US20080300040A1 - Game Apparatus - Google Patents

Game Apparatus Download PDF

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Publication number
US20080300040A1
US20080300040A1 US12/084,329 US8432906A US2008300040A1 US 20080300040 A1 US20080300040 A1 US 20080300040A1 US 8432906 A US8432906 A US 8432906A US 2008300040 A1 US2008300040 A1 US 2008300040A1
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United States
Prior art keywords
winning
objects
unit
array
game
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Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Abandoned
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US12/084,329
Inventor
Nobuhiro Goto
Yuichi Nakahara
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Konami Digital Entertainment Co Ltd
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Konami Digital Entertainment Co Ltd
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Assigned to KONAMI DIGITAL ENTERTAINMENT CO., LTD reassignment KONAMI DIGITAL ENTERTAINMENT CO., LTD ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: GOTO, NOBUHIRO, NAKAHARA, YUICHI
Publication of US20080300040A1 publication Critical patent/US20080300040A1/en
Abandoned legal-status Critical Current

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Classifications

    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F3/00Board games; Raffle games
    • A63F3/06Lottos or bingo games; Systems, apparatus or devices for checking such games
    • A63F3/062Bingo games, e.g. Bingo card games
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3272Games involving multiple players
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3286Type of games
    • G07F17/329Regular and instant lottery, e.g. electronic scratch cards

Definitions

  • the present invention relates to a game apparatus capable of executing a game that selects a plurality of winning-objects by carrying out selection by a predetermined number of times in one game term, and decides whether or not an array of the plurality of winning-objects in a selection-object-array defined by generated array information is a specified-pattern.
  • a bingo game machine described in, for example, Patent Document 1 has been known as this type of game apparatus.
  • the bingo game machine is placed in an amusement hall such as a game center, and can be simultaneously used by a plurality of players.
  • a bingo card image arrayed in a square matrix consisting of 5 by 5 rows, in which a number image (an selection-object image) is disposed by an array unique to each player, is displayed in a displaying unit set up for each player.
  • a winning number is determined from twenty-five numbers (selection-objects) from “1” through “25” by a drawing machine, and display patterns of winning numbers and non-winning numbers other than the won numbers are made different from each other in the bingo card images of the respective players.
  • a bingo array (a specified-pattern) is established, in which all of the numbers arranged in any one of the longitudinal direction, the horizontal direction and the diagonal direction in the bingo card image become the winning numbers or the numbers corresponding to the number image in the valid area (hereinafter called these numbers “pre-winning numbers”), BINGO is established. Therefore, in the bingo game machine, a drawing is started from a state that four numbers are drawn in advance, and a bingo game is caused to progress.
  • the bingo game machine described in the Patent Document 1 make a player select a bingo card used for a bingo game from a plurality of bingo card images displayed in the displaying unit before commencement of drawing, and carry out a bingo game using the bingo card image selected by the player.
  • odds for respective matrix arrays corresponding to respective bingo card images are calculated in advance before displaying a plurality of bingo card images on the displaying unit. This is because of the following reason.
  • the player may optionally select, in response to his own taste, a bingo card image in which it is difficult to establish BINGO although the allotment is great or a bingo card image in which BINGO is easily established although the allotment is slight.
  • a bingo card image in which it is difficult to establish BINGO may be caused to co-exist in a bingo game, wherein the game is not made monotonous, by which its game attractiveness is improved.
  • Patent Document 1 Japanese Published Unexamined Patent Application No. 2001-161889
  • a game such as a bingo game by which people enjoy an event of whether or not selection-objects selected by a drawing, etc. from a specified-pattern
  • game progression be controlled so that, in view of improving the game attractiveness or adjusting the payout ratio, a time in which a specified-pattern is temporarily easily completed, is set up, or a specified-pattern matching is facilitated for a specified player.
  • determination-factors include arrangement and the number of valid areas determined before the drawing, and the arrangement of winning numbers determined after the drawing, in the bingo game machine described in the Patent Document 1.
  • the arrangement of the valid areas is determined at random after the arrangement of each number on the bingo card array is determined at random, and respective matrix arrays are generated based on these determinations.
  • the arrangement and the number of the valid areas, which are determined before the drawing, are determined at random, the arrangement and the numbers of the valid areas that are the above-mentioned determination-factors cannot be controlled at the bingo game machine side.
  • the arrangement of the respective numbers on the bingo card array is determined at random, and bingo cards which will be used are selected by players, and further, winning numbers are determined at random by the drawing. Therefore, the bingo game machine cannot control the arrangement of the winning numbers determined after the drawing, which is the above-described determination-factor.
  • the present invention realizes and provides a game apparatus capable of controlling the above-mentioned progression of a game.
  • a game apparatus includes: a winning-object selecting unit for selecting winning-objects from a plurality of selection-objects; a game control unit for controlling progression of a game, which carries out selections a predetermined number of times using the winning-object selecting unit during one game term; an array information generating unit for generating array information defining a selection-object-array using part or all of the plurality of selection-objects; an array image displaying unit for displaying an array image in which a plurality of selection-object-images corresponding to the respective selection-objects included in the selection-object-array defined by the array information generated by the array information generating unit are arrayed based on the array information; a winning-object storage unit for storing the winning-objects selected by the winning-object selecting unit during the one game term; and a decision unit for deciding, based on the winning-objects stored in the winning-object storage unit, whether or not an array of the winning-objects on the selection-object-arra
  • the winning-object selecting unit carries out selection by the predetermined number of times during the one game term, and selected the winning-objects are stored in the winning-object storage unit. And, based on the winning-objects stored in the winning-object storage unit, the decision unit decides whether or not the array of the winning-objects on the selection-object-array defined by the array information generated by the array information generating unit is a specified-pattern. For this reason, the determination-factor to determine the easiness or difficulty to complete the specified-pattern is the arrangement of the winning-objects.
  • part or all of the selections carried out during the one game term are selected before the array information generating unit generates array information.
  • the selection-object-array is determined based on the pre-winning-objects selected before the generation of the array information, and the array information is generated.
  • the pre-winning-objects selected before the generation of the array information are made into the winning-objects at a predetermined probability and are stored in the winning-object storage unit.
  • the accuracy of the control is determined by the number of the pre-winning-objects selected before generating the array information and the predetermined probability showing the probability at which the pre-winning-objects are made into the winning-objects. That is, if the number of the pre-winning-objects selected before generating the array information is set to the maximum number of the winning-objects stored in the winning-object storage unit for the one game term, and the predetermined probability is set to 100%, arrangement of all the winning-objects during the one game term can be completely controlled. And, the less the number of the pre-winning-objects selected before generating the array information is set, and the lower the probability is set, the lower the control accuracy becomes.
  • the determination-factors to determine the easiness or difficulty to complete the specified-pattern can be controlled at the game apparatus side, including the control accuracy.
  • the predetermined probability may be 100% when the winning-object storage unit stores the pre-winning-objects as winning-objects.
  • the winning-object selecting unit may carry out part of the selections, which are executed the predetermined number of times during the one game term, before generating the array information, and with respect to at least selections carried out after generating the array information, winning-objects are selected by drawings.
  • the “drawing” referred to herein includes all the types of drawings such as a computer drawing by which the winning-objects are determined by executing a drawing program in accordance with winning-probability of each of the selection-objects defined by the winning-probability data and a physical drawing by which winning-objects are determined based on a result of movement of a drawing-tangible-object by moving the drawing-tangible-object.
  • the arrangement of the winning-objects is not completely controlled at the game apparatus side. As a result, room for the arrangement of the winning-objects to be influenced by player's luck is caused, it is possible to prevent the game attractiveness from being lowered in view of the players.
  • the selections before generating the array information may be executed by a drawing. Even in this case, since the array information is generated based on the pre-winning-objects selected by the drawings, there is no case where the control accuracy is lowered for arrangement of the winning-objects.
  • the winning-object selecting unit may carry out part of the predetermined number of selections, which are executed during the one game term, before generating the array information, and with respect to at least selections carried out after generating the array information, winning-objects are selected by the drawings.
  • the game apparatus may include: a notifying unit for providing a notification of the winning-objects stored in the winning-object storage unit after the array image displaying unit displays the array image.
  • the winning-object selecting unit may carry out part of the selections, which are executed the predetermined number of times during the one game term, before generating the array information, and the notifying unit may provide the notification of those stored in the winning-object storage unit as the winning-objects out of the pre-selecting-objects and the winning-objects that the winning-object selecting unit selects after generating the array information, almost in the same notification mode.
  • the notification which are made into the winning-objects, of the pre-selecting-objects selected before generating the array information, are provided by roughly the same notifying mode as the winning-objects selected after generating the array information. Therefore, such an impression just like those, which are made into winning-objects, of the pre-selecting-objects selected before generating the array information having been selected by a selecting method similar to the winning-objects selected after generating the array information can be given to a player who has received the notification.
  • the method for selecting winning-objects after generating the array information is by drawing
  • such an impression just like those, which are made into winning-objects, of the pre-selecting-objects selected before generating the array information having been selected by drawing as well can be given to a player. Therefore, in this case, the player can have such an impression that the winning-objects of the pre-selecting-objects pertaining to the pre-selecting-objects are selected by good luck of the player, wherein the game credibility is further improved.
  • the game apparatus may include: a bet accepting unit for accepting a bet for a bet-object; and an allotment payout unit for paying out allotment, wherein the game control unit may control the allotment payout unit to pay out a quantity of allotment corresponding to a quantity of the bet-objects that the bet accepting unit accepts when the decision unit decides that the specified-pattern is formed.
  • a player can play a so-called bet game that the player bets a bet-object and will receive allotment when a specified-pattern is completed. Therefore, in the bet game in which controlling the game progression is important, it becomes possible to control the game progression.
  • the game apparatus includes: a payout ratio storage unit for storing payout ratio data showing a payout ratio that is a ratio of the quantity of the bet-objects accepted by the bet accepting unit to the quantity of allotment paid out by the allotment payout unit within a predetermined duration of time, wherein the array information generating unit may determine the selection-object-array based on the pre-winning-objects selected by the winning-object selecting unit before generating the array information, so that the payout ratio shown by the payout ratio data stored in the payout ratio storage unit approaches a predetermined preset payout ratio.
  • the game apparatus is a game apparatus for business use placed in an amusement hall such as a game center, and uses tangible entities such as tokens bought by a player paying cash and electronic data equivalent thereto as bet-objects and allotment, it is important to maintain the payout ratio to the preset payout ratio in view of business management.
  • whether allotment is paid out is determined based on whether or not a specified-pattern is completed, and the arrangement of the winning-objects that are the determination-factors to determine the easiness or difficulty to complete the specified-pattern can be controlled at the game apparatus side as described above. And, the arrangement of the winning-objects is controlled by how the array information generating unit determines the selection-object-arrays based on the pre-winning-objects selected before generating the array information. Therefore, according to the game apparatus, it is possible to control whether or not the allotment is paid out, based on how the array information generating unit determines the selection-object-arrays based on the pre-winning-objects.
  • the game apparatus it is possible to adjust the payout ratio based on how the array information generating unit determines the selection-object-arrays based on the pre-winning-objects. And, since, with the game apparatus, the selection-object-arrays are determined so that the payout ratio is drawn to a predetermined preset payout ratio, the payout ratio becomes almost fixed. Accordingly, it becomes easy to manage the game balance, and the high game attractiveness can be stably brought about. In addition, where the game apparatus is used as the above-mentioned game apparatus for business use, the business management can be facilitated.
  • the array image displaying unit may display the array image, in which the plurality of selection-object-images are arrayed in form of a matrix based on the array information, and the decision unit may decide with the specified-pattern that is an array in which the selection-object-images corresponding to the winning-objects are arranged at least in one of lines in a longitudinal direction, horizontal direction and diagonal direction on the array image.
  • a so-called bingo game can be executed. Therefore, it becomes possible to control the game progression in a bingo game.
  • the determination-factors to determine the easiness or difficulty to complete the specified-pattern can be controlled, it becomes possible to control the game progression such as enhancement of the game attractiveness and adjustment of the payout ratio.
  • FIG. 1 is a flowchart showing a flow of a process for generating and displaying bingo cards in a bingo game machine according to an embodiment.
  • FIG. 2 is a perspective view of the entire appearance of the bingo game machine.
  • FIG. 3 is a front view showing a station of the bingo game machine.
  • FIG. 4 is a top view of the station 10 .
  • FIG. 5 is a block diagram showing a major hardware configuration of the bingo game machine.
  • FIG. 6 is a functional block diagram showing major parts of the bingo game machine.
  • FIG. 7 is a descriptive view showing a game screen displayed on a touch panel of the station.
  • FIG. 8 is a flowchart showing a flow of a bingo game according to the bingo game machine.
  • FIG. 9 is a descriptive view showing a main screen displayed on the large-sized display of the bingo game machine.
  • FIG. 10 is a flowchart showing a flow of a winning-probability changing process.
  • FIG. 11 is a flowchart showing a flow of an attack process.
  • FIG. 12 is a flowchart showing a flow of a bingo game according to a modified version.
  • FIG. 2 is a perspective view showing the entire appearance of a bingo game machine according to the embodiment.
  • the bingo game machine is composed of one game machine body I and seven stations 10 .
  • seven players or less who are participants of drawing can simultaneously join and play a bingo game in which twenty-five selection-objects (numbers from “1” to “25”) are selected one by one by a computer drawing described later.
  • the number of selection-objects and the maximum number of game participants are optional.
  • Respective players join and play a bingo game using any one of the stations 10 .
  • the game machine body 1 is provided with a large-sized display 2 at a position where the respective players are able to visually recognize.
  • the game machine body 1 is also provided with a speaker 3 , which is a sound outputting unit operating as sound outputting means, and an illumination device in order to carry out various types of performances and notification to the players.
  • FIG. 3 is a front view of the station 10 .
  • FIG. 4 is a top view of the station 10 . Since the seven stations are composed of the same configuration, a description is given below of one of the seven stations.
  • the station 10 includes a touch panel 11 that is an operation unit operating as operating means; an attack button 12 ; a token inputting port 13 for inputting tokens; a token receiving portion 14 for receiving tokens by refunding credits; and a refund button 15 for instructing refund of credits.
  • the touch panel 11 displays a game screen including a bingo card image (array image) in which number images (selection-object-images) of “1” through “25” are arrayed in form of a matrix, etc. A player can carry out various types of operations by touching respective types of images in the game screen.
  • FIG. 5 is a block diagram showing a main hardware configuration of the bingo game machine.
  • the bingo game machine has a controller 4 in the interior of the game machine body 1 , which controls movements of the entire game machine.
  • the touch panel 11 of the respective stations 10 is controlled by the controller 4 .
  • the controller 4 is composed of a microprocessor, etc., and carries out various types of calculations necessary for game progression and operational control of various types of devices.
  • the controller 4 is connected via a bus to a screen drawing controller 16 , which draws various types of images on the touch panel 11 in accordance with instructions from the controller 4 .
  • the controller 4 is connected to an input controller 17 , which controls data inputted by touching various types of images drawn on the touch panel 11 via the bus.
  • the controller 4 is also connected to a token management device 18 via the bus.
  • These devices 16 , 17 and 18 are provided in the interior of the respective stations 10 .
  • an operation brought about when pressing the attack button 12 is transmitted to the controller 4 via the bus.
  • the token management device 18 stores credit data showing the number of tokens that a player owns. When tokens are inputted into the token inputting port 13 , the token management device 18 executes a process of adding the credit equivalent to the number of inputted tokens to the credit data.
  • the token management device 18 which is an allotment payout unit, functions as allotment paying-out means when receiving a payout instruction from the controller 4 and executes a process of adding credits of the quantity in accordance with the payout instruction to the credit data as allotment. Also, when the token management device 18 receives a bet instruction from the controller 4 , the device 18 executes a process of subtracting credits of the quantity in accordance with the bet instruction from the credit data.
  • controller 4 is connected via the bus to a sound controller 5 for outputting, from a speaker, sounds for performances in accordance with an instruction from the controller 4 , and a large-sized screen controller 6 for drawing various types of images in accordance with instructions of the controller 4 on the large-sized display 2 .
  • the controller 4 is connected via the bus to a computer drawing machine 20 for carrying out number drawing in accordance with an instruction from the controller 4 , a RAM 7 , a ROM 8 and an auxiliary storage device 9 , which function as various types of storage units.
  • a computer drawing machine 20 for carrying out number drawing in accordance with an instruction from the controller 4 , a RAM 7 , a ROM 8 and an auxiliary storage device 9 , which function as various types of storage units.
  • the auxiliary storage device 9 is a rewritable storage device that is composed of a hard-disk storage device, etc., and stores data and programs that cannot be stored in the RAM 7 and the ROM 8 .
  • the data and programs stored in the auxiliary storage device 9 are loaded into a predetermined area of the RAM 7 in response to an instruction from the controller 4 , and are utilized.
  • FIG. 6 is a functional block diagram showing major parts in the bingo game machine.
  • the bingo game machine is composed mainly of a game progression control unit 101 , a card generating unit 102 , a station displaying unit 103 , a main displaying unit 104 , a drawing unit 105 , a winning-probability changing unit 106 , a bingo decision unit 107 and an odds management unit 108 .
  • the game progression control unit 101 is composed of the controller 4 , the RAM 7 , the ROM 8 , and the auxiliary storage device 9 , etc., in the hardware configuration shown in FIG. 5 .
  • the game progression control unit 101 which is a game control unit, functions as game controlling means by the controller 4 executing a game progression program stored in the ROM 8 or the auxiliary storage device 9 . Also the game progression control unit 101 carries out various types of control and processes described later.
  • the card generating unit 102 is composed of the controller 4 , the RAM 7 , the ROM 8 , and the auxiliary storage device 9 , etc., in the hardware configuration shown in FIG. 5 .
  • the card generating unit 102 reads an array determination program to array the numbers “1” through “25” in form of a matrix from the auxiliary storage device 9 when receiving a card generation instruction from the game progression control unit 101 , and generates array information in accordance with the card generation instruction.
  • the matrix according to the embodiment is a 5 ⁇ 5 square matrix, it is not limited thereto.
  • the generated array information is stored in the array-information-storage-area of the RAM 7 .
  • the array information stored in the RAM 7 is utilized by the game progression control unit 101 , etc. A detailed description is given later of generation of the array information.
  • the quantity of the numbers read from the auxiliary storage device 9 is coincident with the quantity of number images that compose the matrix, but the quantity of the numbers may be smaller than or greater than the quantity of number images.
