Abstract:
A gaming machine is provided, which includes a display and a controller. The controller is configured with logic to: a) distribute an initial set of cards to a player; b) exchange one or more cards among the initial set of cards with different cards in accordance with selection by the player; c) execute a win game in which the player wins a award when a final set of cards includes a first card combination; d) execute a high-probability win game in a subsequent game when the final set of cards includes a second card combination; e) execute a game for determining game conditions for the high-probability win game prior to a start thereof; f) determine a plurality of sets of cards initially distributed to the player in accordance with the game conditions; and g) provide an award in accordance with finally distributed cards of each of the plurality sets.

Description:
[0001]    This application is based on and claims the benefit of priority from Japanese Patent Application No. 2006-332655, filed on 8 Dec. 2006, the content of which is incorporated herein by reference. 
       BACKGROUND OF THE INVENTION 
       [0002]    1. Field of the Invention 
         [0003]    The present invention relates to a gaming machine, a method of controlling a gaming machine and a method of playing a game. 
         [0004]    2. Related Art 
         [0005]    Conventionally, gaming machines such as poker gaming machines installed in casinos execute a win game where a player wins when a plurality of cards finally distributed to the player includes a predetermined combination. In this type of gaming machine, for each poker game, medals are supplied in accordance with the achieved poker hand and the award determined by the number of inserted medals. 
         [0006]    Recently, a gaming machine has been supplied which performs a high-probability win game, thereby increasing the probability of winning. As a gaming machine of this type, for example, a gaming machine is provided which distributes two sets of five cards, greater than the five cards of conventional poker games. With such an arrangement, the player can form a card combination involving the two sets of five cards so as to win the poker hand (U.S. Pat. No. 5,882,260). 
         [0007]    For the purposes of increasing the number of medals supplied to each poker game, a new gaming style called a double-down game is being added recently, which is able to double the medal payout number after a poker hand is achieved. 
       SUMMARY OF THE INVENTION 
       [0008]    The present invention aims at providing a gaming machine having a new gaming style enhancing expectations for medals, as well as a method of controlling a gaming machine and a method of playing a game. 
         [0009]    In an aspect of the present invention, a gaming machine is provided, which includes a display and a controller. The controller is configured with logic to: a) distribute an initial set of cards to a player; b) exchange one or more cards among the initial set of cards with different cards in accordance with selection by the player; c) execute a win game in which the player wins a predetermined award when a final set of cards includes a first predetermined card combination; d) execute a high-probability win game in a subsequent game when the final set of cards includes a second predetermined card combination; e) execute a game for determining game conditions for the high-probability win game prior to a start thereof; f) determine a plurality of sets of cards initially distributed to the player in the high-probability win game in accordance with the game conditions; and g) provide an award in accordance with finally distributed cards of each of the plurality sets. The controller causes the display to display an image related to proceedings of the high-probability win game. 
         [0010]    In another aspect of the present invention, a gaming machine is provided, in which the controller is further configured with logic to: h) provide a summation of the award provided for each of the plurality of sets in the high-probability win game. 
         [0011]    In still another aspect of the present invention, a gaming machine is provided, in which the controller is further configured with logic to: i) provide a highest award among awards provided for the plurality of sets in the high-probability win game. 
         [0012]    In yet another aspect of the present invention, a method of controlling a gaming machine is provided. The method includes the steps of: a) distributing an initial set of cards to a player; b) exchanging one or more cards among the initial set of cards with different cards in accordance with selection by the player; c) executing a win game in which the player wins a predetermined award when a final set of cards includes a first predetermined card combination; d) executing a high-probability win game in a subsequent game when the final set of cards includes a second predetermined card combination; e) executing a game for determining game conditions for the high-probability win game prior to a start thereof; f) determining a plurality of sets of cards initially distributed to the player in the high-probability win game in accordance with the game conditions; and g) providing an award in accordance with finally distributed cards of each of the plurality sets. 
         [0013]    In a further aspect of the present invention, a method of playing a game is provided. The method includes the steps of: a) distributing an initial set of cards to a player; b) exchanging one or more cards among the initial set of cards with different cards in accordance with selection by the player; c) executing a win game in which the player wins a predetermined award when a final set of cards includes a first predetermined card combination; d) executing a high-probability win game in a subsequent game when the final set of cards includes a second predetermined card combination; e) executing a game for determining game conditions for the high-probability win game prior to a start thereof; f) determining a plurality of sets of cards initially distributed to the player in the high-probability win game in accordance with the game conditions; and g) providing an award in accordance with finally distributed cards of each of the plurality sets. 
