


In a case where the selected option and END are associated with each other, the END is displayed on the terminal display device 52 (FIG. 55(h)). After the contents of other options have been displayed (FIG. 55(i)), a character returns to a start frame (FIG. 55(j)).



FIG. 56(
a) to FIG. 56(k) are views each schematically showing an example of an image in a WIN or END event (stock investment). In the event of the stock investment, after rending has been performed in the common display device 12 (FIG. 56(a) to FIG. 56(b)), four options are displayed as brands being investment destinations on the terminal display device 52 (FIG. 56(c)). The number of prize credits is associated with some of the four options, and END is associated with the remaining options. When one option is selected via the touch panel 60, the rendering employing the terminal display device 52, and the terminal display device 52 is performed (FIG. 56(d) to FIG. 56(e)).


In a case where the selected option is associated with the number of prize credits, the number of prize credits is displayed on the terminal display device 52 (FIG. 56(f)). After the contents of other options have been displayed (FIG. 56(g)), the event completes (FIG. 56(h)).


In a case where the selected option and END are associated with each other, the END is displayed on the common display device 12 (FIG. 56(i)). After the contents of other options have been displayed (FIG. 56(j)), a character returns to a start frame (FIG. 56(k)).



FIG. 57(
a) to FIG. 57(k) are views each schematically showing an example of an image in a WIN or END event (investment in kind).


In the event of the investment in kind, after rending has been performed in the common display device 12 (FIG. 57(a) to FIG. 57(b)), four options are displayed as investment destination commodities on the terminal display device 52 (FIG. 57(c)). The number of prize options is associated with some of the four options, and END is associated with the remaining options. When one option is selected via the touch panel 60, the rendering employing the common display device 12, and the terminal display device 52 is performed (FIG. 57(d) to FIG. 57(e)).


In a case where the selected option is associated with the number of prize credits, the number of prize credits is displayed on the terminal display device 52 (FIG. 57(f)). After the contents of other options have been displayed (FIG. 57(g)), the event completes (FIG. 57(h)).


In a case where the selected option is associated with END, the END is displayed on the terminal display device 52 (FIG. 57(i)). After the contents of other options have been displayed (FIG. 57(j)), a character returns to a start frame (FIG. 57(k)).



FIG. 58(
a) to FIG. 58(j) are views each schematically showing an example of an image in a WIN or END event (affiliation).


In the event of the affiliation, after rending has been performed in the common display device 12 (FIG. 58(a) to FIG. 58(b)), two options are displayed as women on the terminal display device 52 (FIG. 58(c)). The number of prize credits is associated with some of the two options, and END is associated with the remaining options. When one option is selected via the touch panel 60, the rendering employing the common display device 12, and the terminal display device 52 is performed (FIG. 58(d)).


In a case where the selected option is associated with the number of prize credits, the number of prize credits is displayed on the terminal display device 52 (FIG. 58(e)). After the contents of other options have been displayed (FIG. 58(f)), the event completes (FIG. 58(g)).


In a case where the selected option is associated with END, the END is displayed on the terminal display device 52 (FIG. 58(h)). After the contents of other options have been displayed (FIG. 58(i)), a character returns to a start frame (FIG. 58(j)).



FIG. 59(
a) to FIG. 59(d) are views each schematically showing an example of an image in a fixed payment event (marriage day). In the event of the marriage day, after rendering has been performed in the common display device 12 (FIG. 59(a) to FIG. 59(b)), the number of prize credits is displayed (FIG. 59(c)) and then the event completes (FIG. 59(d)).



FIG. 60(
a) to FIG. 60(d) are views each schematically showing an example of an image in a fixed payment event (victory in marathon tournament). In the event of the marathon tournament, after rendering has been performed in the common display device 12 (FIG. 60(a) to FIG. 60(b)), the number of prize credits is displayed (FIG. 60(c)) and then the event completes (FIG. 60(d)).



FIG. 61(
a) to FIG. 61(d) are views each schematically showing an example of an image in a fixed payment event (independence).


In the event of the independence, after rendering has been performed in the common display device 12 (FIG. 61(a) to FIG. 61(b)), the number of prize credits is displayed (FIG. 61(c)) and then the event completes (FIG. 61(d)).



FIG. 62(
a) to FIG. 62(f) are views each schematically showing an example of an image in a fixed payment event (apartment management).


In the event of the apartment management, after rendering has been performed in the common display device 12 (FIG. 62(a) to FIG. 62(d)), the number of prize credits is displayed (FIG. 62(e)) and then the event completes (FIG. 62(f)).



FIG. 63(
a) to FIG. 63(f) are views each schematically showing an example of an image in a pick bonus event (wine selection).


In the event of the win selection, after rendering has been performed in the common display device 12 (FIG. 63(a) to FIG. 63(b)), three options are displayed as wine bottles on the terminal display device 52 (FIG. 63(c)). When one option is selected, the number of prize credits is displayed (FIG. 63(d) to FIG. 63(e)) and then the event completes (FIG. 63(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 64(
a) to FIG. 64(f) are views each schematically showing an example of an image in a pick bonus event (picture purchase).


In the event of the picture purchase, after rendering has been performed in the common display device 12 (FIG. 64(a) to FIG. 64(b)), three options are displayed as pictures on the terminal display device 52 (FIG. 64(c)). When one option is selected, the number of prize credits is displayed (FIG. 64(d) to FIG. 64(e)) and then the event completes (FIG. 64(f)). The number of prize credits and rendering are different depending on the selected option.