  • the station displaying unit 103 is composed of the touch panel 11 and the image drawing controller 16 , etc., in the hardware configuration shown in FIG. 5 .
  • the station displaying unit 103 displays images on the touch panel 111 in accordance with various types of displaying instructions from the game progression control unit 101 .
  • the station displaying unit 103 which is the array image displaying unit, functions as array image displaying means and displays a bingo card image consisting of the number images of “1” through “25” arrayed in form of a 5 ⁇ 5 matrix on the touch panel 11 in accordance with the card displaying instruction.
  • the main displaying unit 104 is composed of the large-sized display 2 and the large-sized screen controller 6 , etc., in the hardware configuration shown in FIG. 5 .
  • the main displaying unit 104 displays images on the large-sized display 2 in accordance with various types of displaying instructions from the game progression control unit 101 .
  • the game progression control unit 101 which is a winning-probability displaying control unit, operating as winning-probability displaying control means
  • the main displaying unit 104 which is the winning-probability image displaying unit, functions as winning-probability image displaying means and displays the roulette image on the large-sized display 2 in accordance with the displaying instruction.
  • the large-sized display 2 may be any type of display as long as it can display pictures based on electronic signals from the large-sized screen controller 6 .
  • the drawing unit 105 is composed of the computer drawing machine 20 , RAM 7 , ROM 8 and auxiliary storage device 9 , etc., in the hardware configuration shown in FIG. 5 .
  • the drawing unit 105 When the drawing unit 105 receives a drawing commencement instruction from the game progression control unit 101 , the drawing unit 105 functions as drawing means, which is winning-object selecting means, and carries out the computer drawing in accordance with the winning-probability of each of selection-objects, which is determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7 being a winning-probability data storage unit operating as winning-probability data storage means. As a result, winning numbers are determined. The determined winning numbers are stored in the winning-history-storage-area of the RAM 7 that is the winning-object storage unit operating as winning-object storage means.
  • the winning-probability changing unit 106 is composed of the controller 4 , RAM 7 , ROM 8 , and auxiliary storage device 9 , etc., in the hardware configuration shown in FIG. 5 .
  • the winning-probability changing unit 106 changes the winning-probability data stored in the winning-probability-storage-area of the RAM 7 in accordance with a winning-probability changing instruction from the game progression control unit 101 . A changing process of the winning-probability data will be described later.
  • the bingo decision unit 107 is composed of the computer drawing machine 20 , RAM 7 , ROM 8 and auxiliary storage device 9 , etc., in the hardware configuration shown in FIG. 5 .
  • the bingo decision unit 107 When the bingo decision unit 107 receives a decision instruction from the game progression control unit 101 , the bingo decision unit 107 carries out a bingo decision process based on the winning numbers stored in the winning-history-storage-area of the RAM 7 and the array information stored in the array-information-storage-area of the RAM 7 . In the bingo decision process, for each array information stored in the array-information-storage-area of the RAM 7 , it is decided whether or not arrays, that are on the matrix based on the corresponding array information, of the numbers corresponding to a plurality of winning numbers stored in the winning-history-storage-area of the RAM 7 coincide with a predetermined bingo array.
  • the predetermined bingo array is an array in which all the number images arrayed in any line in the longitudinal direction, the horizontal direction and the diagonal direction on the bingo card image become winning numbers. And, where the array of a plurality of winning numbers stored in the winning-history-storage-area of the RAM 7 is the predetermined bingo array, it is determined that BINGO is established with respect to the corresponding array information. Where it is determined that BINGO has been established, the bingo decision unit 107 transmits bingo generation information of BINGO having occurred, to the game progression control unit 101 .
  • the bingo decision unit 107 carries out a process for deciding whether or not only one number is needed to reach one or more of the predetermined bingo arrays when it receives the decision instruction from the game progression control unit 101 .
  • a state of waiting for the last number of the predetermined bingo array(s) occurs when entering the state in which BINGO occurs if a specified number is drawn next, based on the winning numbers stored in the winning-history-storage-area of the RAM 7 and the array information stored in the array-information-storage-area of the RAM 7 .
  • the bingo decision unit 107 transmits occurrence information of the state, to the game progression control unit 101 .
  • the odds management unit 108 is composed of the computer drawing machine 20 , RAM 7 , ROM 8 and auxiliary storage device 9 , etc., in the hardware configuration shown in FIG. 5 .
  • the odds management unit 108 calculates the odds data for each of the respective numbers, which is the allotment quantity determination data, to determine the quantity of allotment to be paid out by meeting the payout condition including bingo establishment if the corresponding number were the winning number determined next by the drawing unit 105 .
  • the calculation process of the odds data is carried out whenever drawings coming after the fourth time drawing are carried out by the drawing unit 105 .
  • the odds are calculated so that the quantity of allotment decreases as the number of times of drawing increases.
  • the odds are calculated for the numbers whose winning-probabilities increase by the winning-probability changing unit 106 , so that the quantity of allotment decreases.
  • the odds data calculated is stored in an odds-storage-area of the RAM 7 , which is an allotment quantity determination data storage unit, operating as allotment quantity determination data storage means.
  • FIG. 7 is a descriptive view showing one example of a game image displayed on the touch panel 11 .
  • Two bingo card images are displayed on the game screen.
  • the numbers enclosed by a square frame on the respective bingo card image show those won in the drawings carried out up until the present time, and the numbers enclosed by a circular frame shows those that are not yet won.
  • the display pattern of number “16” positioned at the right lower corner of the left side bingo card image in the figure is a display pattern when a player desires to win and touches the number. This number is a winning-desired number.
  • the winning-desired number on the right side bingo card image in the figure is displayed by being enclosed by a large circular frame.
  • a BET-display-column 11 a showing the credit quantity (token quantity) as bet-objects bet by a player
  • a credit-acquisition-quantity-display-column 11 b showing the credit quantity acquired by generation of BINGO
  • a credit-display-column 11 c showing the present credit quantity of the player, etc.
  • a winning-history-display-column 11 d showing the numbers, which are won by the drawings up until the present time, from the left side in the figure in order is provided.
  • the example of illustrated in the figure shows a state where a drawing has been carried out ten times up until the present time.
  • an allotment-quantity-display-column 11 e is displayed on the uppermost part of the game screen.
  • the allotment-quantity-display-column 11 e shows the relationship between the colors and the allotment quantity, which are described later.
  • the allotment quantities of the respective colors are obtained by multiplying the odds data corresponding to the respective colors by the bet quantity of the player.
  • attack-gauge-display-column 11 f is displayed on the left upper part of the game screen.
  • An attack gauge of the attack-gauge-display-column 11 f is increased by meeting predetermined conditions, and if the attack gauge becomes full, an attack-operation described later can be carried out. The details will be described later.
  • a description is given of operations of the present bingo game machine in accordance with flows of a bingo game according to the embodiment.
  • FIG. 8 is a flowchart showing the flows of the bingo game.
  • the token management device 18 detects input of tokens, it notifies the controller 4 , which composes the game progression control unit 101 , of the detection.
  • the game progression control unit 101 that received information that tokens are inputted outputs a bet screen displaying instruction to the station displaying unit 103 .
  • a bet screen is displayed on the touch panel 111 of the station 10 in which the player input the tokens.
  • Two bet buttons are displayed on the bet screen. The player can bet credit of the desired quantity by touching these bet buttons. If the player touches these bet buttons, the bet data showing the bet quantity is transmitted from the input controller 17 to the game progression control unit 101 .
  • the game progression control unit 101 as the bet accepting unit functions as bet accepting means and accepts the bet, and outputs a bet instruction to the token management device 18 .
  • the token management device 18 carries out a process of subtracting credits equivalent to the number of tokens corresponding to the bet instruction and adding the credits equivalent to the number to the bet data (S 1 ).
  • the player can bet the credits only by touching the bet buttons equivalent to a desired number of bets.
  • the game progression control unit 101 outputs a displaying instruction to the station displaying unit 103 when receiving bet data from the input controller 17 , and revises the BET-display-column 11 a and the credit-display-column 11 c on the game screen of the touch panel 11 .
  • the game progression control unit 101 when he game progression control unit 101 receives bet data from the input controller 17 , it calculates the allotment quantity in response to the bet data stored in the token management device 18 based on eight odds data stored in the odds-storage-area of the RAM 7 .
  • the eight odds data which are 1.5 times, 2.5 times, 3.5 times, 5 times, 8 times, 12 times, 20 times and 30 times, are stored in the odds-storage-area of the RAM 7 made to correspond to the respective number as the basic odds data.
  • the game progression control unit 101 calculates the allotment quantity corresponding to respective odds data by multiplying the bet data stored in the token management device 18 by respective odds data.
  • the game progression control unit 101 outputs a displaying instruction to the station displaying unit 103 and makes the station displaying unit 103 revise the allotment quantities displayed in eight odds-sections in the allotment-quantity-display-column 11 e on the game screen of the touch panel 11 to the calculated allotment quantities.
  • the eight odds-sections are displayed by different colors, respectively, and the respective colors correspond to the roulette colors described later.
  • the game progression control unit 101 outputs a commencement instruction of the first drawing to the drawing unit 105 .
  • the drawing unit 105 carries out the computer drawing in accordance with the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7 , thereby the pre-winning numbers (pre-winning-objects) are determined.
  • pre-winning-objects A detailed description is given of one example of a drawing process carried out by the drawing unit 105 .
  • a predetermined range of random numbers is divided into sections corresponding to respective unwinning numbers, respectively, so that winning-probability of each of the unwinning numbers that are not won up until the present time are made into winning-probabilities determined the corresponding winning-probability data stored in the winning-probability-storage-area of the RAM 7 . Therefore, in the first drawing, sections corresponding to the numbers “1” through “25” are allotted among the predetermined random number range. In the second drawing, sections corresponding to twenty-four unwinning numbers, excluding the number won in the first drawing, of “1” through “25” are allotted among the predetermined random number range.
  • the game progression control unit 101 executes a process of generating and displaying bingo cards (S 40 ).
  • array information of a bingo card in which respective pre-winning numbers determined by the first through the fourth drawings are arranged on the matrix array, are generated by two per station 10 that accepted a bet so that the payout ratio are drawn near a preset payout ratio.
  • two bingo card images consisting of “1” through “25” number images arrayed in form of a 5 ⁇ 5 matrix are displayed on the touch panel 11 of the respective stations 10 based on the array information.
  • bingo card image may be displayed or three or more bingo card images may be displayed.
  • the process of generating and displaying bingo cards will be described in detail later.
  • the game progression control unit 101 next outputs a roulette turning instruction to execute performance of the first drawing to the main displaying unit 104 .
  • the main displaying unit 104 turns the roulette of a roulette image displayed on the large-sized display 2 and executes performance of the first drawing (S 3 ).
  • FIG. 9 is a descriptive view showing one example of the main screen displayed on the large-sized display 2 .
  • the roulette image having image areas corresponding to the numbers, which have not yet won, of “1” through “25” is displayed on the main screen. Therefore, a roulette image having the image areas corresponding to all of “1” trough “25” is displayed in a performance of the first drawing.
  • a roulette image having the image areas corresponding to twenty-four numbers, excluding the number won in the first drawing, of “1” through “25” is displayed in a performance of the second drawing.
  • a roulette image having the image areas corresponding to the numbers excluding the numbers won up until that time is displayed.
  • differences in size of the image areas of the respective numbers in the roulette image on the large-sized display 2 correspond to the degree of the winning-probability of each of the numbers. Also, unless the winning-probabilities are changed by the winning-probability changing process described later, the sizes of the image areas of the respective numbers on the roulette image become equal to each other because the winning-probability of each of the numbers are equal. In the embodiment, since the winning-probability changing process is not carried out before the fourth drawing is finished, the roulette image in which the sizes in image areas of the respective numbers are equal to each other is used in performances of the first through the fourth drawing.
  • the winning-probabilities are changed by the winning-probability changing process in the drawings including and after the fifth time, the image area of numbers having a high winning-probability is widened, and the image area of numbers having a low winning-probability is narrowed as shown in FIG. 9 .
  • the colors of the image areas of the respective numbers in the roulette image on the large-sized display 2 correspond to the allotment quantities of the respective numbers. That is, the colors of the image areas of the respective numbers correspond to those of eight odds-sections of the allotment-quantity-display-column 11 e displayed on the game screen of the touch panel 11 of the station 10 . Therefore, a player can easily understand the quantity of allotment paid out where a number is drawn in the next drawing and bingo is thereby completed, by look at the colors of the respective numbers on the roulette image on the large-sized display 2 .
  • the main displaying unit 104 When the main displaying unit 104 receives a roulette turning instruction, it carries out performance of executing a drawing by turning the roulette of the roulette image displayed on the large-sized display 2 . After that, the game progression control unit 101 reads the winning number stored in the winning-history-storage-area of the RAM 7 and outputs, to the main displaying unit 104 , a performance displaying instruction showing that the winning number is drawn. Therefore, as shown in FIG. 9 , the main displaying unit 104 executes performance of causing the number image corresponding to the winning number to appear at the center part of the roulette image displayed on the large-sized display 2 . Also, the example shown in FIG. 9 is a case where “21” is the winning number.
  • the main displaying unit 104 which is a notifying unit, functions as notifying means for providing a notification of the winning number to a player whenever the drawing unit 105 determines the winning number after a bingo card image is displayed on the touch panel 11 of the station 10 .
  • the game progression control unit 101 reads the winning number stored in the winning-history-storage-area of the RAM 7 , it outputs a displaying instruction to the station displaying unit 103 . And the game progression control unit 101 make the station displaying unit 103 revise the winning history display part ld on the game screen of the touch panel 11 , and change the number image corresponding to the winning number on the bingo card image from those of being enclosed in a circular frame to those of being enclosed in a square frame. That is, the station displaying unit 103 , which is the notifying unit, functions as the notifying means for providing a notification of the winning number to a player whenever the drawing unit 105 determines the winning number.
  • the game progression control unit 101 After such a performance of drawing is repeated three more times and a performance of the fourth drawing is carried out, the game progression control unit 101 outputs a decision instruction to the bingo decision unit 107 .
  • the bingo decision unit 107 carries out the above-described process for deciding whether or not only one number is needed to reach one or more of the predetermined bingo arrays (S 4 ).
  • the bingo decision unit 107 transmits the occurrence information of the state to the game progression control unit 101 , and the game progression control unit 101 sets a flag showing the state with respect to the corresponding array information (S 5 ).
  • the game progression control unit 101 executes a winning-probability changing process of a winning desired number that a player desires to win (S 20 ).
  • the winning-probability changing process is carried out whenever the fourth drawing, the sixth drawing, the eighth drawing and the tenth drawing are finished. A detailed description of the winning-probability changing process will be given later.
  • the game progression control unit 101 executes the fifth drawing, and determines the fifth winning number (S 6 ).
  • the first through the fourth drawings are carried out before the card generating unit 102 generates array information
  • the fifth and subsequent drawings are carried out after the card generating unit 102 generates array information.
  • a performance of the fifth drawing is carried out (S 7 ).
  • Performance of drawings coming after the fifth time is carried out the same like performance of the first through the fourth drawing. That is, in the performance of the fifth drawing, the game progression control unit 101 outputs a roulette turning instruction to the main displaying unit 104 , and the main displaying unit 104 turns the roulette of the roulette image displayed on the large-sized display 2 , thereby performance of executing the fifth drawing is carried out.
  • the game progression control unit 101 reads the winning number brought about by the fifth drawing, which is stored in the winning-history-storage-area of the RAM 7 , and outputs a performance displaying instruction of the winning number having been drawn to the main displaying unit 104 .
  • the main displaying unit 104 executes performance by which the number image corresponding to the winning number is caused to appear at the center part of the roulette image displayed on the large-sized display 2 .
  • Performance of the sixth and subsequent drawing is the same as above.
  • the game progression control unit 101 outputs a decision instruction to the bingo decision unit 107 , and makes the bingo decision unit 107 execute the above-described bingo decision process (S 8 ).
  • the bingo decision process decides whether or not BINGO has occurred, based on the winning numbers (five winning numbers at the present) stored in the winning-history-storage-area of the RAM 7 and the array information stored in the array-information-storage-area of the RAM 7 . Where it is decided that BINGO has occurred, the bingo decision unit 107 transmits bingo occurrence information to the game progression control unit 101 .
  • the game progression control unit 101 that receives the information outputs to the token management device 18 a payout instruction which instructs payout of the allotment quantity of an odds-section corresponding to the winning numbers won by the drawings of the five times.
  • the token management device 18 that receives the payout instruction temporarily stores the allotment quantity corresponding to the payout instruction and carries out a process of adding the credits equivalent to the allotment quantity to the credit data when the bingo game is finished (S 9 ).
  • the bingo decision unit 107 that receives a decision instruction executes the above-described process for deciding whether or not only one number is needed to reach one or more of the predetermined bingo arrays (S 10 ), and where it is determined that the state of waiting for the last number of the predetermined bingo array(s) occurs, the flag showing the state is set for the corresponding array information (S 11 ).
  • the game progression control unit 101 outputs an odds calculation instruction to the odds management unit 108 .
  • the odds management unit 108 revises the odds data of the respective numbers (S 12 ).
  • the odds management unit 108 calculates the odds data for each of the unwinning numbers that are not drawn up until the present time.
  • the calculated odds data is stored in the odds-storage-area of RAM 7 in connection with the corresponding unwinning numbers.
  • the basic odds data of 30 times is selected for all of the twenty-one unwinning numbers. That is, when BINGO is established at the fifth drawing, the odds are 30 times.
  • the basic odds data that is lower by one rank than the current basic odds data is selected with respect to the respective unwinning numbers whenever the drawings coming after the fifth time are finished, and the odds data is stored in the odds-storage-area of the RAM 7 . Therefore, unless the odds data is changed in the winning-probability changing process described later, the basic odds data of 20 times, which is lower by one rank than 30 times being the current basic odds data, is selected evenly for twenty unwinning numbers when the fifth drawing is finished. Whenever subsequent drawings are finished, the basic odds data that is lower by one rank is selected evenly for the remaining numbers in order.
  • the allotment quantity displayed in the allotment-quantity-display-column 11 e on the game screen of the touch panel 11 of the station 10 is revised when performances of the fourth, the sixth, the eight, and the tenth drawing are finished.