         [0014]    Thus, the present invention is able to provide a gaming machine having a new gaming style enhancing expectations for medals, as well as a method of controlling a gaming machine and a method of playing a game. Additional features and advantages of the present invention are described in, and are apparent from, the following detailed description of the invention and the drawings. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS  
         [0015]      FIG. 1  is a flow chart illustrating the flow of a game according to a present embodiment of the invention; 
           [0016]      FIG. 2  is a schematic diagram illustrating the overall view of a poker machine according to the present embodiment; 
           [0017]      FIG. 3  is a block diagram illustrating the electrical configuration of the poker machine in the present embodiment; 
           [0018]      FIG. 4  is a flow chart illustrating the flow of processing of the poker machine in the present embodiment; 
           [0019]      FIG. 5  is a flow chart illustrating the flow of processing of the poker machine in the present embodiment; 
           [0020]      FIG. 6  is a flow chart illustrating the flow of processing of the poker machine in the present embodiment; 
           [0021]      FIG. 7  is a flow chart illustrating the flow of processing of the poker machine in the present embodiment; 
           [0022]      FIG. 8  is a flow chart illustrating the flow of processing of the poker machine in the present embodiment; 
           [0023]      FIG. 9  is a flow chart illustrating the flow of processing of the poker machine in the present embodiment; 
           [0024]      FIG. 10  is a flow chart illustrating the flow of processing of the poker machine in the present embodiment; 
           [0025]      FIG. 11  is a flow chart illustrating the flow of processing of the poker machine in the present embodiment; 
           [0026]      FIGS. 12A and 12B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0027]      FIGS. 13A and 13B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0028]      FIGS. 14A and 14B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0029]      FIGS. 15A and 15B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0030]      FIGS. 16A and 16B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0031]      FIGS. 17A and 17B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0032]      FIGS. 18A and 18B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0033]      FIGS. 19A and 19B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0034]      FIGS. 20A and 20B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0035]      FIGS. 21A and 21B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0036]      FIGS. 22A and 22B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the present embodiment; 
           [0037]      FIGS. 23A and 23B  are schematic diagrams illustrating display screens to be displayed on the poker machine in another embodiment; and 
           [0038]      FIGS. 24A and 24B  are schematic diagrams illustrating display screens to be displayed on the poker machine in the another embodiment. 
       
    
    
     DETAILED DESCRIPTION OF THE INVENTION  
     a. Outline of Playing Method 
       [0039]      FIG. 1  is a flow chart illustrating a method of playing a game according to a first embodiment of the invention. The method of playing a game according to the present embodiment relates to a kind of poker game that performs a win game. The win game uses a plurality of kinds of cards and allows a player to exchange a card selected by the player from a plurality of cards distributed initially with another card. When the player wins the game with a plurality of cards finally distributed that matches a predetermined combination, the player receives a predetermined award. In the above win game, the playing method first judges if the card combination entitled to an award is a specified combination (for example, Flush of Hearts or Diamonds), in step S 1 . Furthermore, when the specified combination occurs in step S 1 , the playing method uses multiple decks (decks refer to a bundle of cards performing a game, more specifically, 53 cards) to perform a high-probability win game which increases the probability of winning in a next succeeding win game (step S 2 ). Then, the CPU  66  provides an award based on results of each deck (step S 3 ). For example, the CPU  66  provides the sum of the awards, which are provided to the decks that achieved winning outcomes in each deck. Alternatively, the CPU  66  provides the award for the highest class hand among the decks that achieved winning outcomes. 
       b. Configuration of Poker Machine 
       [0040]    The general view of a gaming machine in the first embodiment of the invention is shown in  FIG. 2 . The present invention is described below by taking as an example a poker machine, which is suitably applicable to the gaming machine according to the present invention. 
         [0041]    Specifically, the present embodiment relates to the poker machine using medals. However, the gaming machine of the present invention may be a gaming machine using, as a playing medium, coins, medals, tokens, or cards storing playing value information. 