FIG. 65(
a) to FIG. 65(g) are views each schematically showing an example of an image in a pick bonus event (my home).


In the event of my hole, after rendering has been performed in the common display device 12 (FIG. 65(a) to FIG. 65(b)), four options are displayed as lands on the terminal display device 52 (FIG. 65(c)). When one option is selected, rendering is performed (FIG. 65(d)), the number of prize credits is displayed (FIG. 65(e)). After that, the number of credits associated with another option is displayed (FIG. 65(f)) and then the event completes (FIG. 65(g)). The number of prize credits and rendering are different depending on the selected option.



FIG. 66(
a) to FIG. 66(j) are views each schematically showing an example of an image in a WIN or END event (opening shop).


In the event of opening shop, after rendering has been performed in the common display device 12 (FIG. 66(a) to FIG. 66(b)), four options are displayed as lands on the terminal display device 52 (FIG. 66(c)). The number of prize credits is associated with some of the four options, and END is associated with the remaining options. When one option is selected via the touch panel 60, the rendering employing the common display device 12 and the terminal display device 52 is performed (FIG. 66(d)).


In a case where the selected option is associated with the number of prize credits, the number of prize credits is displayed on the common display device 12 (FIG. 66(e)). After the contents of other options have been displayed (FIG. 66(f)), the event completes (FIG. 66(g)).


In a case where the selected option is associated with END, the END is displayed on the common display device 12 (FIG. 66(h)). After the contents of other options have been displayed (FIG. 66(i)), a character returns to a start frame (FIG. 66(j)).



FIG. 67(
a) to FIG. 67(d) are views each schematically showing an example of an image in a fixed payment event (victory in gold tournament).


In the event of the gold tournament, after rendering has been performed in the common display device 12 (FIG. 67(a) to FIG. 67(b)), the number of prize credits is displayed (FIG. 67(c)) and then the event completes (FIG. 67(d)).



FIG. 68(
a) to FIG. 68(d) are views each schematically showing an example of an image in a fixed payment event (make a success of hotel management).


In the event of the hotel management, after rendering has been performed in the common display device 12 (FIG. 68(a) to FIG. 68(b)), the number of prize credits is displayed (FIG. 68(c)) and then the event completes (FIG. 68(d)).



FIG. 69(
a) to FIG. 69(d) are views each schematically showing an example of an image in a fixed payment event (becoming a king of building).


In the event of the king of building, after rendering has been performed in the common display device 12 (FIG. 69(a) to FIG. 69(b)), the number of prize credits is displayed (FIG. 69(c)) and then the event completes (FIG. 69(d)).



FIG. 70(
a) to FIG. 70(f) are views each schematically showing an example of an image in a random payment event (railway expansion), and FIG. 71(a) to FIG. 71(i) are views each schematically showing an example of an image in a random payment event (railway expansion).


In the event of the railway expansion, after rendering has been performed in the common display device 12 (FIG. 70(a) to FIG. 70(c)), one of three results is selected by means of lottery employing random numbers. In a first result, the number of prize credits is displayed (FIG. 70(d)), and after rendering has been performed (FIG. 70(e)), the event completes (FIG. 70(f)). In a second result, the number of prize credits is added by two stages (FIG. 71(a) to FIG. 71(b)), and after rendering has been performed (FIG. 71(c)), the event completes (FIG. 71(d)). In a third result, the number of prize credits is added by three stages (FIG. 71(e) to FIG. 71(g)), and after rendering has been performed (FIG. 71(h)), the event completes (FIG. 71(i)). The number of prize credits in a third result is the greatest among the numbers of prize credits in the first to third results.



FIG. 72(
a) to FIG. 72(g) are views each schematically showing an example of an image in a pick bonus event (real estate investment).


In the event of the real estate investment, after rendering has been performed in the common display device 12 (FIG. 72(a) to FIG. 72(b)), two options are displayed as lands on the terminal display device 52 (FIG. 72(c)). When one option is selected, after rendering has been performed (FIG. 72(d)), the number of prize credits is displayed (FIG. 72(e)). After that, the number of credits of other options is displayed (FIG. 72(f)), and the event completes (FIG. 72(g)). The number of prize credits and rendering are different depending on the selected option.



FIG. 73(
a) to FIG. 73(g) are views each schematically showing an example of an image in a pick bonus event (purchase of second house).


In the event of purchase of the second house, after rendering has been performed in the common display device 12 (FIG. 73(a) to FIG. 73(b)), four options are displayed as lands on the terminal display device 52 (FIG. 73(c)). When one option is selected, after rendering has been performed (FIG. 73(d)), the number of prize credits is displayed (FIG. 73(e)). After that, the number of credits of other options is displayed (FIG. 73(f)), and the event completes (FIG. 73(g)). The number of prize credits and rendering are different depending on the selected option.



FIG. 74(
a) to FIG. 74(g) are views each schematically showing an example of an image in a pick bonus event (merger and acquisition of company).


In the event of merger and acquisition of company, after rendering has been performed in the common display device 12 (FIG. 74(a) to FIG. 74(b)), three options are displayed as companies on the terminal display device 52 (FIG. 74(c)). When one option is selected, after rendering has been performed (FIG. 74(d)), the number of prize credits is displayed (FIG. 74(e)). After that, the number of credits of other options is displayed (FIG. 74(f)), and the event completes (FIG. 74(g)). The number of prize credits and rendering are different depending on the selected option.