  • the allotment quantity corresponding to the basic odds data is displayed in the sections of the respective colors of the allotment-quantity-display-column 11 e until three numbers on the same line on the bingo card image displayed in the game screen become winning numbers.
  • the allotment quantities corresponding to the actual odds data are displayed in the sections corresponding to the respective colors of the allotment-quantity-display-column 11 e .
  • the actual odds data is calculated by the odds management unit 108 based on the probabilities by which BINGO is established in the subsequent two drawings (that is, drawings executed until the allotment-quantity-display-column 11 e is next revised).
  • the actual odds data is calculated based on the winning-probability of each of numbers in the revision (the winning-probabilities after change if the winning-probability data is changed by the winning-probability changing process described later) and the arrangement of numbers on a matrix array obtained from the array information corresponding to a bingo card image displayed on the touch panel 11 corresponding to the station 10 in the revision.
  • the touch panel 11 of the station 10 displays a bingo card image having three or four numbers on the same line thereof become winning numbers when revising the allotment-quantity-display-column 11 e
  • the allotment quantity displayed on the allotment-quantity-display-column 11 e is changed from the allotment quantity based on the basic odds data to the allotment quantity based on the actual odds data.
  • individual allotment quantities are displayed in the allotment-quantity-display-column 11 e on the touch panel 11 of the respective stations 10 .
  • the game progression control unit 101 After the odds data of respective unwinning numbers are stored in the odds-storage-area of the RAM 7 by the odds management unit 108 , the game progression control unit 101 outputs a roulette change displaying instruction to the main displaying unit 104 .
  • the main displaying unit 104 received the roulette change displaying instruction makes the large-sized display 2 display a roulette image, having image areas of the unwinning numbers at this point in time (twenty numbers at the point when the fifth drawing is finished), in which the colors of the respective image areas are colors corresponding to the odds data revised in the above step S 12 (S 13 ).
  • the game progression control unit 101 decides which time the number of times of drawings finished up until the present time is, the sixth time, the eighth time, or the tenth time (S 14 ). Where it is decided that the drawing is either one of the sixth, the eighth or the tenth drawing, the winning-probability changing process is carried out (S 20 ). That is, in the embodiment, the winning-probability changing process is carried out whenever the fourth, the sixth, the eighth and the tenth drawings are finished. On the other hand, where it is decided that the drawing is neither of the sixth, the eighth nor the tenth drawing, the game progression control unit 101 decides whether or not the number of times of drawings finished up until the present time reaches 12 times (S 15 ).
  • the token management device 18 carries out a process of adding the credits equivalent to the allotment quantity temporarily stored upon receiving a payout instruction during the bingo game to the credit data. Thereby, the credit quantity displayed in the credit-display-column 11 c becomes the credit quantity after being added.
  • FIG. 10 is a flowchart showing a flow of the winning-probability changing process.
  • the game progression control unit 101 outputs to the station displaying unit 103 a displaying instruction of causing the station displaying unit 103 to display a description image for urging a player to touch a number that the player desires to win.
  • the station displaying unit 103 displays a description image saying, “Please touch your desired number” on the game screen of the touch panel 11 as shown in FIG. 7 .
  • the player who looked at the description image selects one of the number images of unwinning numbers in the bingo image displayed on the game screen of the touch panel 11 , and touches the number.
  • the winning-desired number information showing the touched number is outputted from the input controller 17 , and the winning-desired number information is accepted by the game progression control unit 101 (S 21 ). Also, if no winning-desired number information is accepted within the time limit, the winning-probability changing process is finished as it is.
  • the game progression control unit 101 If the game progression control unit 101 accepts the winning-desired number information, it determines the winning-desired number that the player desires to win. And, the game progression control unit 101 outputs a winning-probability changing instruction to the winning-probability changing unit 106 .
  • the winning-probability changing unit 106 which is the winning-probability data changing unit, functions as winning-probability data changing means and changes the winning-probability data stored in the winning-probability-storage-area of the RAM 7 so that the winning-probability of the winning-desired number corresponding to the winning-probability changing instruction is increased (S 22 ).
  • the section corresponding to the winning-desired number in the predetermined range of random numbers is widened, and the sections of the remaining unwinning numbers are evenly narrowed. As a result, the winning-probability of the winning-desired number is increased.
  • the game progression control unit 101 outputs a winning-probability changing instruction for each pieces of the winning-desired number information, whereby the winning-probability changing unit 106 changes the winning-probability data stored in the winning-probability-storage-area of the RAM 7 so that the winning-probability of the winning-desired number corresponding to the winning-probability changing instruction is increased.
  • the sections corresponding to the winning-desired numbers in a predetermined range of random numbers are widened, and the sections of the remaining unwinning numbers are evenly narrowed.
  • the winning-desired number corresponding to the winning-desired number information that is more accepted will have higher winning-probability.
  • the winning-desired number information is accepted from a plurality of players, if the winning-desired number information from many players is concentrated on a specified number, there may be cases where, even if the winning-desired number information corresponding to other numbers is accepted, the winning-probability of each of the other numbers are lowered.
  • the game progression control unit 101 outputs an odds calculation instruction to the odds management unit 108 .
  • the odds management unit 108 reads the winning-probability data changed in the above step S 22 from the winning-probability-storage-area of the RAM 7 , and carries out a process of changing the odds data in the odds-storage-area of the RAM 7 based on the winning-probability data (S 23 ).
  • the odds management unit 108 changes the odds data allotted to the respective unwinning numbers before and after changing the winning-probability data in the above step S 22 , so that the payout ratio becomes almost fixed. Therefore, the odds data of the respective unwinning numbers is changed so that the odds data of the unwinning numbers whose winning-probabilities are increased by the change of the winning-probability data in the above step S 22 is relatively low.
  • the game progression control unit 101 which is a winning-probability displaying control unit, functions as winning-probability displaying control means and outputs a roulette change displaying instruction to the main displaying unit 104 based on the winning-probability data after a change, so that the size of the image area of each of the unwinning numbers in the roulette image becomes a size corresponding to the winning-probability after the change, and the color of the image area of each of the unwinning numbers becomes a color corresponding to the odds data after the change.
  • the main displaying unit 104 which is a winning-probability image displaying unit and an allotment quantity image displaying unit, functions as winning-probability image displaying means and allotment quantity image displaying means, so that the main displaying unit 104 displays a roulette image, in which the size of the image area of each the unwinning number is a size corresponding to the winning-probability after the change, and the color of the image area of each the unwinning number becomes a color corresponding to the odds data after the change, on the large-sized display 2 (S 24 ).
  • a player By executing the winning-probability changing process as described above, a player checks the winning numbers up until this point in time by looking at the bingo card image displayed on the touch panel 11 , and touches an image of the winning-desired number, which the player desires to win, such as numbers necessary to establish BINGO, whereby the winning-probability of the winning-desired number can be increased.
  • the winning-probability of each of the numbers can be understood based on the sizes of the image areas in the roulette image. And, if when a player touches the image of a winning-desired number on the touch panel 11 , which the player desires to win, so that the winning-probability of winning-desired number is increased, the size of the image area corresponding to the winning-desired number on the roulette image is widened. Therefore, the player can intuitively understand that the winning-probability of the number that the player desires to win has been increased. Also, simultaneously, since the color corresponding to the odds data is changed after the color of the image area corresponding to the winning-desired number on the roulette image changes, the player can intuitively know the allotment quantity after the change.
  • the attack gauge of the attack-gauge-display-column 11 f which is displayed at the left upper part of the game screen of the touch panel 11 , is increased. If the attack gauge becomes full, an attack-operation is enabled. In detail, where the attack gauge has been become full, whenever the attack button 12 is pressed after the player touches the winning-desired number image on the touch panel 11 when executing the winning-probability changing process (attack-operation), the winning-desired number information is accepted by the game progression control unit 101 .
  • the game progression control unit 101 accepts a plurality of pieces of winning-desired number information with respect to the same number from one station 10 during one-time winning-probability changing process.
  • the player who is able to carry out an attack-operation can greatly increase the winning-probability of the winning-desired number that the player desires to win, by pressing the attack button 12 when executing a winning-probability changing process.
  • a condition of carrying out an attack-operation other than the condition that the attack gauge becomes full may be added.
  • such a condition may be added, in which the flag showing the state of waiting for the last number of the predetermined bingo array(s) is set with respect to the array information corresponding to the bingo card image displayed on the touch panel 11 corresponding to the station 10 .
  • the winning-desired number information is outputted from the input controller 17 and is accepted by the game progression control unit 101 , wherein the winning-probability of the winning-desired number is increased.
  • the after-changed winning-probability is maintained until the next winning-probability changing process is executed, and the winning-probability is reset when the next winning-probability changing process is carried out.
  • the winning-probability of the winning-desired number is increased when the fourth drawing is finished
  • the fifth and the six drawings are executed in a state where the winning-probability of the winning-desired number is kept high.
  • the winning-probability of each of all the unwinning numbers is evenly reset when the sixth drawing is finished. This is the same in a case where the winning-probability is increased when the sixth, the eighth, and the tenth drawings are finished.
  • FIG. 11 is a flowchart showing a flow of an attack process.
  • the attack process is commenced after the fourth and subsequent drawings are finished. If the winning-desired number the winning-probability of which has been increased is drawn by the drawing (S 31 ), the game progression control unit 101 executes a process of increasing the attack data, which is stored in the attack gauge storage area of the RAM 7 , by a predetermined amount (S 32 ). Also, the game progression control unit 101 outputs a displaying instruction to the station displaying unit 103 , and increases the attack gauge of the attack-gauge-display-column 11 f on the game screen of the touch panel 11 .
  • the game progression control unit 101 decides whether or not the attack gauge data stored in the attack gauge storage area of the RAM 7 reaches a predetermined amount (that is, becomes full) (S 34 ). When it is decided that the attack gauge is not full, it is possible to increase the winning-probability of the winning-desired number by the normal winning-probability changing process described above (S 20 ). On the other hand, when it is decided that the attack gauge is full, the game progression control unit 101 permits an attack-operation at the corresponding station 10 (S 35 ).
  • the game progression control unit 101 outputs to the station displaying unit 103 a displaying instruction to display a description image for urging the player to touch the number that the player desires to win, and thereafter to press the attack button 12 .
  • the station displaying unit 103 displays the description image on the game screen of the touch panel 11 .
  • the player who looked at the description image presses the attack button 12 (S 36 ) as much as the player likes within the time limit (S 38 ), after selecting one of the unwinning numbers on the number image of the bingo image displayed on the game screen of the touch panel 11 and touching the number. If so, the winning-desired number information showing the touched number are outputted (S 37 ) from the input controller 17 as times as the attack button 12 is pressed, and the winning-desired number information are accepted by the game progression control unit 101 .
  • the game progression control unit 101 which is a fluctuation amount determination unit, accepts the winning-desired number information, it functions as fluctuation amount determination means. And the game progression control unit 101 determines the amount of increase in the winning-probability of the winning-desired number in accordance with a predetermined determination condition of fluctuation amount.
  • the condition is that the amount of increase in the winning-probability of the winning-desired number, which the player playing at the station of the outputting source desires to win, becomes gradually greater in line with an increase in the number of times of outputting the winning-desired number information.
  • the winning-probability changing unit 106 changes the winning-probability data so that the winning-probability of the winning-desired number is increased equivalent to the amount of increase.
  • one station 10 outputs only one piece of winning-desired number information in the normal winning-probability changing process
  • a plurality of pieces of winning-desired number information can be outputted with respect to the same winning-desired number from one station 10 if an attack-operation is carried out. Therefore, according to the attack process, the winning-probability of the winning-desired number can be increased to a large degree in comparison with a case of the normal winning-probability changing process.
  • the winning-probability of a winning-desired number is only increased by pressing the attack button 12 when executing an attack process
  • a bet is added when pressing the attack button 12 .
  • a more favorable game balance is obtained in comparison with a case of merely increasing the winning-probability of a winning-desired number.
  • attack-operation described above can be carried out after the fourth, the sixth, the eighth or the tenth drawing is finished, it may be devised that the attack-operation is carried out after the bingo card image is displayed on the touch panel 11 of the station 10 before providing a notification of the winning number determined by the first drawing. This is because there are cases where, even before providing a notification of the first winning number, a player who looked at the bingo card image desires winning of a number disposed at an advantageous position for BINGO establishment or disposed at the player favorite position.
  • the winning-probability is increased with respect to the winning-desired number that a player who has a larger bet amount bet when a bingo game is commenced desires winning.
  • a player who has a high risk of losing more credits can further increase the winning-probability of the winning-desired number, a further favorable game balance is obtained in comparison with a case of merely increasing the winning-probability of the winning-desired number.
  • the degree of increasing the winning-probability by one piece of the winning-desired number information may be changed based on whether or not the flag showing the state of waiting for the last number of the predetermined bingo array(s) is set for array information corresponding to the station 10 that is the transmission source of the winning-desired number information.
  • the player whose numbers are in the state of waiting for the last number of the predetermined bingo array(s) may increase the winning-probability of the winning-desired number. Therefore, the advantages of players differ from each other with respect to the winning-probability of the winning-desired number based on whether or not the numbers are in the state, wherein the game attractiveness is improved.
  • FIG. 1 is a flowchart showing a flow of the process of generating and displaying bingo cards according to the embodiment.
  • the game progression control unit 101 outputs a card generation instruction to the card generating unit 102 .
  • the card generating unit 102 executes an array determination program, and reads the payout ratio data stored in the payout ratio storage area of the RAM 7 and the preset payout ratio data stored in the preset payout ratio storage area of the RAM 7 .
  • the payout ratio data shows a payout ratio that is the ratio of the total amount of credits accepted within a predetermined term to the total amount of allotment paid out within the predetermined term.
  • the predetermined term may be appropriately set, for example, to a fixed term such as a week, a month, etc., or may be set to the time from installation of the present bingo game machine up until the present time.
  • the game progression control unit 101 carries out a process of storing the payout ratio data in collaboration with the token management device 18 .
  • the preset payout ratio data stored in the preset payout ratio storage area of the RAM 7 shows a target payout ratio (the preset payout ratio), and generally is set to 90% or so.
  • the card generating unit 102 that read the payout ratio data and the preset payout ratio data compares the payout ratio and the preset payout ratio, which are shown by these pieces of data, with each other (S 41 ).
  • the card generating unit 102 allots four pre-winning numbers selected by the first through the fourth drawings to the positions on the 5 ⁇ 5 matrix array based on the result of comparison. If described in detail, in the embodiment, several arrangement patterns showing arrangement of four pre-winning numbers are stored in the ROM 8 in advance. These arrangement patterns are classified into two levels in accordance with the bingo occurrence probabilities.
  • the arrangement patterns may be classified into two levels, one of which is a high-bingo-probability-arrangement-pattern the bingo occurrence probability of which is relatively high, and a low-bingo-probability-arrangement-pattern the bingo occurrence probability of which is relatively low, in accordance with the calculated bingo occurrence probabilities.
  • the high-bingo-probability-arrangement-pattern is made into such a pattern that three or more of the four pre-winning numbers are arranged in any one of the lines in the longitudinal direction, the horizontal direction and the diagonal direction, on the matrix array
  • the low-bingo-probability-arrangement-pattern is made into a pattern in which two or more of four pre-winning numbers are not arranged in any one of the lines in the longitudinal direction, the horizontal direction and the diagonal direction on the matrix array.
  • arrangement patterns are included in each of the levels.
  • arrangement patterns of twelve types in total are stored in the ROM 8 .
  • the card generating unit 102 decides, based on the result of comparison in the above step S 41 , that the payout ratio is greater than the preset payout ratio, the card generating unit 102 carries out a process of increasing the selection probability of the six arrangement patterns classified to the low-bingo-probability-arrangement-pattern, the bingo occurrence probability of which is low (S 42 ).
  • the selection probability data in which the selection probability of six arrangement patterns classified in the low-bingo-probability-arrangement-pattern is higher than that of the six arrangement patterns classified in the high-bingo-probability-arrangement-pattern is stored in the selection-probability-storage-area of the RAM 7 .
  • the card generating unit 102 carries out a process of increasing the selection probability of the six arrangement patterns classified in the high-bingo-probability-arrangement-pattern, the bingo occurrence probability of which is high (S 43 ).
  • the selection probability data in which the selection probability of six arrangement patterns classified in the high-bingo-probability-arrangement-pattern is higher than that of the six arrangement patterns classified in the low-bingo-probability-arrangement-pattern are stored in the selection-probability-storage-area of the RAM 7 .
  • the card generating unit 102 executes selection by drawing in accordance with the selection probability of respective arrangement patterns defined by the selection probability data stored in the selection-probability-storage-area of the RAM 7 .
  • a method of the drawing is the same as that executed by the drawing unit 105 .
  • the predetermined number of arrangement patterns is selected from the twelve arrangement patterns by the drawing (S 44 ).
  • the number of selections of the arrangement patterns is the same as the number of bingo cards displayed on the touch panel 11 of the station 10 that accepted bet.
  • arrangement patterns may be selected from the arrangement patterns classified to the low-bingo-probability-arrangement-pattern when the payout ratio is more than the preset payout ratio, or may be selected from the arrangement patterns classified to the high-bingo-probability-arrangement-pattern when the payout ratio is less than the preset payout ratio. In this case, it becomes easy to control the payout ratio, wherein the payout ratio can easily approach the preset payout ratio.
  • the card generating unit 102 allots four pre-winning numbers selected by the first through the fourth drawings to four positions shown by the selected arrangement pattern (S 45 ). And, numbers differing from each other, which are other than these pre-winning numbers, are allotted at random to positions other than the four positions (S 46 ). Thereby, the matrix array in which the pre-winning numbers are allotted to the four positions shown by the selected arrangement pattern, respectively, is determined, and the card generating unit 102 generates array information showing the matrix array (S 47 ) and stores the generated array information in the array-information-storage-area of the RAM 7 . As a result, the array information, the number of which is the same as the number of the bingo card images displayed on the touch panel 11 of the station 10 that has accepted bets, is stored in the array-information-storage-area of the RAM 7 .
  • the game progression control unit 101 reads the array information from the array-information-storage-area of the RAM 7 and outputs to the station displaying unit 103 a card displaying instruction based on the array information.
  • the game progression control unit 101 reads the array information from the array-information-storage-area of the RAM 7 and outputs to the station displaying unit 103 a card displaying instruction based on the array information.