         [0042]    A first display  32  is disposed on the front of a poker machine  10 . A second display  33  is disposed above the first display  32  on the front of the poker machine  10 . The first display  32  displays cards distributed to a player, and an award table showing card combinations corresponding to any award. The second display  33  displays images of rendered effects. The first and second displays  32  and  33  are liquid crystal displays of touch-panel type. 
         [0043]    A medal slot  63  is disposed in the vicinity to the right on the front of the poker machine  10 , and a medal payout opening  61  and a medal receiving pan  67  are disposed below the front. The player&#39;s medal insertion into the medal slot  63  enables gaming. Based on the game result, medals are paid out from the medal payout opening  61 , and stored in the medal receiving pan  67 . As described later, a medal detecting sensor  31  (refer to  FIG. 3 ) is housed inside the gaming machine where the medal slot  63  is disposed. The medal detecting sensor  31  detects insertion of medals by the player into the poker machine  10 . 
         [0044]    Decorative lamps  36   a  and  36   b  are disposed on the opposite sides of the poker machine  10 , respectively. Speakers  46   a  and  46   b  are disposed in upper sections of the poker machine  10 . The speakers  46   a  and  46   b  generate sound effects, etc. in response to the game progress. 
         [0045]    Various switches used for advancing a game are arranged below the first display  32 . 
         [0046]    A bet max switch  26  and a bet one switch  28  are used when the player starts the game. The bet one switch  28  increases the number of medals used for the game depending on the number of times the switch is pressed. The bet max switch  26  is used to bet five medals, namely the maximum number of medals, at a time. 
         [0047]    A deal switch  24  and a cash out switch  22  are disposed on the left of the bet max switch  26 . Five hold switches  20  are arranged above the bet max switch  26 . The deal switch  24  is used when the player requests cards to be displayed. The player&#39;s operations of inserting medal(s) and pressing the deal switch  24  enable the images of distributed cards and new exchanged cards to be displayed on the first display  32 . 
         [0048]    The cash out switch  22  is used to pay out medals stored (hereinafter referred to as credited) in the poker machine  10 . When the player activates the cash out switch  22  by a pressing operation, medals are paid out to the medal receiving pan  67 . 
         [0049]    The total number of the hold switches  20  is five. The hold switches  20  are arranged so as to correspond to the card images displayed on the first display  32 , respectively. The hold switches  20  are used when the player selects a card to remain without being exchanged after the cards are displayed. When the player activates by pressing the hold switch  20  underlying the selected card in the five cards displayed on the first display  32 , the selected card remains unexchanged. 
       c. Configuration of Controller of Poker Machine 
       [0050]    A control circuit of the poker machine as the present embodiment of the invention is shown in the block diagram of  FIG. 3 . 
         [0051]    A main control circuit  60  as a controller is configured by connecting, through an input/output bus  64 , a central processing unit (hereinafter referred to as a CPU)  66 , read only memory (hereinafter referred to as ROM)  68 , random access memory (hereinafter referred to as RAM)  70 , a random number generator  65 , and interface circuit groups  62  and  72  to each other. The input/output bus  64  inputs and outputs data signals, control signals or address signals to the CPU  66 . 
         [0052]    Based on a computer program stored in the ROM  68 , the CPU  66  reads and writes data with respect to elements and units connected to the input/output bus  64 , and cooperates with these elements and units to perform various types of processing. A timer (not shown) to be described later is housed within the CPU  66 . 
         [0053]    The medal detecting sensor  31  is connected to the interface circuit group  62  of the main control circuit  60 . A detection signal from the medal detecting sensor  31  is converted to a predetermined signal by the interface circuit group  62 , and then supplied to the input/output bus  64 . 
         [0054]    The deal switch  24  is also connected to the interface circuit group  62 . The deal switch  24  transmits to the interface circuit group  62  a signal indicating activation of the deal switch  24  by the player through a pressing operation, and this signal is then supplied to the input/output bus  64 . 
         [0055]    The hold switches  20 , the cash out switch  22 , the bet max switch  26  and the bet one switch  28  are also connected to the interface circuit group  62 . When these switches are activated by the player&#39;s pressing operation, they transmit the corresponding signals indicating a pressing operation to the interface circuit group  62 . These detection signals are then supplied to the input/output bus  64 . 