FIG. 75(
a) to FIG. 75(j) are views each schematically showing an example of an image in a fixed payment event (goal).


When a character reaches a goal frame, rendering of the character having reached a goal is performed (FIG. 75(a) to FIG. 75(d)). The number of credits is displayed (FIG. 75(e) to FIG. 75(g)), rendering indicating that the character returns to a start frame is performed (FIG. 75(h) o FIG. 75(i)) and then the character returns to the start frame (FIG. 75(j)).



FIG. 76(
a) to FIG. 76(i) are views each schematically showing an example of an image in a free game.


In the event of the free game, rendering is performed in the common display device 12 (FIG. 76(a)).


Next, a symbol matrix in which a plurality of symbols have been arranged is displayed on the terminal display device 52 (FIG. 76(b)) and then an image prompting an operation of the roll button 61 is displayed (FIG. 76(c)). When the ROLL button 61 is operated, symbol cross-display is provided (FIG. 76(d)) and then the number of prize credits is displayed (FIG. 76(e)). Then, a second free game is started (FIG. 76(e)) and then the subsequent free games are repeated (FIG. 76(f)). When the free games of a predetermined number of times complete (FIG. 76(g)), the number of prize credits in all of the free games is displayed (FIG. 76(h)) and then the event completes (FIG. 76(i)).


Next, scramble events will be described.



FIG. 77(
a) and FIG. 77(b) are views each schematically showing an example of an image in a scramble event to be played by two players. FIG. 78(a) and FIG. 78(b) are views each schematically showing an example of an image in a scramble event to be played by two players. FIG. 79(a) and FIG. 79(b) are views each schematically showing an example of an image in a scramble event to be played by two players. FIG. 80(a) and FIG. 80(b) are views each schematically showing an example of an image in a scramble event to be played by two players. FIG. 81 is a view schematically showing an example of an image in a scramble event to be played by two players.


If a scramble event occurs, an image indicating that the scramble event occurs is displayed on the common display device 12 and the terminal display devices 52 (FIG. 77(a)) and then an image indicating a title of the event is displayed (FIG. 77(b)). Next, the number of credits required for participation in the scramble event is displayed on each of the terminal display devices 52, and a display for prompting a selection of whether or not to participate therein is provided (FIG. 78(a)). If one player selects participation, an image indicating waiting is displayed on the terminal device 52 of that player, whereas a display for prompting a selection as to whether or not to participate is continuously provided on another terminal display device 52 (FIG. 78(b)). If another player selects participation, rendering of the scramble event is started (FIG. 79(a)). In this case, the scramble event by two players is executed.


When the image shown in FIG. 78(b) is displayed, if another player selects no participation, rendering of the scramble event is started on only one terminal display device 52 (FIG. 79(b)). In this case, a scramble event by one player is executed.


When the image shown in FIG. 78(a) is displayed, if another player selects no participation, a unit game is started on both of the terminal display devices 52, whereas a display for prompting a selection as to whether or not to continuously participate is provided on another terminal device 52 (FIG. 80(a)). Here, when another player selects a participation, rendering of the scramble event is started on another terminal device 52 (FIG. 80(b)). In this case, the scramble event by one player is executed.


When the image shown in FIG. 80(a) is displayed, if another player selects no selection, a unit game is started on both of the terminal display devices 52 (FIG. 81). In this case, the scramble event is not executed.



FIG. 82(
a) and FIG. 82(b) are views each schematically showing an example of an image in a scramble event by one player. FIG. 83(a) and FIG. 83(b) are views each schematically showing an example of an image in a scramble event by one player. FIG. 84 is a view schematically showing an example of an image in a scramble event by one player. If a scramble event occur when only one player plays a game, an image indicating that the scramble event occurs is displayed on only a terminal display device 52 while in a game (FIG. 82(a)) and then an image indicating a title of the event is displayed (FIG. 82(b)). Next, the number of credits required for participation in the scramble event is displayed only on the terminal display device 52 while in a game, and a display for prompting a selection of whether or not to participate therein is provided (FIG. 83(a)). If participation in the scramble event is selected, rendering of the scramble event is started in only one terminal display device 52 (FIG. 83(b)). When the image shown in FIG. 83(a) is displayed, if no participation in the scramble event is selected, a unit game is stared (FIG. 84). In this case, the scramble event is not executed.



FIG. 85(
a) to FIG. 85(f) are views each schematically showing an example of an image in a scramble event “discover gold!”. FIG. 86(a) to FIG. 86(g) are views each schematically showing an example of an image in a scramble event “discover gold!”.


First, rendering of starting the scramble event “discover gold!” is performed on the common display device 12 and the terminal display devices 52 (FIG. 85(a)) and then four options indicating mines are displayed. An image prompting an option “you can make a selection first” is displayed on one terminal display device 52, and an image prompting an option “you can make a selection after a neighboring player has selected” is displayed on another terminal display device 52 (FIG. 85(b)). First, when an option is selected on one terminal display device 52 (FIG. 85(c)), it is indicated that the option has already been selected on the common display device 12 and the terminal display devices 52 (FIG. 85(d)). After rendering has been performed (FIG. 85(e)), the number of credits associated with the selected option is displayed on the common display device 12 (FIG. 85(f)) and then the number of credits associated with the selected option is displayed on the terminal display devices 52 (FIG. 86(a)). A first selection game is played up to now and then a second selection game is played (FIG. 86(b) to FIG. 86(f)). After that, the number of prize credits is displayed (FIG. 86(g)), and the scramble event is completed. A player who has acquired more prize credits becomes a winner.