  • two bingo card images in each of which number images “1” through “25” are arrayed in form of a 5 ⁇ 5 matrix are displayed on the touch panel 11 of the station 10 in which the player inputs tokens (S 48 ).
  • the touch panel 11 may display one bingo card image or three or more bingo card images. A detailed description is given later of a process for generating and displaying bingo cards.
  • drawings are carried out twelve times during one game term, and winning numbers selected by the drawings are stored in the winning-number-storage-area of the RAM 7 . And, it is decided based on a plurality of winning numbers stored in the winning-number-storage-area whether or not BINGO is established, and if BINGO is established, allotment is paid out.
  • a determination-factor that determines the easiness or difficulty of BINGO establishment is arrangement of winning numbers on the matrix array.
  • the first through the fourth drawings of the twelve drawings are carried out before generating the array information, and a matrix array is determined based on the pre-winning numbers selected before generating the array information (the numbers which are selected by the first through the fourth drawings), so that the array information is generated. Also, the pre-winning numbers are made into winning-objects at a probability of 100%, and are stored in the winning-number-storage-area of the RAM 7 . Thus, since the array information is generated based on the pre-winning-objects that become winning-objects at a probability of 100%, it is possible to control arrangement of the winning numbers by the first through the fourth drawings during one bingo game term.
  • the payout ratio can approach the preset payout ratio as described above.
  • the card generating unit 102 carries out a process for selecting four pre-winning numbers before generating the array information as in the embodiment described above, the pre-winning numbers selected by the selection process do not necessarily become winning numbers.
  • the first through the twelfth drawings are executed after the array information is generated, the drawings are carried out using a very high winning-probability with respect to one of the four pre-winning numbers in the respective first through the fourth drawings.
  • a detailed description is given thereof.
  • FIG. 12 is a flowchart showing a flow of a bingo game according to the modified version.
  • a selection process of four pre-winning numbers is carried out (S 51 ).
  • the game progression control unit 101 outputs the first selection instruction to the drawing unit 105 , and the drawing unit 105 carries out computer drawing in accordance with the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7 , and determines four pre-winning numbers (pre-winning-objects).
  • pre-winning-objects pre-winning numbers
  • the game progression control unit 101 executes a process for generating and displaying bingo cards (S 40 ) as in the embodiment described above, using these four pre-winning numbers.
  • array information in which these four pre-winning numbers are arranged in accordance with the payout ratio is generated, and a bingo card image based on the array information is displayed on the touch panel 11 of the station 10 .
  • the game progression control unit 101 makes the winning-probability changing unit 106 generate winning-probability data in which the winning-probability of the first pre-winning number being one of the four pre-winning numbers is very high (95% in the modified version), and the winning-probability of each of twenty-one numbers other than the four pre-winning numbers is uniform (S 52 ). Accordingly, in the modified version, the winning-probability of each of the other three pre-winning numbers is 0%.
  • the game progression control unit 101 outputs a winning-probability data generating instruction for the first drawing.
  • the winning-probability changing unit 106 generates the winning-probability data for the first drawing, in which the winning-probability of the first pre-winning number is set to 95% as described above, in accordance with the instruction, and stores the winning-probability data in the winning-probability-storage-area of the RAM 7 .
  • the game progression control unit 101 outputs the first drawing commencement instruction to the drawing unit 105 , and the drawing unit 105 carries out computer drawing based on the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7 , and determines the winning number (S 53 ).
  • the first pre-winning number becomes a winning number at a probability of 95%
  • the first pre-winning number is stored in the winning-number-storage-area of the RAM 7 as a winning number at the probability of 95%. Also, after the winning number is determined, a performance of the drawing is also carried out as in the embodiment described above (S 53 ).
  • the game progression control unit 101 generates winning-probability data for the second drawing (S 54 ).
  • a winning number is selected from unwinning numbers excepting the winning numbers won up until then. Therefore, when generating the winning-probability data for the second drawing, the winning-probability changing unit 106 is made to generate winning-probability data in which the winning-probability of the second pre-winning number being one of the three pre-winning numbers other than the first pre-winning number is very high (95% in the modified version), and the winning-probability of each of the remaining numbers excepting the numbers won in the first drawing are uniform, and the winning-probability data is stored in the winning-probability-storage-area of the RAM 7 .
  • the game progression control unit 101 outputs the second drawing commencement instruction to the drawing unit 105 , and the drawing unit 105 carries out computer drawing in accordance with the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7 , and determines a winning number (S 55 ).
  • the second pre-winning number becomes a winning number at a probability of 95%
  • the second pre-winning number is stored in the winning-number-storage-area of the RAM 7 as the winning number at a probability of 95%.
  • a performance of the drawing is also executed as in the embodiment described above (S 55 ).
  • the game progression control unit 101 generates winning-probability data for the third drawing (S 56 ).
  • the winning-probability changing unit 106 is made to generate winning-probability data in which the winning-probability of the third pre-winning number being one of the two pre-winning numbers other than the first pre-winning number and the second pre-winning number is very high (95% in the modified version), and the winning-probability of each of the remaining numbers excepting the two winning numbers won in the first and the second drawings are uniform, and the winning-probability data is stored in the winning-probability-storage-area of the RAM 7 .
  • the game progression control unit 101 outputs the third drawing commencement instruction to the drawing unit 105 , and the drawing unit 105 carries out computer drawing in accordance with the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7 , and determines a winning number (S 57 ).
  • the third pre-winning number becomes a winning number at a probability of 95%
  • the third pre-winning number is stored in the winning-number-storage-area of the RAM 7 as the winning number at a probability of 95%.
  • a performance of the drawing is also executed as in the embodiment described above (S 57 ).
  • the game progression control unit 101 generates winning-probability data for the fourth drawing (S 58 ).
  • the winning-probability changing unit 106 is made to generate winning-probability data in which the winning-probability of the fourth pre-winning number being the remaining pre-winning numbers is very high (95% in the modified version), and the winning-probability of each of the remaining numbers excepting the three winning numbers won in the first through the third drawings are uniform, and the winning-probability data is stored in the winning-probability-storage-area of the RAM 7 .
  • the game progression control unit 101 outputs the fourth drawing commencement instruction to the drawing unit 105 , and the drawing unit 105 carries out computer drawing in accordance with the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7 , and determines a winning number (S 59 ).
  • the fourth pre-winning number becomes a winning number at a probability of 95%
  • the fourth pre-winning number is stored in the winning-number-storage-area of the RAM 7 as the winning number at a probability of 95%.
  • a performance of the drawing is also executed as in the embodiment described above (S 59 ).
  • the pre-winning numbers do not necessarily become winning numbers. Therefore, although the payout control accuracy is slightly inferior to the embodiment described above, it is possible to sufficiently control the payout ratio.
  • the array information may be generated based on the pre-winning numbers in order to achieve the other purposes.
  • array information by which easiness to establish BINGO is completed in a specified term may be generated for the purpose of bringing about easiness of BINGO establishment in the specified term (for example, in the morning).
  • array information may be generated by which BINGO is further easily established for a player whose individual payout ratio is low by recording individual payout ratio of respective players.
  • the bingo game capable of changing the winning-probability of a winning-desired number, which a player desires to win, by the winning-probability changing process is described as an example.
  • a general bingo game in which such a winning-probability changing process is not carried out, is the same as above.
  • the time of drawing at which pre-winning numbers are made into winning numbers at a predetermined probability may be any time of drawings. Therefore, for example, the array information may be generated based on the pre-winning numbers that are made into winning numbers at a predetermined probability in the third through the eighth drawings, or the array information may be generated based on the pre-winning numbers that are made into winning numbers at a predetermined probability at every drawing. Further, as long as the winning-probability of the pre-winning number is determined, drawings in which winning-probability is set to pre-winning numbers in all the drawings until the pre-winning number is drawn from the beginning may be carried out without particularly determining which time of drawing.
  • the present invention may be applied not only to a bingo game machine but also other game apparatuses such as a game machine for home use, a coin type game machine, etc., even if it is a game apparatus capable of selecting a plurality of winning-objects by carrying out selection a predetermined number of times during one game term and capable of deciding whether or not the array of the plurality of winning-objects at the selection-object-array defined by the generated array information is a specified-pattern.
  • a plurality of bingo game machines described above are connected to each other via a network, wherein bingo games using the same result of drawings can be carried out at the plurality of bingo game machines.
  • any drawing described above is a computer drawing by which winning numbers are determined by executing a drawing program in accordance with winning-probability of each of numbers determined by the winning-probability data.
  • the drawing may be based on other drawing methods such as a physical drawing by which winning-objects are determined based on the result of movement of a drawing-tangible-object to be selected, by moving the drawing-tangible-object.
  • a part of the configuration of the above-described bingo game machine may be provided at a communication terminal such as a mobile telephone set equipped with a data communication feature, which a player has. Also, in this case, it is necessary that the bingo game machine is provided with a communication unit operating as communication means to enable data transmission between the bingo game machine and the communication terminal via a network.
  • the detailed example thereof may be an example in which the roulette image (winning-probability image) displayed on the large-sized display 2 described above is displayed at the displaying unit operating as displaying means of the communication terminal.
  • data to display the roulette image on the displaying unit of the communication terminal may be transmitted from the above-described communication unit to the communication terminal via the network.
  • the winning-probability changing unit 106 changes the winning-probability data
  • data for changing the roulette image displayed on the displaying unit of the communication terminal to that in accordance with the winning-probability data after the change may be transmitted from the communication unit to the mobile communication terminal via the network.
  • the player can check the roulette image by looking at the displaying unit of the communication terminal that the player has, without looking at the large-sized display 2 .
  • the large-sized display 2 displayed on the displaying unit of the communication terminal, there is no need to provide such a large-sized display 2 .
  • the winning-desired number information may be transmitted from the communication terminal when a player selects his or her desired number by operating the operation unit of the communication terminal. And, when the communication unit receives the winning-desired number information, the game progression control unit 101 determines the winning-desired number that the player desires to win, based on the received winning-desired number information.
  • such an example may be described, in which all of the components equipped in the station 10 are provided in a communication terminal.
  • a player is able to play a game using the communication terminal, which the player has, without using the station 10 .
  • the communication terminal since it is difficult that the communication terminal has a mechanism for transfer of tokens such as the token input port 13 and the token receiving port 14 , bets and allotment payouts may be carried out by not using tokens but using credit data.

Abstract

The present invention provides a game apparatus that enables game progression control for increasing game attractiveness and adjusting the payout ratio.
A game apparatus includes: a winning-object selecting unit for selecting winning-objects from a plurality of selection-objects; a game control unit for controlling progression of a game, which carries out selections a predetermined number of times using the winning-object selecting unit during one game term; an array information generating unit for generating array information defining a selection-object-array using part or all of the plurality of selection-objects; an array image displaying unit for displaying an array image in which a plurality of selection-object-images corresponding to the respective selection-objects included in the selection-object-array defined by the array information generated by the array information generating unit are arrayed based on the array information; a winning-object storage unit for storing the winning-objects selected by the winning-object selecting unit during the one game term; and a decision unit for deciding, based on the winning-objects stored in the winning-object storage unit, whether or not an array of the winning-objects on the selection-object-array defined by the array information is a specified-pattern, wherein the winning-object selecting unit carries out part or all of the selections, the predetermined number of times, which is executed during the one game term, before generating the array information by the array information generating unit; the array information generating unit determines the selection-object-array based on pre-winning-objects that the winning-object selecting unit selects before generating the array information, and generates the array information defining the determined selection-object-array; and the winning-object storage unit stores the pre-winning-objects as the winning-objects at a predetermined probability.

Description

    TECHNICAL FIELD
  • The present invention relates to a game apparatus capable of executing a game that selects a plurality of winning-objects by carrying out selection by a predetermined number of times in one game term, and decides whether or not an array of the plurality of winning-objects in a selection-object-array defined by generated array information is a specified-pattern.
  • BACKGROUND ART
  • A bingo game machine described in, for example, Patent Document 1 has been known as this type of game apparatus. The bingo game machine is placed in an amusement hall such as a game center, and can be simultaneously used by a plurality of players. With this bingo game machine, a bingo card image (array image) arrayed in a square matrix consisting of 5 by 5 rows, in which a number image (an selection-object image) is disposed by an array unique to each player, is displayed in a displaying unit set up for each player. After that, a winning number (winning-object) is determined from twenty-five numbers (selection-objects) from “1” through “25” by a drawing machine, and display patterns of winning numbers and non-winning numbers other than the won numbers are made different from each other in the bingo card images of the respective players. By repeating the above operation by a predetermined number of times, when all the numbers in any one of the longitudinal direction, the horizontal direction and the diagonal direction are drawn on the bingo card image, BINGO is established, and allotment is paid to the player having the bingo card image.
  • In the bingo game machine described in Patent Document 1 described above, following processes are carried out before bingo card images are displayed in the displaying units. First, matrix arrays unique to each of the players, in which numbers “1” through “25” are arranged at random, are determined. After that, one of arrangement information of valid areas stored in advance in several patterns in a storage device is read, and four specified positions on a matrix array determined by the read arrangement information are made into valid areas. Further, a plurality of bingo card images, in which the number images of these four valid areas are displayed in displaying patterns different from the number images of the above-described winning numbers and the non-winning numbers, are displayed in the displaying units. The numbers corresponding to the number images of the valid areas have a value equivalent to the winning numbers selected by drawing of the drawing machine. That is, if a bingo array (a specified-pattern) is established, in which all of the numbers arranged in any one of the longitudinal direction, the horizontal direction and the diagonal direction in the bingo card image become the winning numbers or the numbers corresponding to the number image in the valid area (hereinafter called these numbers “pre-winning numbers”), BINGO is established. Therefore, in the bingo game machine, a drawing is started from a state that four numbers are drawn in advance, and a bingo game is caused to progress.
  • Also, the bingo game machine described in the Patent Document 1 make a player select a bingo card used for a bingo game from a plurality of bingo card images displayed in the displaying unit before commencement of drawing, and carry out a bingo game using the bingo card image selected by the player. Herein, in this bingo game machine, odds for respective matrix arrays corresponding to respective bingo card images are calculated in advance before displaying a plurality of bingo card images on the displaying unit. This is because of the following reason.
  • That is, there will exist matrix arrays in which it is easy to establish BINGO and matrix arrays in which it is difficult to establish BINGO, in accordance with the position and numbers of valid areas on the bingo card images. Therefore, if the same odds are used for the entire matrix arrays generated, almost all the players select a bingo card image having a matrix array in which BINGO is easily established. As a result, some adverse effects occur in that it becomes difficult to maintain a payout ratio at a preset payout ratio or the game is made monotonous since BINGO is always easily established. Accordingly, in the bingo game machine described in the Patent Document 1, individual odds are calculated with respect to the respective matrix arrays in accordance with the easiness for BINGO to be established (that is, BINGO-establishment-probability). In detail, comparatively low odds are set for a matrix array in which BINGO is easily established, and comparatively high odds are set for a matrix array in which it is difficult to establish BINGO. Accordingly, it is possible to easily maintain the payout ratio at a preset payout ratio. In addition, since these odds are displayed altogether when a player selects a bingo card image, the player may optionally select, in response to his own taste, a bingo card image in which it is difficult to establish BINGO although the allotment is great or a bingo card image in which BINGO is easily established although the allotment is slight. As a result, cases where BINGO is easily established and where it is difficult to establish BINGO may be caused to co-exist in a bingo game, wherein the game is not made monotonous, by which its game attractiveness is improved.
  • Patent Document 1: Japanese Published Unexamined Patent Application No. 2001-161889
  • DISCLOSURE OF THE INVENTION Problems to be Solved by the Invention
  • Generally, in a game such as a bingo game by which people enjoy an event of whether or not selection-objects selected by a drawing, etc. from a specified-pattern, it is recommended that game progression be controlled so that, in view of improving the game attractiveness or adjusting the payout ratio, a time in which a specified-pattern is temporarily easily completed, is set up, or a specified-pattern matching is facilitated for a specified player. For that, it is necessary to control determination-factors that determine the easiness or difficulty to complete a specified-pattern at a game apparatus side to some degree. The determination-factors include arrangement and the number of valid areas determined before the drawing, and the arrangement of winning numbers determined after the drawing, in the bingo game machine described in the Patent Document 1. However, in the bingo game machine described in the Patent Document 1, the arrangement of the valid areas is determined at random after the arrangement of each number on the bingo card array is determined at random, and respective matrix arrays are generated based on these determinations. Thus, since the arrangement and the number of the valid areas, which are determined before the drawing, are determined at random, the arrangement and the numbers of the valid areas that are the above-mentioned determination-factors cannot be controlled at the bingo game machine side. In addition, in the bingo game machine, the arrangement of the respective numbers on the bingo card array is determined at random, and bingo cards which will be used are selected by players, and further, winning numbers are determined at random by the drawing. Therefore, the bingo game machine cannot control the arrangement of the winning numbers determined after the drawing, which is the above-described determination-factor. Thus, in the bingo game machine described in the Patent Document 1, since the determination-factors which determine the easiness or difficulty to complete a specified-pattern cannot be controlled at the game machine side, there is a problem in that it is not possible to control the progression of games as described above.
  • In view of the above-described problems, the present invention realizes and provides a game apparatus capable of controlling the above-mentioned progression of a game.
  • Means for solving the Problem
  • As an aspect of the present invention, it is listed that a game apparatus includes: a winning-object selecting unit for selecting winning-objects from a plurality of selection-objects; a game control unit for controlling progression of a game, which carries out selections a predetermined number of times using the winning-object selecting unit during one game term; an array information generating unit for generating array information defining a selection-object-array using part or all of the plurality of selection-objects; an array image displaying unit for displaying an array image in which a plurality of selection-object-images corresponding to the respective selection-objects included in the selection-object-array defined by the array information generated by the array information generating unit are arrayed based on the array information; a winning-object storage unit for storing the winning-objects selected by the winning-object selecting unit during the one game term; and a decision unit for deciding, based on the winning-objects stored in the winning-object storage unit, whether or not an array of the winning-objects on the selection-object-array defined by the array information is a specified-pattern, wherein the winning-object selecting unit may carry out part or all of the selection, the predetermined number of times, which is executed during the one game term, before generating the array information by the array information generating unit, the array information generating unit may determine the selection-object-array based on pre-winning-objects that the winning-object selecting unit selects before generating the array information, and generates the array information defining the determined selection-object-array, and the winning-object storage unit may store the pre-winning-objects as the winning-objects at a predetermined probability.