         [0056]    The speakers  46  ( 46   a  and  46   b ) and the decorative lamps  36  ( 36   a  and  36   b ) are also connected to the interface circuit group  72 . The interface circuit group  72  controls each of the abovementioned units by supplying a drive signal and drive power in accordance with calculation processing performed by the CPU  66 . 
         [0057]    The ROM  68  and the RAM  70 , each serving as a storage means, are also connected to the input/output bus  64 . The ROM  68  stores a control program for controlling the entire flow of the game in the poker machine  10 . The ROM  68  also stores the initial data for executing the control program, a program for controlling flash operation patterns of the decorative lamps  36  ( 36   a  and  36   b  (refer to  FIG. 2 )) housed within the poker machine  10 , and a program for controlling display on the first display  32 . The ROM  68  further stores, for example, a plurality of kinds of lottery tables for associating a random number sampled by the random number generator  65 , with a card image to be displayed on the first display  32 , and a combination judgment table for judging if a combination of patterns represented in a plurality of card images displayed on the first display  32  matches a specified combination. The plurality of lottery tables has different probabilities of winning outcomes. When a certain specified combination occurs, the CPU  66  sets a table for a high-probability win game having a higher probability of achiving winning outcomes than a_normal lottery table, as a lottery table for an internal lottery (refer to  FIG. 6 ). The RAM  70  stores the values of flags and variables used in the abovementioned programs. 
         [0058]    The random number generator  65  for generating random numbers is connected to the input/output bus  64 . When an instruction for generating random numbers is transmitted from the CPU  66  to the random number generator  65 , the random number generator  65  generates random numbers in a predetermined range, and transmits signals indicating the random numbers to the input/output bus  64 . Based on the random numbers generated, the CPU  66  performs an internal lottery processing as described later. The random numbers generated from the random number generator  65  are stored in the RAM  70 . 
         [0059]    In the present embodiment, the random number generator  65  connected via the input/output bus  64  to the CPU  66  samples the random numbers by way of example and without limitation. Alternatively, random number sampling may be executed under an operational program of the CPU  66 . In this case, the random number generator  65  can be omitted. 
         [0060]    A display and input controller  200  is also connected to the interface circuit group  72 . Upon receiving an instruction for displaying an image sent from the main control circuit  60 , the display and input controller  200  transmits drive signals indicative of driving the first display  32  and the second display  33 , which are connected to the display and input controller  200 . The display and input controller  200  also supplies input signals received from the first and second displays  32  and  33  to the interface circuit group  72 , which are then transmitted to the CPU  66  via the input/output bus  64 . 
         [0061]    A hopper controller  210  is also connected to the interface circuit group  72 . Upon receiving an instruction for paying out medals sent from the main control circuit  60 , the hopper controller  210  transmits a drive signal for driving a hopper  50  connected to the hopper controller  210 . 
       d. Operations of Poker Machine 
       [0062]    A main routine for controlling the poker machine  10 , which is executed on the main control circuit  60 , is shown in the flow chart of  FIG. 4 , and subroutines in the main routine are shown in the flow charts of  FIGS. 5 to 11 . 
         [0063]    In the following, it is assumed that the poker machine  10  is activated in advance, and performs normal operation in a state in which the abovementioned random numbers used in the CPU  66  are initialized to predetermined values. 
         [0064]    First, as shown in  FIG. 4 , the CPU  66  performs bet processing (step S 11 ). 
         [0065]    In this processing, in response to the player&#39;s medal insertion, pressing the bet max switch  26  or pressing the bet one switch  28 , the CPU  66  performs respective bet processing, accordingly. The details of the bet processing are described later. When the bet processing is terminated, the CPU  66  advances the processing to step S 12 . 
         [0066]    In step S 12 , the CPU  66  performs the internal lottery and executes processing for extracting a card. In this processing, the CPU  66  transmits an instruction for generating random numbers to the random number generator  65 . Upon receipt of this instruction, the random number generator  65  samples random numbers. The random numbers generated by the random number generator  65  are then stored in the RAM  70  as random numbers indicating a lottery result. The CPU  66  refers to the lottery tables and determines the kinds of cards corresponding to the random numbers. The CPU  66  then stores the data of the kinds of the cards in the RAM  70 . The details of the internal lottery processing are described later. When the internal lottery is terminated, the CPU  66  advances the processing to step S 13 . 