While, in the present embodiment, two selection games have been played because there are four options, one selection game is played if there are two options or three selection games are played if there are six options. The number of options is determined by means of lottery employing random numbers.



FIG. 87(
a) to FIG. 87(f) are views each schematically showing an example of an image in a scramble event “strike oil!”. FIG. 88(a) to FIG. 88(e) are views each schematically showing an example of an image in a scramble event “strike oil!”.


In the scramble event “strike oil!”, first rendering of starting the scramble event is performed in the common display device 12 and the terminal display devices 52 (FIG. 87(a)) and then four options indicating oil fields are displayed. Among the four options, the number of prize credits is associated with only one option. An image prompting a selection “you can make a selection first” is displayed on one terminal display device 52, and an image prompting waiting “you can select after a neighboring player has selected” is displayed on another terminal display device 52 (FIG. 87(b)). First, when an option is selected on one terminal display device 52 (FIG. 87(c)), it is indicated that the option has already been selected on the common display device 12 and the terminal display devices 52 (FIG. 87(d)). After rendering has been performed (FIG. 87(e)), a second selection is then made (FIG. 87(f)). Selections are repeated by each player until all options have been selected (FIG. 87(e) to FIG. 87(f)). When all of the options are selected, rendering is performed (FIG. 88(a) to FIG. 88(b)). Options with which prize credits have been associated are displayed (FIG. 88(c)) and then the number of credits is displayed (FIG. 88(d)). A result of the scramble event is displayed (FIG. 88(e)) and then the scramble event completes.


While, in the present embodiment, two selection games have been played because there are four options, each player can make one or three selections in a case where there are two or six options. The number of options is determined by means of lottery employing random numbers.



FIG. 89(
a) to FIG. 89(e) are views each schematically showing an example of an image in a scramble event “make a success of resort development!”. FIG. 90(a) to FIG. 90(f) are views each schematically showing an example of an image in a scramble event “make a success of resort development!”. FIG. 91(a) to FIG. 91(c) are views each schematically showing an example of an image in a scramble event “make a success of resort development!”.


In the scramble event “make a success of resort development!”, first, rendering of starting the scramble event is performed in the common display device 12 and the terminal display devices 52 (FIG. 89(a)) and then a plurality of different options indicating resort lands are displayed (FIG. 89(b)). Among the plurality of different options, the number of prize credits is associated with some options, whereas END is associated with the remaining options. First, one player selects an option (FIG. 89(c)), rendering is performed (FIG. 89(d)), and the number of prize credits is displayed (FIG. 89(e)). Next, another player selects an option (FIG. 90(a)), rendering is performed (FIG. 90(b)), and the number of prize credits is displayed (FIG. 90(c)). After that, the selections shown in FIG. 89(c) to FIG. 89(e) and selections shown in FIG. 90(a) to FIG. 90(c) are repeated, and the number of prize credits of each player is cumulatively added. In a case where an option associated with END has been selected (FIG. 90(d)), rendering is performed (FIG. 90(e)) and then a display indicating that the selection has failed is provided (FIG. 90(f)). Next, a display indicating the fact that a player having failed the selection does not make a new selection is provided (FIG. 91(a)) and then selections by the remaining players are repeated (FIG. 91(b) to FIG. 91(d)). In a case where END has been selected or in a case where all options excluding END has selected, a result of the scramble event is displayed (FIG. 91(e)) and then the scramble event completes. A player having acquired more credits becomes a winner.



FIG. 92(
a) to FIG. 92(g) are views each schematically showing an example of an image in a scramble event “predict brand that will be higher in price!”. FIG. 93(a) to FIG. 93(e) are views each schematically showing an example of an image in a scramble event “predict brand that will be higher in price!”.


In the scramble event “predict brand that will be higher in price!”, first, rendering of starting the scramble event is performed in the common display device 12 and the terminal display devices 52 (FIG. 92(a)), a plurality of different options indicating brands are then displayed (FIG. 92(b) to FIG. 92(d)) and then each player selects an option (FIG. 92(e) to FIG. 92(g)). Then, rendering is performed (FIG. 93(a) to FIG. 93(b)), the number of prize credits associated with each option is displayed (FIG. 93(c)), and the number of acquired credits of each player is displayed (FIG. 93(d)). After that, a result of the scramble event is displayed (FIG. 93(e)), and the scramble event completes.



FIG. 94 is a view schematically showing an example of an image in a scramble event “see through jewel that will be higher in price!”.


The scramble event “see trough jewel that will be higher in price!” is a game that is similar to the scramble event “predict brand that will be higher in price!”, and a win or a loss is determined depending on a price increase margin of a jewel selected by a player.



FIG. 95(
a) to FIG. 95(e) are views each schematically showing an image of an image in a scramble event “increase profit by land development!”. FIG. 96(a) to FIG. 96(c) are views each schematically showing an image of an image in a scramble event “increase profit by land development!”.


In the scramble event “increase profit by land development!”, first, rendering of starting the scramble event is performed in the common display device 12 and the terminal display devices 52 (FIG. 95(a)) and then six options indicating lands are displayed (FIG. 95(b)).