  • In the game apparatus, the winning-object selecting unit carries out selection by the predetermined number of times during the one game term, and selected the winning-objects are stored in the winning-object storage unit. And, based on the winning-objects stored in the winning-object storage unit, the decision unit decides whether or not the array of the winning-objects on the selection-object-array defined by the array information generated by the array information generating unit is a specified-pattern. For this reason, the determination-factor to determine the easiness or difficulty to complete the specified-pattern is the arrangement of the winning-objects.
  • In the present game apparatus, part or all of the selections carried out during the one game term are selected before the array information generating unit generates array information. After that, the selection-object-array is determined based on the pre-winning-objects selected before the generation of the array information, and the array information is generated. The pre-winning-objects selected before the generation of the array information are made into the winning-objects at a predetermined probability and are stored in the winning-object storage unit. Thus, since the array information is generated based on the pre-winning-objects that are made into the winning-objects at the predetermined probability, according to the present game apparatus, it becomes possible to control the arrangement of at least part of winning-objects during the one game term. That is, it becomes possible to control the determination-factors to determine the easiness or difficulty to complete the specified-pattern.
  • Also, the accuracy of the control is determined by the number of the pre-winning-objects selected before generating the array information and the predetermined probability showing the probability at which the pre-winning-objects are made into the winning-objects. That is, if the number of the pre-winning-objects selected before generating the array information is set to the maximum number of the winning-objects stored in the winning-object storage unit for the one game term, and the predetermined probability is set to 100%, arrangement of all the winning-objects during the one game term can be completely controlled. And, the less the number of the pre-winning-objects selected before generating the array information is set, and the lower the probability is set, the lower the control accuracy becomes. However, it is possible to appropriately set the number of the pre-winning-objects selected before generating the array information and the predetermined probability at the game apparatus side. Consequently, according to the game apparatus, the determination-factors to determine the easiness or difficulty to complete the specified-pattern can be controlled at the game apparatus side, including the control accuracy.
  • In addition, in the game apparatus, the predetermined probability may be 100% when the winning-object storage unit stores the pre-winning-objects as winning-objects. In the game apparatus, it is possible to enhance the control accuracy of the determination-factors to determine the easiness or difficulty to complete the specified-pattern. Therefore, a control accuracy of the game progression is improved.
  • Also, in the game apparatus, the winning-object selecting unit may carry out part of the selections, which are executed the predetermined number of times during the one game term, before generating the array information, and with respect to at least selections carried out after generating the array information, winning-objects are selected by drawings.
  • The “drawing” referred to herein includes all the types of drawings such as a computer drawing by which the winning-objects are determined by executing a drawing program in accordance with winning-probability of each of the selection-objects defined by the winning-probability data and a physical drawing by which winning-objects are determined based on a result of movement of a drawing-tangible-object by moving the drawing-tangible-object.
  • As described above, it is possible to completely control the arrangement of all the winning-objects during the one game term. However, if the arrangement of the winning-objects is completely controlled at the game apparatus side, there is no room for the arrangement of the winning-objects to be influenced by any player's luck, etc., wherein a game attractiveness is greatly lowered in view of players.
  • In the game apparatus, since, with respect to the selections after generating the array information, the winning-objects are selected by the drawing, the arrangement of the winning-objects is not completely controlled at the game apparatus side. As a result, room for the arrangement of the winning-objects to be influenced by player's luck is caused, it is possible to prevent the game attractiveness from being lowered in view of the players.
  • Further, in the game apparatus, the selections before generating the array information may be executed by a drawing. Even in this case, since the array information is generated based on the pre-winning-objects selected by the drawings, there is no case where the control accuracy is lowered for arrangement of the winning-objects.
  • Further, in the game apparatus, the winning-object selecting unit may carry out part of the predetermined number of selections, which are executed during the one game term, before generating the array information, and with respect to at least selections carried out after generating the array information, winning-objects are selected by the drawings.
  • If such a situation occurs where those made into the winning-objects of the pre-winning-objects are doubly selected as the winning-objects by the drawings after generating the array information, a player is deprived of an opportunity where the selection-objects (unwinning-objects) that are not yet made into the winning-objects by the drawings are won. As a result, the player has a feeling of loss, wherein the game attractiveness is lowered.
  • In the game apparatus, there is no case where those, which are made into winning-objects, of the pre-winning-objects selected before generating the array information are selected by the drawings executed after generating the array information. Therefore, since no situation occurs where a player is deprived of an opportunity in which unwinning-objects are won in the drawings, a player is freed from having a feeling of loss, wherein the game attractiveness is prevented from being lowered.
  • Also, the game apparatus may include: a notifying unit for providing a notification of the winning-objects stored in the winning-object storage unit after the array image displaying unit displays the array image.
  • In the game apparatus, such an impression just like the pre-winning-objects selected before generating the array information having been those selected after generating the array information is given to a player. As a result, there is no case where the player doubts that the arrangement of the winning-objects is intentionally determined at the game apparatus side, wherein a game credibility is improved.
  • Further, in the game apparatus, the winning-object selecting unit may carry out part of the selections, which are executed the predetermined number of times during the one game term, before generating the array information, and the notifying unit may provide the notification of those stored in the winning-object storage unit as the winning-objects out of the pre-selecting-objects and the winning-objects that the winning-object selecting unit selects after generating the array information, almost in the same notification mode.
  • In the game apparatus, after the array image is displayed on the array image displaying unit, the notification, which are made into the winning-objects, of the pre-selecting-objects selected before generating the array information, are provided by roughly the same notifying mode as the winning-objects selected after generating the array information. Therefore, such an impression just like those, which are made into winning-objects, of the pre-selecting-objects selected before generating the array information having been selected by a selecting method similar to the winning-objects selected after generating the array information can be given to a player who has received the notification.
  • In particular, where the method for selecting winning-objects after generating the array information is by drawing, such an impression just like those, which are made into winning-objects, of the pre-selecting-objects selected before generating the array information having been selected by drawing as well can be given to a player. Therefore, in this case, the player can have such an impression that the winning-objects of the pre-selecting-objects pertaining to the pre-selecting-objects are selected by good luck of the player, wherein the game credibility is further improved.
  • Also, the game apparatus may include: a bet accepting unit for accepting a bet for a bet-object; and an allotment payout unit for paying out allotment, wherein the game control unit may control the allotment payout unit to pay out a quantity of allotment corresponding to a quantity of the bet-objects that the bet accepting unit accepts when the decision unit decides that the specified-pattern is formed.
  • In the game apparatus, a player can play a so-called bet game that the player bets a bet-object and will receive allotment when a specified-pattern is completed. Therefore, in the bet game in which controlling the game progression is important, it becomes possible to control the game progression.
  • Further, the game apparatus includes: a payout ratio storage unit for storing payout ratio data showing a payout ratio that is a ratio of the quantity of the bet-objects accepted by the bet accepting unit to the quantity of allotment paid out by the allotment payout unit within a predetermined duration of time, wherein the array information generating unit may determine the selection-object-array based on the pre-winning-objects selected by the winning-object selecting unit before generating the array information, so that the payout ratio shown by the payout ratio data stored in the payout ratio storage unit approaches a predetermined preset payout ratio.
  • In the bet game described above, unless the payout ratio is maintained at the preset payout ratio, management of the game balance becomes difficult, wherein it becomes impossible to provide a high game attractiveness in a stable state. Also, where the game apparatus is a game apparatus for business use placed in an amusement hall such as a game center, and uses tangible entities such as tokens bought by a player paying cash and electronic data equivalent thereto as bet-objects and allotment, it is important to maintain the payout ratio to the preset payout ratio in view of business management.
  • Herein, in the game apparatus, whether allotment is paid out is determined based on whether or not a specified-pattern is completed, and the arrangement of the winning-objects that are the determination-factors to determine the easiness or difficulty to complete the specified-pattern can be controlled at the game apparatus side as described above. And, the arrangement of the winning-objects is controlled by how the array information generating unit determines the selection-object-arrays based on the pre-winning-objects selected before generating the array information. Therefore, according to the game apparatus, it is possible to control whether or not the allotment is paid out, based on how the array information generating unit determines the selection-object-arrays based on the pre-winning-objects. Consequently, according to the game apparatus, it is possible to adjust the payout ratio based on how the array information generating unit determines the selection-object-arrays based on the pre-winning-objects. And, since, with the game apparatus, the selection-object-arrays are determined so that the payout ratio is drawn to a predetermined preset payout ratio, the payout ratio becomes almost fixed. Accordingly, it becomes easy to manage the game balance, and the high game attractiveness can be stably brought about. In addition, where the game apparatus is used as the above-mentioned game apparatus for business use, the business management can be facilitated.
  • Furthermore, in the game apparatus, the array image displaying unit may display the array image, in which the plurality of selection-object-images are arrayed in form of a matrix based on the array information, and the decision unit may decide with the specified-pattern that is an array in which the selection-object-images corresponding to the winning-objects are arranged at least in one of lines in a longitudinal direction, horizontal direction and diagonal direction on the array image.
  • In the game apparatus, a so-called bingo game can be executed. Therefore, it becomes possible to control the game progression in a bingo game.
  • EFFECT OF THE INVENTION
  • According to the present invention, since the determination-factors to determine the easiness or difficulty to complete the specified-pattern can be controlled, it becomes possible to control the game progression such as enhancement of the game attractiveness and adjustment of the payout ratio.
  • BRIEF DESCRIPTION OF DRAWINGS
  • FIG. 1 is a flowchart showing a flow of a process for generating and displaying bingo cards in a bingo game machine according to an embodiment.
  • FIG. 2 is a perspective view of the entire appearance of the bingo game machine.
  • FIG. 3 is a front view showing a station of the bingo game machine.
  • FIG. 4 is a top view of the station 10.
  • FIG. 5 is a block diagram showing a major hardware configuration of the bingo game machine.
  • FIG. 6 is a functional block diagram showing major parts of the bingo game machine.
  • FIG. 7 is a descriptive view showing a game screen displayed on a touch panel of the station.
  • FIG. 8 is a flowchart showing a flow of a bingo game according to the bingo game machine.
  • FIG. 9 is a descriptive view showing a main screen displayed on the large-sized display of the bingo game machine.
  • FIG. 10 is a flowchart showing a flow of a winning-probability changing process.
  • FIG. 11 is a flowchart showing a flow of an attack process.
  • FIG. 12 is a flowchart showing a flow of a bingo game according to a modified version.
  • DESCRIPTION OF REFERENCE NUMERALS
    • 2 Large-sized display
    • 7 RAM
    • 8 ROM
    • 9 Sub storage device
    • 10 Station
    • 11 Touch panel
    • 12 Attack button
    • 18 Token management device
    • 20 Computer drawing machine
    • 101 Game progression control unit
    • 102 Card generating unit
    • 103 Station displaying unit
    • 104 Main displaying unit
    • 105 Drawing unit
    • 106 Winning-probability changing unit
    • 107 Bingo decision unit
    • 108 Odds management unit
    BEST MODE FOR CARRYING OUT THE INVENTION
  • Hereinafter, a description is given of one embodiment in which the present invention is applied to a bingo game machine being a game apparatus for business use placed in an amusement hall such as a game center.
  • FIG. 2 is a perspective view showing the entire appearance of a bingo game machine according to the embodiment.
  • The bingo game machine is composed of one game machine body I and seven stations 10. In the bingo game machine according to the embodiment, seven players or less who are participants of drawing can simultaneously join and play a bingo game in which twenty-five selection-objects (numbers from “1” to “25”) are selected one by one by a computer drawing described later. The number of selection-objects and the maximum number of game participants are optional. Respective players join and play a bingo game using any one of the stations 10. The game machine body 1 is provided with a large-sized display 2 at a position where the respective players are able to visually recognize. Also, the game machine body 1 is also provided with a speaker 3, which is a sound outputting unit operating as sound outputting means, and an illumination device in order to carry out various types of performances and notification to the players.
  • FIG. 3 is a front view of the station 10. FIG. 4 is a top view of the station 10. Since the seven stations are composed of the same configuration, a description is given below of one of the seven stations.
  • The station 10 includes a touch panel 11 that is an operation unit operating as operating means; an attack button 12; a token inputting port 13 for inputting tokens; a token receiving portion 14 for receiving tokens by refunding credits; and a refund button 15 for instructing refund of credits. The touch panel 11 displays a game screen including a bingo card image (array image) in which number images (selection-object-images) of “1” through “25” are arrayed in form of a matrix, etc. A player can carry out various types of operations by touching respective types of images in the game screen.
  • FIG. 5 is a block diagram showing a main hardware configuration of the bingo game machine.
  • The bingo game machine according to the embodiment has a controller 4 in the interior of the game machine body 1, which controls movements of the entire game machine. The touch panel 11 of the respective stations 10 is controlled by the controller 4. The controller 4 is composed of a microprocessor, etc., and carries out various types of calculations necessary for game progression and operational control of various types of devices. The controller 4 is connected via a bus to a screen drawing controller 16, which draws various types of images on the touch panel 11 in accordance with instructions from the controller 4. Also, the controller 4 is connected to an input controller 17, which controls data inputted by touching various types of images drawn on the touch panel 11 via the bus. Further, the controller 4 is also connected to a token management device 18 via the bus. These devices 16, 17 and 18 are provided in the interior of the respective stations 10. In addition, although not illustrated, an operation brought about when pressing the attack button 12 is transmitted to the controller 4 via the bus.
  • The token management device 18 stores credit data showing the number of tokens that a player owns. When tokens are inputted into the token inputting port 13, the token management device 18 executes a process of adding the credit equivalent to the number of inputted tokens to the credit data. In addition, the token management device 18, which is an allotment payout unit, functions as allotment paying-out means when receiving a payout instruction from the controller 4 and executes a process of adding credits of the quantity in accordance with the payout instruction to the credit data as allotment. Also, when the token management device 18 receives a bet instruction from the controller 4, the device 18 executes a process of subtracting credits of the quantity in accordance with the bet instruction from the credit data.
  • Additionally, the controller 4 is connected via the bus to a sound controller 5 for outputting, from a speaker, sounds for performances in accordance with an instruction from the controller 4, and a large-sized screen controller 6 for drawing various types of images in accordance with instructions of the controller 4 on the large-sized display 2.
  • Further, the controller 4 is connected via the bus to a computer drawing machine 20 for carrying out number drawing in accordance with an instruction from the controller 4, a RAM 7, a ROM 8 and an auxiliary storage device 9, which function as various types of storage units. In the ROM 8, programs and data necessary to control basic operations when commencing the bingo game machine, and main programs necessary to control game progression are stored. The auxiliary storage device 9 is a rewritable storage device that is composed of a hard-disk storage device, etc., and stores data and programs that cannot be stored in the RAM 7 and the ROM 8. The data and programs stored in the auxiliary storage device 9 are loaded into a predetermined area of the RAM 7 in response to an instruction from the controller 4, and are utilized.
  • FIG. 6 is a functional block diagram showing major parts in the bingo game machine.
  • In the embodiment, the bingo game machine is composed mainly of a game progression control unit 101, a card generating unit 102, a station displaying unit 103, a main displaying unit 104, a drawing unit 105, a winning-probability changing unit 106, a bingo decision unit 107 and an odds management unit 108.
  • The game progression control unit 101 is composed of the controller 4, the RAM 7, the ROM 8, and the auxiliary storage device 9, etc., in the hardware configuration shown in FIG. 5. The game progression control unit 101, which is a game control unit, functions as game controlling means by the controller 4 executing a game progression program stored in the ROM 8 or the auxiliary storage device 9. Also the game progression control unit 101 carries out various types of control and processes described later.
  • The card generating unit 102 is composed of the controller 4, the RAM 7, the ROM 8, and the auxiliary storage device 9, etc., in the hardware configuration shown in FIG. 5. The card generating unit 102 reads an array determination program to array the numbers “1” through “25” in form of a matrix from the auxiliary storage device 9 when receiving a card generation instruction from the game progression control unit 101, and generates array information in accordance with the card generation instruction. Although the matrix according to the embodiment is a 5×5 square matrix, it is not limited thereto. The generated array information is stored in the array-information-storage-area of the RAM 7. The array information stored in the RAM 7 is utilized by the game progression control unit 101, etc. A detailed description is given later of generation of the array information.
  • Also, in the embodiment, the quantity of the numbers read from the auxiliary storage device 9 is coincident with the quantity of number images that compose the matrix, but the quantity of the numbers may be smaller than or greater than the quantity of number images.
  • The station displaying unit 103 is composed of the touch panel 11 and the image drawing controller 16, etc., in the hardware configuration shown in FIG. 5. The station displaying unit 103 displays images on the touch panel 111 in accordance with various types of displaying instructions from the game progression control unit 101. In detail, when a card displaying instruction based on the array information stored in the array-information-storage-area of the RAM 7 is transmitted from the game progression control unit 101, the station displaying unit 103, which is the array image displaying unit, functions as array image displaying means and displays a bingo card image consisting of the number images of “1” through “25” arrayed in form of a 5×5 matrix on the touch panel 11 in accordance with the card displaying instruction.
  • The main displaying unit 104 is composed of the large-sized display 2 and the large-sized screen controller 6, etc., in the hardware configuration shown in FIG. 5. The main displaying unit 104 displays images on the large-sized display 2 in accordance with various types of displaying instructions from the game progression control unit 101. In detail, when a displaying instruction of a roulette image as a winning-probability image showing winning-probability of each of numbers, which is determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7, is transmitted from the game progression control unit 101, which is a winning-probability displaying control unit, operating as winning-probability displaying control means, the main displaying unit 104, which is the winning-probability image displaying unit, functions as winning-probability image displaying means and displays the roulette image on the large-sized display 2 in accordance with the displaying instruction. Also, the large-sized display 2 may be any type of display as long as it can display pictures based on electronic signals from the large-sized screen controller 6.
  • The drawing unit 105 is composed of the computer drawing machine 20, RAM 7, ROM 8 and auxiliary storage device 9, etc., in the hardware configuration shown in FIG. 5. When the drawing unit 105 receives a drawing commencement instruction from the game progression control unit 101, the drawing unit 105 functions as drawing means, which is winning-object selecting means, and carries out the computer drawing in accordance with the winning-probability of each of selection-objects, which is determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7 being a winning-probability data storage unit operating as winning-probability data storage means. As a result, winning numbers are determined. The determined winning numbers are stored in the winning-history-storage-area of the RAM 7 that is the winning-object storage unit operating as winning-object storage means.