         [0067]    In step S 13 , the CPU  66  performs processing for displaying a card. The CPU  66  supplies the data of five cards to be initially distributed by way of display to the player from the cards determined by the internal lottery in step S 12 , and an instruction for displaying a card image to the display and input controller  200  via the input/output bus  64  and the interface circuit group  72 . The display and input controller  200  reads out the corresponding image data and stores the data in a video RAM housed in the display and input controller  200 . In this way, the first display  32  displays the five cards initially distributed to the player. When the high-probability win game is executed, a plurality of five-card sets is displayed on the second display  33 . The details of the card display processing are described later. When the processing for displaying a card is terminated, the CPU  66  advances the_processing to step S 14 . 
         [0068]    In step S 14 , the CPU  66  performs processing for exchanging a card. In this processing, the CPU  66  causes the first display  32  to display new card images thereon, in response to the player&#39;s card exchange operation. Before displaying the new card images, the CPU  66  judges whether the patterns of the five cards to be displayed after an exchange will match a certain specified combination. Based on the judgment result, the CPU  66  changes a card display sequence. The details of this processing are described later. When the processing for exchanging a card is terminated, the CPU  66  advances the processing to step S 15 . 
         [0069]    In step S 15 , the CPU  66  judges whether the patterns of the five cards displayed on the first display  32  after the exchange will match a card combination entitled to an award (for example, Two Pair, Three of a Kind, Flush, etc.). The judgment is made referring to the combination judgment tables stored in the RAM  70 . In the abovementioned processing for displaying a card, in order to change the card display sequence, the CPU  66  has already judged before the cards are displayed whether the patterns of the five cards to be displayed after the exchange matches the specified combination. However, if the judgment in the above processing in step S 14  is made only with regard to the specified combination used for controlling the card display sequence, the CPU  66  performs another judgment in processing for judging a result in step S 15 . Namely, the CPU  66  determines which card combination entitled to an award is matched by a combination of patterns of the cards displayed after the exchange. In contrast, when the CPU  66  has performed judgment for not only the specified combination, but also all of the card combinations entitled to an award in the processing for exchanging a card in step S 14 , it may be possible to use the judgment in step S 14  without performing any new judgment in the present step S 15 . The details of this processing are described later. When the processing for judging a result is terminated, the CPU  66  advances the processing to step S 16 . 
         [0070]    In step S 16 , the CPU  66  performs processing for providing rendered effects and paying out. The CPU  66  performs this processing in accordance with the judgment result in step S 15 . Specifically, when the CPU  66  determines matching of a card combination entitled to an award, the CPU  66  causes the first display  32  to display the card combination, and also causes the number of medals obtained by the player to be added to the number of credits. When the number of credits exceeds 50, the exceeding number of medals is paid out through the medal payout opening  61  to the medal receiving pan  67 . On the other hand, when the judgment result is the absence of any card combination matching an award, the CPU  66  causes the first display  32  to display notification of the absence of any winning card combination. When the CPU  66  finishes the processing for providing rendered effects and paying out, it terminates the main routine. 
         [0071]    As described above, the CPU  66  performs processing for controlling the win game, through step S 11  and step S 12 , and through step S 15  and step S 16 . 
       e. Bet Processing 
       [0072]    In step S 11  ( FIG. 4 ), a bet processing subroutine shown in  FIG. 5  is called. 
         [0073]    Firstly, the CPU  66  performs processing to judge whether medals have been inserted or the switches related to bet has been activated (step S 21 ). 
         [0074]    In this processing, the CPU  66  determines whether or not it has received one of the following signals: a signal indicating an insertion of medals into the medal slot  63  sent from the detecting sensor  31 , a signal indicating activation of the bet max switch  26 , and a signal indicating activation of the bet one switch  28 . If the CPU  66  determines the reception of one of the signals, it advances the processing to step S 22 . Otherwise, the CPU  66  repeats step S 21 . 
         [0075]    In step S 22 , the CPU  66  performs processing for adding a bet number. In this processing, the CPU  66  adds the number of credits in accordance with the result in step S 21 . That is, the CPU  66  stores as a bet number, in the RAM  70 , the sum of the number of detections of medal insertion and the number of times the bet one switch  28  has been activated. The maximum bet number is “5”. When the bet max switch  26  is activated, the maximum value of “5” is stored in the RAM  70 , irrespective of the number of detections of medal insertion and the number of times the bet one switch  28  has been activated. When the bet number addition processing is terminated, the CPU  66  advances the processing to step S 23 . 