Each player selects an option (FIG. 95(c) to FIG. 95(e)), the number of prize credits is displayed (FIG. 96(a)), and rendering indicating an appearance of development is performed (FIG. 96(b)). The processes shown in FIG. 95(c) to FIG. 95(e) and FIG. 96(a) to FIG. 96(b) are performed a total of three times, whereby all options are selected, and during this duration, the number of prize credits is cumulatively added for each player. Lastly, a result of the scramble event is displayed (FIG. 96(c)), and the scramble event completes.



FIG. 97 is a view showing an event list of a “young” generation. FIG. 98 is a view showing an event list of a “middle” generation. FIG. 99 is a view showing an event list of an “old” generation.


The “young”, “middle”, and “old” generations shown in FIG. 97 to FIG. 99 are equivalent to a first stage, a middle stage, and a final stage in a map. That is, tendencies of events arranged in the first, middle, and final stages of the map are different depending on each other.


In the table, a “fixed payment” designates a fixed payment event, “random” designates a random payment event, and “n-options” designates a pick bonus event, and an “END” designates a WIN or END event.


In the fixed payment event and a random payment event, no option is shown for a player, and thus, there is no variation of the number of options. On the other hand, in a pick event and the WIN or END event, a plurality of options is shown for a player, and thus, there is a variation of the number of options. For example, in a “hamburger shop” or the like shown in FIG. 97, a plurality of variations of the number of options is set. In an event in which a plurality of variations of the number of options are set, it is determined with which number of options the event is to be performed, by means of lottery employing random numbers.



FIG. 100 is a view showing a payment table in a fixed payment event.


In the payment table of the fixed payment event, a payment is set for each event.


In the present embodiment, the number of bets for playing a unit game (50 credits) is identical to a minimum value of the number of prize credits in the fixed payment event.



FIG. 101(
a) is a view showing a payment table in a random payment event, and FIG. 101(b) is a view showing a payment level lottery table. FIG. 102(a) to FIG. 102(j) are views each schematically showing a payment table in a random payment event.


In the random payment event, the number of prize credits is randomly determined by means of lottery employing random numbers. The payment table in the random payment event shown in FIG. 101(a) shows an average payment (expectation value). In the random payment event, three payment levels are set. As shown in FIG. 102(a) to FIG. 102(j), among payment levels 1 to 3, a payment of the payment level 1 is the lowest, and a payment of the payment level 3 is the highest.



FIG. 103(
a) is a view showing a payment table in a pick bonus event, and FIG. 103(b) is a view showing a payment level lottery table. In the pick bonus event, the number of prize credits is associated with each option. FIG. 104(a) is a view showing a selection table in a first pick bonus event, and FIG. 104(b) to FIG. 104(e) are views each showing a payment table in the first pick bonus game. FIG. 105(a) is a view showing a selection table in a second pick bonus event, and FIG. 105(b) to FIG. 105(g) are views each showing a payment table in the second pick bonus game. FIG. 106(a) a view showing a selection table in a third pick bonus event, and FIG. 106(b) to FIG. 106(d) are views each showing a payment table in the third pick bonus game. FIG. 107(a) is a view showing a selection table in a pick event “bowling”; FIG. 107(b) is a view showing a payment table in the pick event “bowling”; FIG. 107(c) is a view showing a selection table in a pick event “car purchase”, and FIG. 107(d) to FIG. 107(f) are views each showing a payment table in the pick event “car purchase”. FIG. 108(a) is a view showing a selection table in a pick event “purchase of second house”; FIG. 108(b) is a view showing a payment table in the pick event “purchase of second house”; FIG. 108(c) is a view sowing a selection table in a pick event “my home”; and FIG. 108(d) is a view showing a payment table in the pick event “my home”. FIG. 109(a) is a view showing a selection table in a pick event “merger and acquisition of company”; FIG. 109(b) to FIG. 109(d) are views each showing a payment table in the pick event “merger and acquisition of company”; FIG. 109(e) is a view showing a selection table in a pick event “marriage”, and FIG. 109(f) to FIG. 109(h) are views each showing a payment table in the pick event “marriage”.


The payment table in the pick bonus event shown in FIG. 103(a) shows an average payment (expectation value). In the pick bonus event, three payment levels are set. As shown in FIG. 103 to FIG. 109, among payment levels 1 to 3, a payment of the payment level 1 is the lowest, and a payment of the payment level 3 is the highest.



FIG. 110(
a) is a view showing a payment table in a WIN or END event, and FIG. 110(b) is a view showing a payment level lottery table in the WIN or END event. FIG. 111(a) is a selection table in a WIN or END event “stock investment”; FIG. 111(b) is a payment table in the WIN or END event “stock investment”; FIG. 111(c) is a view showing a selection table in a WIN or END event “investment in kind”; FIG. 111(d) is a view showing a payment table in the WIN or END event “investment in kind”; FIG. 111(e) is a view showing a selection table in a WIN or END event “affiliation”; FIG. 111(f) is a view showing a payment table in the WIN or END event “affiliation”: FIG. 111(g) is a view showing a selection table in a WIN or END event “opening shop”; and FIG. 111(h) is a view showing a payment table in the WIN or END event “opening shop”. FIG. 112(a) is a view showing a selection table in a WIN or END event “present”; FIG. 112(b) to FIG. 112(d) are views each showing a payment table in the WIN or END event “present”; FIG. 112(e) is a view showing a selection table in a WIN or END event “graduation”, and FIG. 112(f) to FIG. 112(h) are views each showing a payment table in the WIN or END event “graduation”.