  • The winning-probability changing unit 106 is composed of the controller 4, RAM 7, ROM 8, and auxiliary storage device 9, etc., in the hardware configuration shown in FIG. 5. The winning-probability changing unit 106 changes the winning-probability data stored in the winning-probability-storage-area of the RAM 7 in accordance with a winning-probability changing instruction from the game progression control unit 101. A changing process of the winning-probability data will be described later. The bingo decision unit 107 is composed of the computer drawing machine 20, RAM 7, ROM 8 and auxiliary storage device 9, etc., in the hardware configuration shown in FIG. 5. When the bingo decision unit 107 receives a decision instruction from the game progression control unit 101, the bingo decision unit 107 carries out a bingo decision process based on the winning numbers stored in the winning-history-storage-area of the RAM 7 and the array information stored in the array-information-storage-area of the RAM 7. In the bingo decision process, for each array information stored in the array-information-storage-area of the RAM 7, it is decided whether or not arrays, that are on the matrix based on the corresponding array information, of the numbers corresponding to a plurality of winning numbers stored in the winning-history-storage-area of the RAM 7 coincide with a predetermined bingo array. The predetermined bingo array according to the embodiment is an array in which all the number images arrayed in any line in the longitudinal direction, the horizontal direction and the diagonal direction on the bingo card image become winning numbers. And, where the array of a plurality of winning numbers stored in the winning-history-storage-area of the RAM 7 is the predetermined bingo array, it is determined that BINGO is established with respect to the corresponding array information. Where it is determined that BINGO has been established, the bingo decision unit 107 transmits bingo generation information of BINGO having occurred, to the game progression control unit 101.
  • In addition, in the embodiment, the bingo decision unit 107 carries out a process for deciding whether or not only one number is needed to reach one or more of the predetermined bingo arrays when it receives the decision instruction from the game progression control unit 101. In the process, it is decided that a state of waiting for the last number of the predetermined bingo array(s) occurs when entering the state in which BINGO occurs if a specified number is drawn next, based on the winning numbers stored in the winning-history-storage-area of the RAM 7 and the array information stored in the array-information-storage-area of the RAM 7. Where it is decided that the state of waiting for the last number of the predetermined bingo array(s) occurs, the bingo decision unit 107 transmits occurrence information of the state, to the game progression control unit 101.
  • The odds management unit 108 is composed of the computer drawing machine 20, RAM 7, ROM 8 and auxiliary storage device 9, etc., in the hardware configuration shown in FIG. 5. When the odds management unit 108 receives an odds calculation instruction from the game progression control unit 101, the odds management unit 108 calculates the odds data for each of the respective numbers, which is the allotment quantity determination data, to determine the quantity of allotment to be paid out by meeting the payout condition including bingo establishment if the corresponding number were the winning number determined next by the drawing unit 105. The calculation process of the odds data is carried out whenever drawings coming after the fourth time drawing are carried out by the drawing unit 105. Usually, in the calculation process of the odds data, the odds are calculated so that the quantity of allotment decreases as the number of times of drawing increases. Although the details will be described later, the odds are calculated for the numbers whose winning-probabilities increase by the winning-probability changing unit 106, so that the quantity of allotment decreases. The odds data calculated is stored in an odds-storage-area of the RAM 7, which is an allotment quantity determination data storage unit, operating as allotment quantity determination data storage means.
  • FIG. 7 is a descriptive view showing one example of a game image displayed on the touch panel 11. Two bingo card images are displayed on the game screen. The numbers enclosed by a square frame on the respective bingo card image show those won in the drawings carried out up until the present time, and the numbers enclosed by a circular frame shows those that are not yet won. The display pattern of number “16” positioned at the right lower corner of the left side bingo card image in the figure is a display pattern when a player desires to win and touches the number. This number is a winning-desired number. Also, the winning-desired number on the right side bingo card image in the figure is displayed by being enclosed by a large circular frame.
  • In addition, a BET-display-column 11 a showing the credit quantity (token quantity) as bet-objects bet by a player, a credit-acquisition-quantity-display-column 11 b showing the credit quantity acquired by generation of BINGO, a credit-display-column 11 c showing the present credit quantity of the player, etc., are displayed at the lowermost part of the game screen. Also, on these display columns, a winning-history-display-column 11 d showing the numbers, which are won by the drawings up until the present time, from the left side in the figure in order is provided. Further, the example of illustrated in the figure shows a state where a drawing has been carried out ten times up until the present time.
  • Also, an allotment-quantity-display-column 11 e is displayed on the uppermost part of the game screen. The allotment-quantity-display-column 11 e shows the relationship between the colors and the allotment quantity, which are described later. The allotment quantities of the respective colors are obtained by multiplying the odds data corresponding to the respective colors by the bet quantity of the player.
  • Furthermore, attack-gauge-display-column 11 f is displayed on the left upper part of the game screen. An attack gauge of the attack-gauge-display-column 11 f is increased by meeting predetermined conditions, and if the attack gauge becomes full, an attack-operation described later can be carried out. The details will be described later. Next, a description is given of operations of the present bingo game machine in accordance with flows of a bingo game according to the embodiment.
  • FIG. 8 is a flowchart showing the flows of the bingo game.
  • In the bingo game machine, if a player inputs tokens into the token inputting port 13 of the station 10, the number of tokens inputted is detected by the token management device 18, and credit equivalent to the number of inputted tokens is stored in the credit data. Also, when the token management device 18 detects input of tokens, it notifies the controller 4, which composes the game progression control unit 101, of the detection.
  • In detail, the game progression control unit 101 that received information that tokens are inputted outputs a bet screen displaying instruction to the station displaying unit 103. Whereby a bet screen is displayed on the touch panel 111 of the station 10 in which the player input the tokens. Two bet buttons, one of which is a one-bet button and the other of which is a ten-bet button, are displayed on the bet screen. The player can bet credit of the desired quantity by touching these bet buttons. If the player touches these bet buttons, the bet data showing the bet quantity is transmitted from the input controller 17 to the game progression control unit 101. The game progression control unit 101 as the bet accepting unit functions as bet accepting means and accepts the bet, and outputs a bet instruction to the token management device 18. Thereby, the token management device 18 carries out a process of subtracting credits equivalent to the number of tokens corresponding to the bet instruction and adding the credits equivalent to the number to the bet data (S1). Thus, the player can bet the credits only by touching the bet buttons equivalent to a desired number of bets.
  • Also, the game progression control unit 101 outputs a displaying instruction to the station displaying unit 103 when receiving bet data from the input controller 17, and revises the BET-display-column 11 a and the credit-display-column 11 c on the game screen of the touch panel 11.
  • Further, when he game progression control unit 101 receives bet data from the input controller 17, it calculates the allotment quantity in response to the bet data stored in the token management device 18 based on eight odds data stored in the odds-storage-area of the RAM 7. In the embodiment, the eight odds data, which are 1.5 times, 2.5 times, 3.5 times, 5 times, 8 times, 12 times, 20 times and 30 times, are stored in the odds-storage-area of the RAM 7 made to correspond to the respective number as the basic odds data. The game progression control unit 101 calculates the allotment quantity corresponding to respective odds data by multiplying the bet data stored in the token management device 18 by respective odds data. And, the game progression control unit 101 outputs a displaying instruction to the station displaying unit 103 and makes the station displaying unit 103 revise the allotment quantities displayed in eight odds-sections in the allotment-quantity-display-column 11 e on the game screen of the touch panel 11 to the calculated allotment quantities. The eight odds-sections are displayed by different colors, respectively, and the respective colors correspond to the roulette colors described later.
  • After the bet acceptance is finished, the first through the fourth drawings are carried out (S2). In detail, the game progression control unit 101 outputs a commencement instruction of the first drawing to the drawing unit 105. And, the drawing unit 105 carries out the computer drawing in accordance with the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7, thereby the pre-winning numbers (pre-winning-objects) are determined. A detailed description is given of one example of a drawing process carried out by the drawing unit 105. A predetermined range of random numbers is divided into sections corresponding to respective unwinning numbers, respectively, so that winning-probability of each of the unwinning numbers that are not won up until the present time are made into winning-probabilities determined the corresponding winning-probability data stored in the winning-probability-storage-area of the RAM 7. Therefore, in the first drawing, sections corresponding to the numbers “1” through “25” are allotted among the predetermined random number range. In the second drawing, sections corresponding to twenty-four unwinning numbers, excluding the number won in the first drawing, of “1” through “25” are allotted among the predetermined random number range. In the third drawing, sections corresponding to the unwinning numbers excluding the numbers won up until that time are allotted as in the preceding drawings. If the winning-probability is changed by the winning-probability changing process described later, the respective sections are evenly allotted. After the predetermined random number range is thus divided, random numbers are generated. And, a section to which the random number belongs is specified, and the number corresponding to the specified section is determined as a pre-winning number. The determined pre-winning number is stored in the winning-history-storage-area of the RAM 7 as a winning number. That is, in the embodiment, the pre-winning numbers are made into winning numbers at the probability of 100%.
  • After that, the game progression control unit 101 executes a process of generating and displaying bingo cards (S40). In the process of generating and displaying bingo cards, array information of a bingo card, in which respective pre-winning numbers determined by the first through the fourth drawings are arranged on the matrix array, are generated by two per station 10 that accepted a bet so that the payout ratio are drawn near a preset payout ratio. And, two bingo card images consisting of “1” through “25” number images arrayed in form of a 5×5 matrix are displayed on the touch panel 11 of the respective stations 10 based on the array information. In the embodiment, although a description is given of a case where two bingo card images are displayed on the touch panel 11 of one station 10, one bingo card image may be displayed or three or more bingo card images may be displayed. The process of generating and displaying bingo cards will be described in detail later.
  • After the bingo card images are thus displayed on the touch panel 11 of the station 10, the game progression control unit 101 next outputs a roulette turning instruction to execute performance of the first drawing to the main displaying unit 104. Thereby, the main displaying unit 104 turns the roulette of a roulette image displayed on the large-sized display 2 and executes performance of the first drawing (S3).
  • FIG. 9 is a descriptive view showing one example of the main screen displayed on the large-sized display 2. The roulette image having image areas corresponding to the numbers, which have not yet won, of “1” through “25” is displayed on the main screen. Therefore, a roulette image having the image areas corresponding to all of “1” trough “25” is displayed in a performance of the first drawing. A roulette image having the image areas corresponding to twenty-four numbers, excluding the number won in the first drawing, of “1” through “25” is displayed in a performance of the second drawing. And, in a performance of a subsequent drawing, a roulette image having the image areas corresponding to the numbers excluding the numbers won up until that time is displayed. Herein, differences in size of the image areas of the respective numbers in the roulette image on the large-sized display 2 correspond to the degree of the winning-probability of each of the numbers. Also, unless the winning-probabilities are changed by the winning-probability changing process described later, the sizes of the image areas of the respective numbers on the roulette image become equal to each other because the winning-probability of each of the numbers are equal. In the embodiment, since the winning-probability changing process is not carried out before the fourth drawing is finished, the roulette image in which the sizes in image areas of the respective numbers are equal to each other is used in performances of the first through the fourth drawing. However, if the winning-probabilities are changed by the winning-probability changing process in the drawings including and after the fifth time, the image area of numbers having a high winning-probability is widened, and the image area of numbers having a low winning-probability is narrowed as shown in FIG. 9.
  • The colors of the image areas of the respective numbers in the roulette image on the large-sized display 2 correspond to the allotment quantities of the respective numbers. That is, the colors of the image areas of the respective numbers correspond to those of eight odds-sections of the allotment-quantity-display-column 11 e displayed on the game screen of the touch panel 11 of the station 10. Therefore, a player can easily understand the quantity of allotment paid out where a number is drawn in the next drawing and bingo is thereby completed, by look at the colors of the respective numbers on the roulette image on the large-sized display 2.
  • When the main displaying unit 104 receives a roulette turning instruction, it carries out performance of executing a drawing by turning the roulette of the roulette image displayed on the large-sized display 2. After that, the game progression control unit 101 reads the winning number stored in the winning-history-storage-area of the RAM 7 and outputs, to the main displaying unit 104, a performance displaying instruction showing that the winning number is drawn. Therefore, as shown in FIG. 9, the main displaying unit 104 executes performance of causing the number image corresponding to the winning number to appear at the center part of the roulette image displayed on the large-sized display 2. Also, the example shown in FIG. 9 is a case where “21” is the winning number. That is, the main displaying unit 104, which is a notifying unit, functions as notifying means for providing a notification of the winning number to a player whenever the drawing unit 105 determines the winning number after a bingo card image is displayed on the touch panel 11 of the station 10.
  • In addition, when the game progression control unit 101 reads the winning number stored in the winning-history-storage-area of the RAM 7, it outputs a displaying instruction to the station displaying unit 103. And the game progression control unit 101 make the station displaying unit 103 revise the winning history display part ld on the game screen of the touch panel 11, and change the number image corresponding to the winning number on the bingo card image from those of being enclosed in a circular frame to those of being enclosed in a square frame. That is, the station displaying unit 103, which is the notifying unit, functions as the notifying means for providing a notification of the winning number to a player whenever the drawing unit 105 determines the winning number.
  • After such a performance of drawing is repeated three more times and a performance of the fourth drawing is carried out, the game progression control unit 101 outputs a decision instruction to the bingo decision unit 107. Thereby, the bingo decision unit 107 carries out the above-described process for deciding whether or not only one number is needed to reach one or more of the predetermined bingo arrays (S4). Where it is decided in the process that the state of waiting for the last number of the predetermined bingo array(s) occurs, the bingo decision unit 107 transmits the occurrence information of the state to the game progression control unit 101, and the game progression control unit 101 sets a flag showing the state with respect to the corresponding array information (S5).
  • Next, the game progression control unit 101 executes a winning-probability changing process of a winning desired number that a player desires to win (S20). The winning-probability changing process is carried out whenever the fourth drawing, the sixth drawing, the eighth drawing and the tenth drawing are finished. A detailed description of the winning-probability changing process will be given later.
  • Subsequently, the game progression control unit 101 executes the fifth drawing, and determines the fifth winning number (S6). In the embodiment, although the first through the fourth drawings are carried out before the card generating unit 102 generates array information, the fifth and subsequent drawings are carried out after the card generating unit 102 generates array information. After that, a performance of the fifth drawing is carried out (S7). Performance of drawings coming after the fifth time is carried out the same like performance of the first through the fourth drawing. That is, in the performance of the fifth drawing, the game progression control unit 101 outputs a roulette turning instruction to the main displaying unit 104, and the main displaying unit 104 turns the roulette of the roulette image displayed on the large-sized display 2, thereby performance of executing the fifth drawing is carried out. And, the game progression control unit 101 reads the winning number brought about by the fifth drawing, which is stored in the winning-history-storage-area of the RAM 7, and outputs a performance displaying instruction of the winning number having been drawn to the main displaying unit 104. Thereby, the main displaying unit 104 executes performance by which the number image corresponding to the winning number is caused to appear at the center part of the roulette image displayed on the large-sized display 2. Performance of the sixth and subsequent drawing is the same as above.
  • After that, the game progression control unit 101 outputs a decision instruction to the bingo decision unit 107, and makes the bingo decision unit 107 execute the above-described bingo decision process (S8). The bingo decision process decides whether or not BINGO has occurred, based on the winning numbers (five winning numbers at the present) stored in the winning-history-storage-area of the RAM 7 and the array information stored in the array-information-storage-area of the RAM 7. Where it is decided that BINGO has occurred, the bingo decision unit 107 transmits bingo occurrence information to the game progression control unit 101. The game progression control unit 101 that receives the information outputs to the token management device 18 a payout instruction which instructs payout of the allotment quantity of an odds-section corresponding to the winning numbers won by the drawings of the five times. The token management device 18 that receives the payout instruction temporarily stores the allotment quantity corresponding to the payout instruction and carries out a process of adding the credits equivalent to the allotment quantity to the credit data when the bingo game is finished (S9).
  • Also, the bingo decision unit 107 that receives a decision instruction executes the above-described process for deciding whether or not only one number is needed to reach one or more of the predetermined bingo arrays (S10), and where it is determined that the state of waiting for the last number of the predetermined bingo array(s) occurs, the flag showing the state is set for the corresponding array information (S11).
  • Next, the game progression control unit 101 outputs an odds calculation instruction to the odds management unit 108. Thereby, the odds management unit 108 revises the odds data of the respective numbers (S12). In detail, the odds management unit 108 calculates the odds data for each of the unwinning numbers that are not drawn up until the present time. The calculated odds data is stored in the odds-storage-area of RAM 7 in connection with the corresponding unwinning numbers. In the embodiment, when the fourth drawing is finished, the basic odds data of 30 times is selected for all of the twenty-one unwinning numbers. That is, when BINGO is established at the fifth drawing, the odds are 30 times. And, unless the odds data is changed in the winning-probability changing process described later, the basic odds data that is lower by one rank than the current basic odds data is selected with respect to the respective unwinning numbers whenever the drawings coming after the fifth time are finished, and the odds data is stored in the odds-storage-area of the RAM 7. Therefore, unless the odds data is changed in the winning-probability changing process described later, the basic odds data of 20 times, which is lower by one rank than 30 times being the current basic odds data, is selected evenly for twenty unwinning numbers when the fifth drawing is finished. Whenever subsequent drawings are finished, the basic odds data that is lower by one rank is selected evenly for the remaining numbers in order.
  • Herein, the allotment quantity displayed in the allotment-quantity-display-column 11 e on the game screen of the touch panel 11 of the station 10 is revised when performances of the fourth, the sixth, the eight, and the tenth drawing are finished. And, the allotment quantity corresponding to the basic odds data is displayed in the sections of the respective colors of the allotment-quantity-display-column 11 e until three numbers on the same line on the bingo card image displayed in the game screen become winning numbers. On the other hand, where three or four numbers on the same line on the bingo card image have become winning numbers when the allotment-quantity-display-column 11 e is revised, the allotment quantities corresponding to the actual odds data are displayed in the sections corresponding to the respective colors of the allotment-quantity-display-column 11 e. The actual odds data is calculated by the odds management unit 108 based on the probabilities by which BINGO is established in the subsequent two drawings (that is, drawings executed until the allotment-quantity-display-column 11 e is next revised). In detail, the actual odds data is calculated based on the winning-probability of each of numbers in the revision (the winning-probabilities after change if the winning-probability data is changed by the winning-probability changing process described later) and the arrangement of numbers on a matrix array obtained from the array information corresponding to a bingo card image displayed on the touch panel 11 corresponding to the station 10 in the revision. By carrying out such a process, where the touch panel 11 of the station 10 displays a bingo card image having three or four numbers on the same line thereof become winning numbers when revising the allotment-quantity-display-column 11 e, the allotment quantity displayed on the allotment-quantity-display-column 11 e is changed from the allotment quantity based on the basic odds data to the allotment quantity based on the actual odds data. As a result, after three or four numbers on the same line become winning numbers, individual allotment quantities are displayed in the allotment-quantity-display-column 11 e on the touch panel 11 of the respective stations 10. That is, although the numbers and colors of the respective odds-sections divided by colors on the allotment-quantity-display-columns 11 e are common to all the stations 10, the allotment quantities displayed in the odds-sections are different at the respective stations 10.