         [0076]    In step S 23 , the CPU  66  performs processing to judge whether the deal switch  24  has been activated. In this processing, the CPU  66  judges whether it has received a detection signal indicating activation of the deal switch  24 . If not, the CPU  66  repeats step S 23 . If so, the CPU  66  terminates the present subroutine. 
       f. Internal Lottery Processing 
       [0077]    In the abovementioned step S 12  ( FIG. 4 ), the internal lottery processing sub routine as shown in  FIG. 6  is called. 
         [0078]    In step S 31 , the CPU  66  performs processing for judging a game state. In this processing, the CPU  66  performs processing to judge the game state based on a game state flag stored in the RAM  70 . When this processing is terminated, the CPU  66  advances the processing to step S 32 . 
         [0079]    In step S 32 , the CPU  66  performs processing for setting a lottery table. In this processing, based on the game state as judged in step S 31 , the CPU  66  selects a lottery table in accordance with the game state, from a plurality of kinds of tables having different winning probabilities stored in the ROM  68 , and sets the selected table in the RAM  70 . When this processing is terminated, the CPU  66  advances the processing to step S 33 . 
         [0080]    In step S 33 , the CPU  66  performs processing for generating a random number. In this processing, the CPU  66  transmits an instruction for generating a random number to the random number generator  65 . Upon receipt of the instruction, the random number generator  65  samples random numbers. The random numbers generated by the random number generator  65  are stored in the RAM  70  as random numbers indicating a lottery result. When this processing is terminated, the CPU  66  advances the processing to step S 34 . 
         [0081]    In step S 34 , the CPU  66  performs processing for referring to a lottery table. In this processing, the CPU  66  refers to the lottery table set in step S 32 , and selects kinds of cards corresponding to the random numbers stored in the RAM  70  in step S 33 . The CPU  66  then stores the data of the kinds of the cards in the RAM  70 . When this processing is terminated, the CPU  66  terminates the present subroutine. 
         [0082]    In the above processing, ten cards are extracted from the cards of the deck usable in the game. Among the ten cards, five cards are initially displayed to the player, and the remaining five cards can be displayed to the player by card exchange. The initial five cards are invariably displayed on the first display  32 ; contrarily, among the five cards displayed by card exchange, only the desired number of cards is displayed on the first display  32  when the player desires the card exchange. In the present embodiment, the cards used for exchange are selected by lottery in advance at the same time as the lottery of the cards initially displayed to the player. Alternatively, after a card exchange number has been determined, the determined number of cards may be selected by lottery. 
       g. Card Display Processing 
       [0083]    In the abovementioned step S 13  ( FIG. 4 ), the card display processing subroutine as shown in  FIG. 7  is called. 
         [0084]    In step S 71 , the CPU  66  performs processing for judging whether the game is in a high-probability mode. If judged so (the value of the high-probability flag is 1) based on the value of the high-probability flag stored in the RAM  70 , the CPU  66  advances the processing to step S 73 . If not (the value of the high probability-flag is 0), the CPU  66  advances the processing to step S 72 . 
         [0085]    In step S 72 , the CPU  66  performs processing for displaying a single deck. In this processing, the CPU  66  performs processing to display a five-card set of a single deck on the first display  32 . More specifically, the CPU  66  supplies an image display instruction related to the kinds of the five cards initially distributed, by way of display to the player among the cards determined by the internal lottery and then stored in the RAM  70 , to the display and input controller  200  through the input/output bus  64  and the interface circuit group  72 . The display and input controller  200  reads out the corresponding image data, and stores the data in the video RAM within the display and input controller  200 . This enables the first display  32  to display the five cards initially distributed to the player. When this processing is terminated, the CPU  66  terminates the present subroutine. 