In the WIN or END events, one END is associated with some of a plurality of different options, and the number of credits is associated with the remaining options. The payment table of the WIN or END event shown in FIG. 110(a) shows an average payment (expectation value). In the WIN or END events, three payment levels are set. As shown in FIG. 111 to FIG. 112, among the payment levels 1 to 3, a payment of the payment level 1 is the lowest, and a payment of the payment level 3 is the highest.



FIG. 113(
a) is a view showing a payment table in a free game, and FIG. 113(b) is a view showing line patterns in the free game. FIG. 114(a) is a view showing reels in the free game, and FIG. 114(b) is a view showing the number of symbols in each reel.


In the free game, symbols are rearranged after scroll-display of the symbol matrixes (a plurality of reels) shown in FIG. 114(a) and FIG. 114(b) have been performed, and a payment of the number of prize credits based on the FIG. 113(a) is determined depending on the number of symbols of same kind that have been arranged on the line patterns shown in FIG. 113(b). After the free game of a predetermined number of times (five times in the present embodiment) has been performed, a total number of prize credits is awarded to a player.



FIG. 115 is a view showing a selection table in a scramble event.


When a condition for generating the scramble event is established, one scramble event is selected by means of lottery employing random numbers, from among plural kinds of scramble events. In the present embodiment, probabilities of selecting six kinds of scramble events are identical to each other.



FIG. 116(
a) is a view showing a number-of-options lottery table in a scramble event “discover gold!”; FIG. 116(b) is a view showing a payment pattern lottery table; and FIG. 116(c) to FIG. 116(k) are views each showing a payment table.


As shown in FIG. 116(a), there are two, four, or six options in the scramble event “discover gold!”. The number of options is determined with reference to the number-of-options lottery table. In addition, as shown in FIG. 116(b) to FIG. 116(k), in the scramble event “discover gold!”, there are three patterns whose tendencies of payments are different from each other.



FIG. 117(
a) is a view showing a number-of-options lottery table in a scramble event “strike oil!”, and FIG. 117(b) to FIG. 117(d) are views each showing a payment table.


As shown in FIG. 117(a), there are two, four, or six options in the scramble event “strike oil!”. The number of options is determined with reference to the number-of-options lottery table. In addition, in the scramble event “strike oil!”, unlike the scramble event “discover gold!”, a plurality of different patterns is not set. As shown in FIG. 117(b) to FIG. 117(d), even if the number of options is different, the number of prize credits is associated with only one option.



FIG. 118(
a) is a view showing a payment pattern lottery table in a scramble event “increase profit by land development!”, and FIG. 118(b) is a view showing a payment table.


In the scramble event “increase profit by land development!”, the number of options is fixed to a predetermined number (six). As shown in FIG. 118(a) and FIG. 118(b), in the scramble event “increase profit by land development”, there are three patterns whose tendencies of payments are different from each other.



FIG. 119(
a) is a view showing a payment pattern lottery table in a scramble event “make a success of resort development!”, and FIG. 119(b) is a view showing a payment table.


In the scramble event “make a success of resort development!”, the number of options is fixed to a predetermined number (eight). As shown in FIG. 119(a) and FIG. 119(b), in the scramble event “make a success of resort development!”, there are three patterns whose tendencies of payments are different from each other.



FIG. 120(
a) is a view showing a payment pattern lottery table in a scramble event “predict brand that will be higher in price!”, and FIG. 120(b) is a view showing a payment table.


In the scramble event “predict brand that will be higher in price!”, the number of options is fixed to a predetermined number (four). As shown in FIG. 120(a) and FIG. 120(b), in the scramble event “predict brand that will be higher in price!”, there are three patterns whose tendencies of payments are different from each other.



FIG. 121(
a) is a view showing a payment pattern lottery table in a scramble event “see through jewel that will be higher in price!”, and FIG. 121(b) is a view showing a payment table.


In the scramble event “see through jewel that will be higher in price!”, the number of options is fixed to a predetermined number (six). As shown in FIG. 121(a) and FIG. 121(b), in the scramble event “see through jewel that will be higher in price!”, there are three patterns whose tendencies of payments are different from each other.


Second Embodiment


FIG. 122 is a front view schematically showing a gaming machine according to a second embodiment of the present invention.


A gaming machine 101 is provided with a common portion 110 and a plurality of game terminals 150 (two). Two game terminals 150 are disposed side by side. The common portion 110 is installed over the two game terminals 150 at an upper side of the two game terminals 150. The common portion 110 is provided a panel 111 to which decoration is applied onto an upper side and with which a common display device 112 is engaged at a lower side. The game terminals 150 each is provided with a cabinet 151. At an upper center of the cabinet 151, a terminal display device 152 is installed. At a lower side of the terminal display device 152, a control panel 153 is installed. On the control panel 153, a variety of input devices are installed.


In the gaming machine 101 of the present embodiment, as in the first embodiment, a game is not played in such a manner that a plurality of symbols in symbol matrixes or reels are rearranged in each unit game, and a game advances in accordance with the steps (the above described steps 1 to 5) that are similar to those in the first embodiment. However, a frame which a character has passed through or stopped at becomes the character's territory, and when the number of territories has reached a predetermined number, the game completes. In the present embodiment as well, as in the first embodiment, a scramble event is performed as an event of a type of which a plurality of players can participate.