  • After the odds data of respective unwinning numbers are stored in the odds-storage-area of the RAM 7 by the odds management unit 108, the game progression control unit 101 outputs a roulette change displaying instruction to the main displaying unit 104. The main displaying unit 104 received the roulette change displaying instruction makes the large-sized display 2 display a roulette image, having image areas of the unwinning numbers at this point in time (twenty numbers at the point when the fifth drawing is finished), in which the colors of the respective image areas are colors corresponding to the odds data revised in the above step S12 (S13).
  • And, the game progression control unit 101 decides which time the number of times of drawings finished up until the present time is, the sixth time, the eighth time, or the tenth time (S14). Where it is decided that the drawing is either one of the sixth, the eighth or the tenth drawing, the winning-probability changing process is carried out (S20). That is, in the embodiment, the winning-probability changing process is carried out whenever the fourth, the sixth, the eighth and the tenth drawings are finished. On the other hand, where it is decided that the drawing is neither of the sixth, the eighth nor the tenth drawing, the game progression control unit 101 decides whether or not the number of times of drawings finished up until the present time reaches 12 times (S15). And, where it is decided that the number of times of drawings does not reach 12 times, the next drawing process is executed without carrying out the winning-probability changing process (S6). On the other hand, where it is decided that the number of times of drawings reaches 12 times, the bingo game is finished.
  • After the bingo game is finished, the token management device 18 carries out a process of adding the credits equivalent to the allotment quantity temporarily stored upon receiving a payout instruction during the bingo game to the credit data. Thereby, the credit quantity displayed in the credit-display-column 11 c becomes the credit quantity after being added.
  • Next, a description is given of the winning-probability changing process.
  • FIG. 10 is a flowchart showing a flow of the winning-probability changing process.
  • In the embodiment, after the fourth, the sixth, the eighth and the tenth drawings are finished, the game progression control unit 101 outputs to the station displaying unit 103 a displaying instruction of causing the station displaying unit 103 to display a description image for urging a player to touch a number that the player desires to win. Thereby, the station displaying unit 103 displays a description image saying, “Please touch your desired number” on the game screen of the touch panel 11 as shown in FIG. 7. Within the time limit, the player who looked at the description image selects one of the number images of unwinning numbers in the bingo image displayed on the game screen of the touch panel 11, and touches the number. If so, the winning-desired number information showing the touched number is outputted from the input controller 17, and the winning-desired number information is accepted by the game progression control unit 101 (S21). Also, if no winning-desired number information is accepted within the time limit, the winning-probability changing process is finished as it is.
  • If the game progression control unit 101 accepts the winning-desired number information, it determines the winning-desired number that the player desires to win. And, the game progression control unit 101 outputs a winning-probability changing instruction to the winning-probability changing unit 106. Thereby, the winning-probability changing unit 106, which is the winning-probability data changing unit, functions as winning-probability data changing means and changes the winning-probability data stored in the winning-probability-storage-area of the RAM 7 so that the winning-probability of the winning-desired number corresponding to the winning-probability changing instruction is increased (S22). By the change, with respect to a drawing process by the drawing unit 105, the section corresponding to the winning-desired number in the predetermined range of random numbers is widened, and the sections of the remaining unwinning numbers are evenly narrowed. As a result, the winning-probability of the winning-desired number is increased.
  • Herein, in the embodiment, seven players can simultaneously join a bingo game at maximum. Therefore, there may be cases where a plurality of pieces of winning-desired number information differing from each other is accepted from the input controllers 17 of a plurality of stations 10, respectively. In this case, the game progression control unit 101 outputs a winning-probability changing instruction for each pieces of the winning-desired number information, whereby the winning-probability changing unit 106 changes the winning-probability data stored in the winning-probability-storage-area of the RAM 7 so that the winning-probability of the winning-desired number corresponding to the winning-probability changing instruction is increased. As a result, in the drawing process by the drawing unit 105, the sections corresponding to the winning-desired numbers in a predetermined range of random numbers are widened, and the sections of the remaining unwinning numbers are evenly narrowed. Whereby the winning-desired number corresponding to the winning-desired number information that is more accepted will have higher winning-probability. However, in a case where the winning-desired number information is accepted from a plurality of players, if the winning-desired number information from many players is concentrated on a specified number, there may be cases where, even if the winning-desired number information corresponding to other numbers is accepted, the winning-probability of each of the other numbers are lowered.
  • In addition, the game progression control unit 101 outputs an odds calculation instruction to the odds management unit 108. Thereby, the odds management unit 108 reads the winning-probability data changed in the above step S22 from the winning-probability-storage-area of the RAM 7, and carries out a process of changing the odds data in the odds-storage-area of the RAM 7 based on the winning-probability data (S23). In detail, the odds management unit 108 changes the odds data allotted to the respective unwinning numbers before and after changing the winning-probability data in the above step S22, so that the payout ratio becomes almost fixed. Therefore, the odds data of the respective unwinning numbers is changed so that the odds data of the unwinning numbers whose winning-probabilities are increased by the change of the winning-probability data in the above step S22 is relatively low.
  • Subsequently, the game progression control unit 101, which is a winning-probability displaying control unit, functions as winning-probability displaying control means and outputs a roulette change displaying instruction to the main displaying unit 104 based on the winning-probability data after a change, so that the size of the image area of each of the unwinning numbers in the roulette image becomes a size corresponding to the winning-probability after the change, and the color of the image area of each of the unwinning numbers becomes a color corresponding to the odds data after the change. Thereby, the main displaying unit 104, which is a winning-probability image displaying unit and an allotment quantity image displaying unit, functions as winning-probability image displaying means and allotment quantity image displaying means, so that the main displaying unit 104 displays a roulette image, in which the size of the image area of each the unwinning number is a size corresponding to the winning-probability after the change, and the color of the image area of each the unwinning number becomes a color corresponding to the odds data after the change, on the large-sized display 2 (S24).
  • By executing the winning-probability changing process as described above, a player checks the winning numbers up until this point in time by looking at the bingo card image displayed on the touch panel 11, and touches an image of the winning-desired number, which the player desires to win, such as numbers necessary to establish BINGO, whereby the winning-probability of the winning-desired number can be increased.
  • Also, in the embodiment, the winning-probability of each of the numbers can be understood based on the sizes of the image areas in the roulette image. And, if when a player touches the image of a winning-desired number on the touch panel 11, which the player desires to win, so that the winning-probability of winning-desired number is increased, the size of the image area corresponding to the winning-desired number on the roulette image is widened. Therefore, the player can intuitively understand that the winning-probability of the number that the player desires to win has been increased. Also, simultaneously, since the color corresponding to the odds data is changed after the color of the image area corresponding to the winning-desired number on the roulette image changes, the player can intuitively know the allotment quantity after the change.
  • In addition, in the embodiment, whenever the winning-desired number that a player desires to win is drawn, the attack gauge of the attack-gauge-display-column 11 f, which is displayed at the left upper part of the game screen of the touch panel 11, is increased. If the attack gauge becomes full, an attack-operation is enabled. In detail, where the attack gauge has been become full, whenever the attack button 12 is pressed after the player touches the winning-desired number image on the touch panel 11 when executing the winning-probability changing process (attack-operation), the winning-desired number information is accepted by the game progression control unit 101. That is, the game progression control unit 101 accepts a plurality of pieces of winning-desired number information with respect to the same number from one station 10 during one-time winning-probability changing process. Thereby, the player who is able to carry out an attack-operation can greatly increase the winning-probability of the winning-desired number that the player desires to win, by pressing the attack button 12 when executing a winning-probability changing process. However, such a condition of carrying out an attack-operation other than the condition that the attack gauge becomes full may be added. For example, such a condition may be added, in which the flag showing the state of waiting for the last number of the predetermined bingo array(s) is set with respect to the array information corresponding to the bingo card image displayed on the touch panel 11 corresponding to the station 10.
  • In the embodiment, if a player touches a winning-desired number on the touch panel 11 when the fourth, the sixth, the eighth, and the tenth drawings are finished, the winning-desired number information is outputted from the input controller 17 and is accepted by the game progression control unit 101, wherein the winning-probability of the winning-desired number is increased. The after-changed winning-probability is maintained until the next winning-probability changing process is executed, and the winning-probability is reset when the next winning-probability changing process is carried out. That is, for example, where the winning-probability of the winning-desired number is increased when the fourth drawing is finished, the fifth and the six drawings are executed in a state where the winning-probability of the winning-desired number is kept high. However, the winning-probability of each of all the unwinning numbers is evenly reset when the sixth drawing is finished. This is the same in a case where the winning-probability is increased when the sixth, the eighth, and the tenth drawings are finished.
  • FIG. 11 is a flowchart showing a flow of an attack process.
  • The attack process is commenced after the fourth and subsequent drawings are finished. If the winning-desired number the winning-probability of which has been increased is drawn by the drawing (S31), the game progression control unit 101 executes a process of increasing the attack data, which is stored in the attack gauge storage area of the RAM 7, by a predetermined amount (S32). Also, the game progression control unit 101 outputs a displaying instruction to the station displaying unit 103, and increases the attack gauge of the attack-gauge-display-column 11 f on the game screen of the touch panel 11. After that, when the fourth, the sixth, the eighth and the tenth drawings are finished, that is, when a commencement condition of the winning-probability changing process is satisfied (S33), the game progression control unit 101 decides whether or not the attack gauge data stored in the attack gauge storage area of the RAM 7 reaches a predetermined amount (that is, becomes full) (S34). When it is decided that the attack gauge is not full, it is possible to increase the winning-probability of the winning-desired number by the normal winning-probability changing process described above (S20). On the other hand, when it is decided that the attack gauge is full, the game progression control unit 101 permits an attack-operation at the corresponding station 10 (S35). In detail, the game progression control unit 101 outputs to the station displaying unit 103 a displaying instruction to display a description image for urging the player to touch the number that the player desires to win, and thereafter to press the attack button 12. Thereby, the station displaying unit 103 displays the description image on the game screen of the touch panel 11. The player who looked at the description image presses the attack button 12 (S36) as much as the player likes within the time limit (S38), after selecting one of the unwinning numbers on the number image of the bingo image displayed on the game screen of the touch panel 11 and touching the number. If so, the winning-desired number information showing the touched number are outputted (S37) from the input controller 17 as times as the attack button 12 is pressed, and the winning-desired number information are accepted by the game progression control unit 101.
  • When the game progression control unit 101, which is a fluctuation amount determination unit, accepts the winning-desired number information, it functions as fluctuation amount determination means. And the game progression control unit 101 determines the amount of increase in the winning-probability of the winning-desired number in accordance with a predetermined determination condition of fluctuation amount. The condition is that the amount of increase in the winning-probability of the winning-desired number, which the player playing at the station of the outputting source desires to win, becomes gradually greater in line with an increase in the number of times of outputting the winning-desired number information. The winning-probability changing unit 106 changes the winning-probability data so that the winning-probability of the winning-desired number is increased equivalent to the amount of increase. In the embodiment, although one station 10 outputs only one piece of winning-desired number information in the normal winning-probability changing process, a plurality of pieces of winning-desired number information can be outputted with respect to the same winning-desired number from one station 10 if an attack-operation is carried out. Therefore, according to the attack process, the winning-probability of the winning-desired number can be increased to a large degree in comparison with a case of the normal winning-probability changing process.
  • Further, in the embodiment, although the winning-probability of a winning-desired number is only increased by pressing the attack button 12 when executing an attack process, it may be devised that a bet is added when pressing the attack button 12. Generally, the larger the bet credit amount becomes, the greater the risk of losing credit is increased. In this case, since the risk of losing more credits is increased in line with an increase in the winning-probability of the winning-desired number, a more favorable game balance is obtained in comparison with a case of merely increasing the winning-probability of a winning-desired number.
  • Also, although the attack-operation described above can be carried out after the fourth, the sixth, the eighth or the tenth drawing is finished, it may be devised that the attack-operation is carried out after the bingo card image is displayed on the touch panel 11 of the station 10 before providing a notification of the winning number determined by the first drawing. This is because there are cases where, even before providing a notification of the first winning number, a player who looked at the bingo card image desires winning of a number disposed at an advantageous position for BINGO establishment or disposed at the player favorite position.
  • Also, it may be devised that the winning-probability is increased with respect to the winning-desired number that a player who has a larger bet amount bet when a bingo game is commenced desires winning. In this case, since a player who has a high risk of losing more credits can further increase the winning-probability of the winning-desired number, a further favorable game balance is obtained in comparison with a case of merely increasing the winning-probability of the winning-desired number.
  • In addition, the degree of increasing the winning-probability by one piece of the winning-desired number information may be changed based on whether or not the flag showing the state of waiting for the last number of the predetermined bingo array(s) is set for array information corresponding to the station 10 that is the transmission source of the winning-desired number information. In this case, the player whose numbers are in the state of waiting for the last number of the predetermined bingo array(s) may increase the winning-probability of the winning-desired number. Therefore, the advantages of players differ from each other with respect to the winning-probability of the winning-desired number based on whether or not the numbers are in the state, wherein the game attractiveness is improved.
  • Next, a description is given of a process of generating and displaying bingo cards, which is a characteristic part of the present invention.
  • FIG. 1 is a flowchart showing a flow of the process of generating and displaying bingo cards according to the embodiment.
  • In the embodiment, after the first through the fourth drawings are executed (S2), the game progression control unit 101 outputs a card generation instruction to the card generating unit 102. Thereby, the card generating unit 102 executes an array determination program, and reads the payout ratio data stored in the payout ratio storage area of the RAM 7 and the preset payout ratio data stored in the preset payout ratio storage area of the RAM 7. The payout ratio data shows a payout ratio that is the ratio of the total amount of credits accepted within a predetermined term to the total amount of allotment paid out within the predetermined term. The predetermined term may be appropriately set, for example, to a fixed term such as a week, a month, etc., or may be set to the time from installation of the present bingo game machine up until the present time. The game progression control unit 101 carries out a process of storing the payout ratio data in collaboration with the token management device 18. Also, the preset payout ratio data stored in the preset payout ratio storage area of the RAM 7 shows a target payout ratio (the preset payout ratio), and generally is set to 90% or so. And, the card generating unit 102 that read the payout ratio data and the preset payout ratio data compares the payout ratio and the preset payout ratio, which are shown by these pieces of data, with each other (S41).
  • The card generating unit 102 allots four pre-winning numbers selected by the first through the fourth drawings to the positions on the 5×5 matrix array based on the result of comparison. If described in detail, in the embodiment, several arrangement patterns showing arrangement of four pre-winning numbers are stored in the ROM 8 in advance. These arrangement patterns are classified into two levels in accordance with the bingo occurrence probabilities. That is, since the bingo probabilities can be arithmetically calculated by arrangement of four pre-winning numbers, the arrangement patterns may be classified into two levels, one of which is a high-bingo-probability-arrangement-pattern the bingo occurrence probability of which is relatively high, and a low-bingo-probability-arrangement-pattern the bingo occurrence probability of which is relatively low, in accordance with the calculated bingo occurrence probabilities. If one example is described, the high-bingo-probability-arrangement-pattern is made into such a pattern that three or more of the four pre-winning numbers are arranged in any one of the lines in the longitudinal direction, the horizontal direction and the diagonal direction, on the matrix array, and the low-bingo-probability-arrangement-pattern is made into a pattern in which two or more of four pre-winning numbers are not arranged in any one of the lines in the longitudinal direction, the horizontal direction and the diagonal direction on the matrix array.
  • In addition, several arrangement patterns are included in each of the levels. In the embodiment, since six arrangement patterns are included in the respective levels, arrangement patterns of twelve types in total are stored in the ROM 8. In addition, it is possible to optionally set the number of levels and the number of arrangement patterns belonging to the respective levels.
  • Where the card generating unit 102 decides, based on the result of comparison in the above step S41, that the payout ratio is greater than the preset payout ratio, the card generating unit 102 carries out a process of increasing the selection probability of the six arrangement patterns classified to the low-bingo-probability-arrangement-pattern, the bingo occurrence probability of which is low (S42). In detail, the selection probability data in which the selection probability of six arrangement patterns classified in the low-bingo-probability-arrangement-pattern is higher than that of the six arrangement patterns classified in the high-bingo-probability-arrangement-pattern is stored in the selection-probability-storage-area of the RAM 7. On the other hand, where it is decided, based on the result of comparison in the above step S41, that the payout ratio is less than the preset payout ratio, the card generating unit 102 carries out a process of increasing the selection probability of the six arrangement patterns classified in the high-bingo-probability-arrangement-pattern, the bingo occurrence probability of which is high (S43). In detail, the selection probability data in which the selection probability of six arrangement patterns classified in the high-bingo-probability-arrangement-pattern is higher than that of the six arrangement patterns classified in the low-bingo-probability-arrangement-pattern are stored in the selection-probability-storage-area of the RAM 7. And, the card generating unit 102 executes selection by drawing in accordance with the selection probability of respective arrangement patterns defined by the selection probability data stored in the selection-probability-storage-area of the RAM 7. A method of the drawing is the same as that executed by the drawing unit 105. And, the predetermined number of arrangement patterns is selected from the twelve arrangement patterns by the drawing (S44). The number of selections of the arrangement patterns is the same as the number of bingo cards displayed on the touch panel 11 of the station 10 that accepted bet.