Third Embodiment


FIG. 123 is a front view schematically showing a gaming machine according to a third embodiment of the present invention.


A gaming machine 201 is provided with a common portion 210 and a plurality of game terminals 250 (two). Two game terminals 250 are disposed side by side.


The common portion 210 is installed over the two game terminals 250 at an upper side of the two game terminals 250. The common portion 210 is provided a panel 211 to which decoration is applied onto an upper side and with which a common display device 212 is engaged at a lower side. The game terminals 250 each is provided with a cabinet 251. At an upper center of the cabinet 251, a terminal display device 252 is installed. At a lower side of the terminal display device 252, a control panel 253 is installed. On the control panel 253, a variety of input devices are installed.


In the gaming machine 201 of the present embodiment, as in the first embodiment, a game is not played in such a manner that a plurality of symbols in symbol matrixes or reels are rearranged in each unit game, and a game advances in accordance with the steps (the above described steps 1 to 5) that are similar to those in the first embodiment. However, in the present embodiment, in place of the fact that a plurality of characters do not complete in an event of a type of which a plurality of players can participate, an event (joint event) in which a game completion condition is established in joint is executed, and when the game completion condition has been established, a prize is awarded to each player. The game completion condition can include winning a matchup against a character as an enemy that a computer operates or the like.


In this manner, the event of a type of which the plurality of players can participate, in the present invention, is based on a concept including a scramble event and a joint event.


Although the embodiments of the present invention were described above, they were just illustrations of specific examples, and hence do not particularly restrict the present invention. A specific configuration of each step and the like is appropriately changeable in terms of design. Further, the effects described in the embodiments of the present invention are just recitations of the most suitable effects generated from the present invention. The effects of the present invention are thus not limited to those described in the embodiments of the present invention.


Further, the foregoing detailed descriptions centered the characteristic parts of the present invention in order to facilitate understanding of the present invention. The present invention is not limited to the embodiments in the foregoing specific descriptions but applicable to other embodiments with a variety of application ranges. Further, terms and phrases in the present specification were used not for restricting interpretation of the present invention but for precisely describing the present invention. It is considered easy for the skilled in the art to conceive other configurations, systems, methods and the like included in the concept of the present invention from the concept of the invention described in the specification. Therefore, it should be considered that recitations of the claims include uniform configurations in a range not departing from the range of technical principles of the present invention. Moreover, an object of the abstract is to enable a patent office, a general public institution, an engineer belonging to the technical field who is unfamiliar with patent, technical jargon or legal jargon, and the like, to smoothly determine technical contents and an essence of the present application with simple investigation. Accordingly, the abstract is not intended to restrict the scope of the invention which should be evaluated by recitations of the claims. Furthermore, for thorough understanding of an object of the present invention and an effect specific to the present invention, it is desired to make interpretation in full consideration of documents already disclosed and the like.


The foregoing detailed descriptions include processing executed on a computer. Explanations and expressions above are described with the aim of being most efficiently understood by the skilled person in the art. In the specification, each step for use in deriving one result should be understood as the self-consistent processing. Further, in each step, transmission/reception, recording or the like of an electrical or magnetic signal is performed. While such a signal is expressed by using a bit, a value, a symbol, a letter, a term, a number or the like in processing of each step, it should be noted that those are used simply for the sake of convenience in description. While there are cases where processing in each step may be described using an expression in common with that of action of a human, processing described in the specification is essentially executed by a variety of devices. Further, other configurations requested for performing each step should become apparent from the above descriptions.

Claims
  • 1. A gaming machine comprising: a common display device that displays a route made of a plurality of continuous frames;a plurality of game terminals;a bet input portion that is provided in each of the game terminals, for placing a bet in each unit game;a number-of-movements determining portion that determines by means of random numbers a number of frames to which a character corresponding to the game terminal moves in the route, in a case where a bet is placed via the bet input portion of the game terminal;a number-of-movements display portion that displays the number of the frames that is determined by the number-of-movements determining portion in the common display device and/or the game terminal;a character movement portion that moves the character in accordance with the number of the frames that is determined by the number-of-movements determining portion, in the route that is displayed on the common display device;an event executing portion that executes an event associated with the frame at which the character stops; anda prize awarding portion that awards a prize in accordance with a result of the event that is executed by the event execution portion.
  • 2. The gaming machine according to claim 1, wherein, in the route, a plurality of continuous frames are disposed in a linear manner,in the frames, symbols associated with an event to be executed when the character stops at the frame are arranged,the common display device rearranges the symbols with a predetermined timing, and scroll-displays the route with movement of the character by the character movement portion.
  • 3. The gaming machine according to claim 1 or 2, wherein the gaming machine comprises: a route data storage portion that stores route data indicating the route; and a route data update portion that updates the route data,the common display device displays a part of the route; andthe route data update portion changes a non-display route portion other than a portion that is displayed on the common display device, in the route, with a predetermined timing.
  • 4. The gaming machine according to claim 3, wherein the route data update portion changes the non-display route portion in each unit game.
  • 5. The gaming machine according to any one of claims 1 to 4, wherein the bet input portion is configured so as to be directly operated by a player,the gaming machine comprises an operation strength detecting portion that detects a strength of the operation of the player for the bet input portion, andthe number-of-movements display portion displays the number of movements determined by the number-of-movements determining portion in a manner according to the strength of the operation of the player that is detected by the operation strength detecting portion.
  • 6. The gaming machine according to any one of claims 1 to 5, wherein the gaming machine comprises a route data storage portion that stores the route data indicating the route,the route includes a branch frame and a merge frame,a plurality of branch routes is included between the branch frame and the merge frame,a branch route including a high payment zone and a branch route including a low payment zone are provided in the plurality of branch routes;a maximum value of a prize that a player can acquire in the high payment zone is set to be greater than a maximum value of a prize that a player can acquire in the low payment zone, andan expectation value of the prize in the high payment zone is set to be substantially equal to an expectation value of the prize in the low payment zone.
  • 7. The gaming machine according to claim 6, wherein each of expectation value rates of prizes in the entire routes is smaller than 100%.
  • 8. The gaming machine according to any one of claims 1 to 7, wherein the event executing portion determines a result of the event by means of another random number that is different from the random numbers that the number-of-movements determining portion employs.
  • 9. The gaming machine according to claim 8, wherein, in a case where the character stops at a predetermined frame and a condition for generating an event of a type of which a predetermined plurality of players can participate is established, the event executing portion executes the event of a type of which the plurality of players can participate, the event enabling the character and another character that is different from the character to participate therein, and determines a result of the event by means of a random number other than the random numbers that the number-of-movements determining portion employs, in the event of a type of which the plurality of players can participate.
  • 10. The gaming machine according to any one of claims 1 to 9, wherein the route includes a branch frame and a plurality of branch routes that extend from the branch frame,the gaming machine comprises: an option display portion that displays an option of the branch route in a case where the character corresponding to the game terminal moves to the branch frame; and a route selection command input portion that is provided in each of the game terminals, for inputting a command for selecting the branch route to which the character moves, by an operation of a player, andthe character movement portion moves the character on the branch route according to the command input via the route selection command input portion.
  • 11. The gaming machine according to any one of claims 1 to 10, wherein the gaming machine comprises: a route data storage portion that stores the route data indicating the route; and a liquidation processing portion that performs the liquidation processing,the route has a start frame, andthe character movement portion moves the character corresponding to the game terminal to the start frame in a case where a command for the liquidation is input via the liquidation command input portion of the game terminal and then liquidation processing is performed by the liquidation processing portion.
  • 12. The gaming machine according to any one of claims 1 to 11, wherein the gaming machine comprises a route data storage portion that stores the route data indicating the route,the route has a start frame and a goal frame, andthe character movement portion moves the character to the start frame in a case where the character stops at the goal frame.
  • 13. The gaming machine according to any one of claims 1 to 12, wherein the gaming machine comprises: a route data storage portion that stores the route data indicating the route; and a credit input portion that is provided in each of the game terminals, for inputting a credit,the route data storage portion stores plural types of route data, andthe common display device displays the route based on any one of the plural types of route data, and displays the route based on another item of route data in accordance with the input of the credit via the credit input portion.
  • 14. The gaming machine according to any one of claims 1 to 13, wherein the gaming machine comprises a participation command input portion that is provided in each of the game terminal, for inputting by an operation of a player a command of whether or not to participate in an event of a type of which a plurality of player can participate, the event enabling a plurality of the game terminals to participate therein, andin a case where the character stops at a predetermined frame and a condition for generating an event of a type of which a predetermined plurality of players can participate is established, the event executing portion executes the event of the type of which the plurality of players can participate, causes the game terminal corresponding to the character to participate in the event of a type of which the plurality of players can participate, and causes a game terminal inputting a command for participation in the event of the type of which the plurality of players can participate via the participation command input portion in the event of the type of which the plurality of players can participate, among other game terminals that are different from the game terminal.
  • 15. The gaming machine according to any one of claims 1 to 14, wherein the gaming machine comprises a number-of-credits storage portion that stores the number of credits of a player for each of the game terminals,the event executing portion executes the event of the type of which the plurality of players can participate, in a case where the character stops at a predetermined frame and a condition for generating an event of a type of which a predetermined plurality of players can participate is established,the event of the type of which the plurality of players can participate is an event in which the game terminal corresponding to the character participates and another game terminal that is different from the game terminal can participate, andthe prize awarding portion awards a prize to the game terminal winning the event of a type of which the plurality of players can participate, while all or part of the number of credits of the game terminals participating in the event of the type of which the plurality of players can participate is employed as a fund.
  • 16. The gaming machine according to any one of claims 1 to 15, wherein the gaming machine comprises: an accumulation portion that accumulates part of a bet from each of the game terminals as a progressive fund; and a progressive payout portion that awards all or part of the progressive fund to the game terminal corresponding to the character in a case where a game progress state defined based on a position and/or a movement process of the character in the route meets a progress payout condition.
  • 17. The gaming machine according to any one of claims 1 to 16, wherein the common display device provides in each of the frames a display relating to an event to be performed in a case where the character stops at each of the frames, andthe event executing portion executes an event that is different from a content of a display before determining the number of movements of the character in a frame at which the character stops, in a case where a predetermined event change condition is established.
  • 18. The gaming machine according to any one of claims 1 to 17, wherein the gaming machine comprises a character selection command input portion that is provided in each of the game terminals, for inputting by an operation of a player a command for selecting one character for a player to use in a game, andthe number-of-movements display portion provides a display by means of a language associated with the character that is selected by the command input via the character selection command input portion.