  • Further, in the embodiment, there are cases where a arrangement pattern classified in the high-bingo-probability-arrangement-pattern is selected even if the payout ratio is more than the preset payout ratio, and on the contrary there are cases where a arrangement pattern classified in the low-bingo-probability-arrangement-pattern is selected even if the payout ratio is less than the preset payout ratio. This is to prevent irregularity of bingo probability depending on timing, in that BINGO is apt to occur at a time when the payout ratio is more than the preset payout ratio, or BINGO hardly occurs when the payout ratio is less than the preset payout ratio. As a matter of course, the method of selecting the arrangement pattern is not limited to the above. For example, arrangement patterns may be selected from the arrangement patterns classified to the low-bingo-probability-arrangement-pattern when the payout ratio is more than the preset payout ratio, or may be selected from the arrangement patterns classified to the high-bingo-probability-arrangement-pattern when the payout ratio is less than the preset payout ratio. In this case, it becomes easy to control the payout ratio, wherein the payout ratio can easily approach the preset payout ratio.
  • Thus, after the arrangement pattern is selected, the card generating unit 102 allots four pre-winning numbers selected by the first through the fourth drawings to four positions shown by the selected arrangement pattern (S45). And, numbers differing from each other, which are other than these pre-winning numbers, are allotted at random to positions other than the four positions (S46). Thereby, the matrix array in which the pre-winning numbers are allotted to the four positions shown by the selected arrangement pattern, respectively, is determined, and the card generating unit 102 generates array information showing the matrix array (S47) and stores the generated array information in the array-information-storage-area of the RAM 7. As a result, the array information, the number of which is the same as the number of the bingo card images displayed on the touch panel 11 of the station 10 that has accepted bets, is stored in the array-information-storage-area of the RAM 7.
  • After the card generating unit 102 generates array information, the game progression control unit 101 reads the array information from the array-information-storage-area of the RAM 7 and outputs to the station displaying unit 103 a card displaying instruction based on the array information. Thereby, two bingo card images in each of which number images “1” through “25” are arrayed in form of a 5×5 matrix are displayed on the touch panel 11 of the station 10 in which the player inputs tokens (S48).
  • Also, in the embodiment, although a description is given of a case where two bingo cards are displayed on the touch panel 11 of one station 10, the touch panel 11 may display one bingo card image or three or more bingo card images. A detailed description is given later of a process for generating and displaying bingo cards.
  • As described above, in the embodiment, drawings are carried out twelve times during one game term, and winning numbers selected by the drawings are stored in the winning-number-storage-area of the RAM 7. And, it is decided based on a plurality of winning numbers stored in the winning-number-storage-area whether or not BINGO is established, and if BINGO is established, allotment is paid out. In such a bingo game, a determination-factor that determines the easiness or difficulty of BINGO establishment is arrangement of winning numbers on the matrix array. And, in the embodiment, the first through the fourth drawings of the twelve drawings are carried out before generating the array information, and a matrix array is determined based on the pre-winning numbers selected before generating the array information (the numbers which are selected by the first through the fourth drawings), so that the array information is generated. Also, the pre-winning numbers are made into winning-objects at a probability of 100%, and are stored in the winning-number-storage-area of the RAM 7. Thus, since the array information is generated based on the pre-winning-objects that become winning-objects at a probability of 100%, it is possible to control arrangement of the winning numbers by the first through the fourth drawings during one bingo game term. That is, it is possible to control the determination-factor to determine the easiness or difficulty of BINGO establishment. As a result, since the allotment to be paid out when BINGO is established can be controlled, the payout ratio can approach the preset payout ratio as described above.
  • [Modified Version]
  • Next, a description is given of one modified example of the above embodiment.
  • In the modified version, although the card generating unit 102 carries out a process for selecting four pre-winning numbers before generating the array information as in the embodiment described above, the pre-winning numbers selected by the selection process do not necessarily become winning numbers. In detail, in the modified version, the first through the twelfth drawings are executed after the array information is generated, the drawings are carried out using a very high winning-probability with respect to one of the four pre-winning numbers in the respective first through the fourth drawings. Hereinafter, a detailed description is given thereof.
  • FIG. 12 is a flowchart showing a flow of a bingo game according to the modified version.
  • In the modified version, after bets are accepted as in the embodiment described above (S1), a selection process of four pre-winning numbers is carried out (S51). In detail, the game progression control unit 101 outputs the first selection instruction to the drawing unit 105, and the drawing unit 105 carries out computer drawing in accordance with the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7, and determines four pre-winning numbers (pre-winning-objects). At this time, with respect to the winning-probability data, the winning-probability of each of the twenty-five numbers is uniform.
  • Thus, after the four pre-winning numbers are selected, next, the game progression control unit 101 executes a process for generating and displaying bingo cards (S40) as in the embodiment described above, using these four pre-winning numbers. Thereby, array information in which these four pre-winning numbers are arranged in accordance with the payout ratio is generated, and a bingo card image based on the array information is displayed on the touch panel 11 of the station 10.
  • Next, the game progression control unit 101 makes the winning-probability changing unit 106 generate winning-probability data in which the winning-probability of the first pre-winning number being one of the four pre-winning numbers is very high (95% in the modified version), and the winning-probability of each of twenty-one numbers other than the four pre-winning numbers is uniform (S52). Accordingly, in the modified version, the winning-probability of each of the other three pre-winning numbers is 0%. In detail, the game progression control unit 101 outputs a winning-probability data generating instruction for the first drawing. Thereby, the winning-probability changing unit 106 generates the winning-probability data for the first drawing, in which the winning-probability of the first pre-winning number is set to 95% as described above, in accordance with the instruction, and stores the winning-probability data in the winning-probability-storage-area of the RAM 7. After that, the game progression control unit 101 outputs the first drawing commencement instruction to the drawing unit 105, and the drawing unit 105 carries out computer drawing based on the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7, and determines the winning number (S53). Since, in the first drawing, the first pre-winning number becomes a winning number at a probability of 95%, the first pre-winning number is stored in the winning-number-storage-area of the RAM 7 as a winning number at the probability of 95%. Also, after the winning number is determined, a performance of the drawing is also carried out as in the embodiment described above (S53).
  • Next, the game progression control unit 101 generates winning-probability data for the second drawing (S54). In the modified version, in drawings including the second and subsequent drawings, a winning number is selected from unwinning numbers excepting the winning numbers won up until then. Therefore, when generating the winning-probability data for the second drawing, the winning-probability changing unit 106 is made to generate winning-probability data in which the winning-probability of the second pre-winning number being one of the three pre-winning numbers other than the first pre-winning number is very high (95% in the modified version), and the winning-probability of each of the remaining numbers excepting the numbers won in the first drawing are uniform, and the winning-probability data is stored in the winning-probability-storage-area of the RAM 7. After that, the game progression control unit 101 outputs the second drawing commencement instruction to the drawing unit 105, and the drawing unit 105 carries out computer drawing in accordance with the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7, and determines a winning number (S55). In the second drawing, since the second pre-winning number becomes a winning number at a probability of 95%, the second pre-winning number is stored in the winning-number-storage-area of the RAM 7 as the winning number at a probability of 95%. Also, after the winning number is determined, a performance of the drawing is also executed as in the embodiment described above (S55).
  • Next, the game progression control unit 101 generates winning-probability data for the third drawing (S56). In detail, when generating the winning-probability data for the third drawing, the winning-probability changing unit 106 is made to generate winning-probability data in which the winning-probability of the third pre-winning number being one of the two pre-winning numbers other than the first pre-winning number and the second pre-winning number is very high (95% in the modified version), and the winning-probability of each of the remaining numbers excepting the two winning numbers won in the first and the second drawings are uniform, and the winning-probability data is stored in the winning-probability-storage-area of the RAM 7. After that, the game progression control unit 101 outputs the third drawing commencement instruction to the drawing unit 105, and the drawing unit 105 carries out computer drawing in accordance with the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7, and determines a winning number (S57). In the third drawing, since the third pre-winning number becomes a winning number at a probability of 95%, the third pre-winning number is stored in the winning-number-storage-area of the RAM 7 as the winning number at a probability of 95%. Also, after the winning number is determined, a performance of the drawing is also executed as in the embodiment described above (S57). Next, the game progression control unit 101 generates winning-probability data for the fourth drawing (S58). In detail, when generating the winning-probability data for the fourth drawing, the winning-probability changing unit 106 is made to generate winning-probability data in which the winning-probability of the fourth pre-winning number being the remaining pre-winning numbers is very high (95% in the modified version), and the winning-probability of each of the remaining numbers excepting the three winning numbers won in the first through the third drawings are uniform, and the winning-probability data is stored in the winning-probability-storage-area of the RAM 7. After that, the game progression control unit 101 outputs the fourth drawing commencement instruction to the drawing unit 105, and the drawing unit 105 carries out computer drawing in accordance with the winning-probability of each of the numbers, which are determined by the winning-probability data stored in the winning-probability-storage-area of the RAM 7, and determines a winning number (S59). In the fourth drawing, since the fourth pre-winning number becomes a winning number at a probability of 95%, the fourth pre-winning number is stored in the winning-number-storage-area of the RAM 7 as the winning number at a probability of 95%. Also, after the winning number is determined, a performance of the drawing is also executed as in the embodiment described above (S59).
  • After the first through the fourth drawings and the performance are finished as described above, the subsequent processes coming thereafter are the same as those according to the embodiment described above (S4 through S15, and S20).
  • According to the modified version, even if the array information is generated based on four pre-winning numbers, the pre-winning numbers do not necessarily become winning numbers. Therefore, although the payout control accuracy is slightly inferior to the embodiment described above, it is possible to sufficiently control the payout ratio.
  • Also, in the above description, the example case where the array information is generated based on the pre-winning numbers for the purpose of adjusting the payout ratio is described above. However, the array information may be generated based on the pre-winning numbers in order to achieve the other purposes. For example, array information by which easiness to establish BINGO is completed in a specified term may be generated for the purpose of bringing about easiness of BINGO establishment in the specified term (for example, in the morning). Also, for example, array information may be generated by which BINGO is further easily established for a player whose individual payout ratio is low by recording individual payout ratio of respective players.
  • In addition, in the above description, the bingo game capable of changing the winning-probability of a winning-desired number, which a player desires to win, by the winning-probability changing process is described as an example. However, a general bingo game, in which such a winning-probability changing process is not carried out, is the same as above.
  • Also, in the above description, a description is given of the case where array information is generated based on pre-winning numbers that are made into winning numbers at a predetermined probability in the first through the fourth drawings. However, the time of drawing at which pre-winning numbers are made into winning numbers at a predetermined probability may be any time of drawings. Therefore, for example, the array information may be generated based on the pre-winning numbers that are made into winning numbers at a predetermined probability in the third through the eighth drawings, or the array information may be generated based on the pre-winning numbers that are made into winning numbers at a predetermined probability at every drawing. Further, as long as the winning-probability of the pre-winning number is determined, drawings in which winning-probability is set to pre-winning numbers in all the drawings until the pre-winning number is drawn from the beginning may be carried out without particularly determining which time of drawing.
  • Also, in the above description, a case where the present invention is applied to a bingo game machine being a token game machine as a game apparatus for business use was described as an example. However, the present invention may be applied not only to a bingo game machine but also other game apparatuses such as a game machine for home use, a coin type game machine, etc., even if it is a game apparatus capable of selecting a plurality of winning-objects by carrying out selection a predetermined number of times during one game term and capable of deciding whether or not the array of the plurality of winning-objects at the selection-object-array defined by the generated array information is a specified-pattern.
  • In addition, in the above description, a game apparatus in which a plurality of players (seven players at maximum) can join at the same time was described as an example. The present invention may be applicable to a game apparatus in which a single player can enjoy.
  • Further, it is possible that a plurality of bingo game machines described above are connected to each other via a network, wherein bingo games using the same result of drawings can be carried out at the plurality of bingo game machines.
  • Also, any drawing described above is a computer drawing by which winning numbers are determined by executing a drawing program in accordance with winning-probability of each of numbers determined by the winning-probability data. However, the drawing may be based on other drawing methods such as a physical drawing by which winning-objects are determined based on the result of movement of a drawing-tangible-object to be selected, by moving the drawing-tangible-object.
  • In addition, a part of the configuration of the above-described bingo game machine may be provided at a communication terminal such as a mobile telephone set equipped with a data communication feature, which a player has. Also, in this case, it is necessary that the bingo game machine is provided with a communication unit operating as communication means to enable data transmission between the bingo game machine and the communication terminal via a network.
  • The detailed example thereof may be an example in which the roulette image (winning-probability image) displayed on the large-sized display 2 described above is displayed at the displaying unit operating as displaying means of the communication terminal. In this example, data to display the roulette image on the displaying unit of the communication terminal may be transmitted from the above-described communication unit to the communication terminal via the network. And, when the winning-probability changing unit 106 changes the winning-probability data, data for changing the roulette image displayed on the displaying unit of the communication terminal to that in accordance with the winning-probability data after the change may be transmitted from the communication unit to the mobile communication terminal via the network. Thereby, the player can check the roulette image by looking at the displaying unit of the communication terminal that the player has, without looking at the large-sized display 2. In addition, if all the images displayed on the large-sized display 2 are displayed on the displaying unit of the communication terminal, there is no need to provide such a large-sized display 2.
  • As another detailed example, such an example in which operations for selecting desired numbers that a player desires to win are executed by not using the touch panel 11 of the station 10 but using the operation unit operating as operating means of the communication terminal may be described. In this example, for example, the winning-desired number information may be transmitted from the communication terminal when a player selects his or her desired number by operating the operation unit of the communication terminal. And, when the communication unit receives the winning-desired number information, the game progression control unit 101 determines the winning-desired number that the player desires to win, based on the received winning-desired number information.
  • As still another example, such an example may be described, in which all of the components equipped in the station 10 are provided in a communication terminal. In this case, a player is able to play a game using the communication terminal, which the player has, without using the station 10. However, in this case, since it is difficult that the communication terminal has a mechanism for transfer of tokens such as the token input port 13 and the token receiving port 14, bets and allotment payouts may be carried out by not using tokens but using credit data.

Claims (11)

1. A game apparatus, comprising:
a winning-object selecting unit for selecting winning-objects from a plurality of selection-objects;
a game control unit for controlling progression of a game, which carries out selections a predetermined number of times using the winning-object selecting unit during one game term;
an array information generating unit for generating array information defining a selection-object-array using part or all of the plurality of selection-objects;
an array image displaying unit for displaying an array image in which a plurality of selection-object-images corresponding to the respective selection-objects included in the selection-object-array defined by the array information generated by the array information generating unit are arrayed based on the array information;
a winning-object storage unit for storing the winning-objects selected by the winning-object selecting unit during the one game term; and
a decision unit for deciding, based on the winning-objects stored in the winning-object storage unit, whether or not an array of the winning-objects on the selection-object-array defined by the array information is a specified-pattern,
wherein the winning-object selecting unit carries out part or all of the selections, the predetermined number of times, which is executed during the one game term, before generating the array information by the array information generating unit,
the array information generating unit determines the selection-object-array based on pre-winning-objects that the winning-object selecting unit selects before generating the array information, and generates the array information defining the determined selection-object-array, and
the winning-object storage unit stores the pre-winning-objects as the winning-objects at a predetermined probability.
2. The game apparatus according to claim 1,
wherein the predetermined probability is 100% when the winning-object storage unit stores the pre-winning-objects as the winning-objects.
3. The game apparatus according to claim 1,
wherein the winning-object selecting unit carries out part of the selections, which are executed the predetermined number of times during the one game term, before generating the array information, and with respect to at least selections carried out after generating the array information, winning-objects are selected by drawings.
4. The game apparatus according to claim 2,
wherein the winning-object selecting unit carries out part of the predetermined number of selections, which are executed during the one game term, before generating the array information, and with respect to at least selections carried out after generating the array information, winning-objects are selected by drawings.
5. The game apparatus according to claim 3,
wherein the winning-object selecting unit carries out part of the selections, which are executed the predetermined number of times during the one game term, before generating the array information, and
the winning-object selecting unit selects, in the drawings carried out after generating the array information, winning-objects from selection-objects which are obtained by excluding the pre-winning-objects stored in the winning-objects storage unit as the winning-objects out of the pre-winning-objects selected before generating the array information, from the plurality of selection-objects.
6. The game apparatus according to claim 4,
wherein the winning-object selecting unit carries out part of the selections, which are executed the predetermined number of times during the one game term, before generating the array information, and
the winning-object selecting unit selects, in the drawings carried out after generating the array information, winning-objects from selection-objects which are obtained by excluding the pre-winning-objects stored in the winning-objects storage unit as the winning-objects out of the pre-winning-objects selected before generating the array information, from the plurality of selection-objects.
7. The game apparatus according to claim 1, 2, 3, 4, 5 or 6, comprising:
a notifying unit for providing a notification of the winning-objects stored in the winning-object storage unit after the array image displaying unit displays the array image.
8. The game apparatus according to claim 7,
wherein the winning-object selecting unit carries out part of the selections, which are executed the predetermined number of times during the one game term, before generating the array information, and
the notifying unit provides the notification of those stored in the winning-object storage unit as the winning-objects out of the pre-selecting-objects and the winning-objects that the winning-object selecting unit selects after generating the array information, almost in the same notification mode.
9. The game apparatus according to claim 1, comprising:
a bet accepting unit for accepting a bet for a bet-object; and an allotment payout unit for paying out allotment,
wherein the game control unit controls the allotment payout unit to pay out a quantity of allotment corresponding to a quantity of the bet-objects that the bet accepting unit accepts when the decision unit decides that the specified-pattern is formed.
10. The game apparatus according to claim 9, comprising:
a payout ratio storage unit for storing payout ratio data showing a payout ratio that is a ratio of the quantity of the bet-objects accepted by the bet accepting unit to the quantity of allotment paid out by the allotment payout unit within a predetermined duration of time,
wherein the array information generating unit determines the selection-object-array based on the pre-winning-objects selected by the winning-object selecting unit before generating the array information, so that the payout ratio shown by the payout ratio data stored in the payout ratio storage unit approaches a predetermined preset payout ratio.
11. The game apparatus according to claim 1,
wherein the array image displaying unit displays the array image, in which the plurality of selection-object-images are arrayed in form of a matrix based on the array information, and
the decision unit decides with the specified-pattern that is an array in which the selection-object-images corresponding to the winning-objects are arranged at least in one of lines in a longitudinal direction, horizontal direction and diagonal direction on the array image.
US12/084,329 2005-10-31 2006-10-27 Game Apparatus Abandoned US20080300040A1 (en)

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WO2007052549A1 (en) 2007-05-10
TW200737045A (en) 2007-10-01

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