         [0086]    In step S 73 , the CPU  66  performs processing for displaying multiple decks. In this processing, the CPU  66  performs processing to display a five-card set of a single deck on the first display  32 , and display five-card sets of multiple decks on the second display  33 . More specifically, the CPU  66  supplies the data related to the kinds of the five cards initially distributed by way of display to the player in the cards determined by the internal lottery and then stored in the RAM  70 , and a card image display instruction to the display and input controller  200  through the input/output bus  64  and the interface circuit group  72 . The display and input controller  200  reads out the corresponding image data, and stores the data in the video RAM within the display and input controller  200 . This enables the first display  32  to display five cards initially distributed to the player, and also enables the second display  33  to display a plurality of sets of cards initially distributed to the player. When this processing is terminated, the CPU  66  terminates the present subroutine. 
       h. Processing for Exchanging a Card 
       [0087]    In the abovementioned step S 14  ( FIG. 4 ), a subroutine of processing for exchanging a card as shown in  FIG. 8  is called. 
         [0088]    Firstly, the CPU  66  performs processing to judge whether any one of the hold switches  20  has been activated (step S 41 ). 
         [0089]    In this processing, the CPU  66  judges whether it has received a detection signal indicating any one of the five hold switches  20  has been activated. If not, the CPU  66  advances the processing to step S 43 . If so, the CPU  66  advances the processing to step S 42 . 
         [0090]    In step S 42 , the CPU  66  performs processing to hold the corresponding card. In this processing, the CPU  66  sets the card corresponding to the hold switch  20  activated in step S 41  so as not to be able to be exchanged, even after the deal switch  24  is activated. The CPU  66  also causes the first display  32  to display “HOLD” below the image of the corresponding card on the first display  32 . When the hold of the corresponding card is terminated, the CPU  66  advances the processing to step S 43 . 
         [0091]    In step S 43 , the CPU  66  performs processing to judge whether the deal switch  24  has been activated. In this processing, the CPU  66  judges whether it has received a detection signal indicating the deal switch  24  has been activated. If not, the CPU  66  advances the processing to step S 41 . If so, the CPU  66  advances the processing to step S 44 . 
         [0092]    In step S 44 , the CPU  66  performs processing to determine a card for exchange. In this processing, the CPU  66  determines the number of cards not being held, namely the number of cards the player desires for exchange, from the five cards selected by lottery in the abovementioned step S 12  ( FIG. 4 ) so as to be displayed to the player by card exchange. It may be alternatively possible that the CPU  66  determines cards to be exchanged by lottery from the five cards in the present step S 44 . Furthermore, it may be alternatively possible that the CPU  66  selects cards to be used for exchange from the five cards according to ranking that the CPU  66  assigns to these five cards in the lottery in step  12  ( FIG. 4 ). In some cases, the player may desire to exchange the five cards, namely all the cards in hand. When the determination of card exchange is terminated, the CPU  66  advances the processing to step S 45 . 
         [0093]    In step S 45 , the CPU  66  performs processing for redisplaying a card. In this processing, the CPU  66  transmits the data of the kind of the exchanged card determined in step S 34  to the display and input controller  200 , which controls the first display  32  to display an image of the exchanged card in place of that not held among the five cards. The details of this processing are described later. When the processing for redisplaying a card is terminated, the CPU  66  terminates the present subroutine. 
       i. Processing for Redisplaying a Card 
       [0094]    The processing for redisplaying a card called in step S 45  ( FIG. 8 ) is described below with reference to  FIG. 9 . More specifically, a description is made of a case, for example: the cards of a “10 of Spades,” a “Jack of Spades,” a “Queen of Spades,” a “3 of Diamonds” and a “2 of Diamonds” are displayed first; the player selects the cards of the “10 of Spades,” the “Jack of Spades” and the “Queen of Spades” as hold cards; and a “Jack of Diamonds” and a “King of Spades” are determined by lottery as cards to be exchanged with the remaining two cards. 
         [0095]    First, the CPU  66  retrieves a hand achieved by the combination of the held cards and the exchanged cards (step S 51 ). Since this hand is fixed when the card exchange is terminated, it is referred to as an actual hand. Based on the combination of the held cards and the exchanged cards, the CPU  66  retrieves the hands stored in the ROM  68 . 
         [0096]    The poker hands such as Royal Flush and Straight Flush are stored in the ROM  68 , along with the respective poker hand class data. More specifically, a poker hand class indicates the number of medals paid out in accordance with a card combination entitled to a predetermined award in the award table displayed on the first display  32  during the win game when the player bets a medal. For example, the hand class of Royal Flush is 500, the hand class of Straight Flush is 50, and the hand class of Four of a Kind is 20. In this case, a larger numeral value represents a higher hand class. Alternatively, the poker hand classes may be ordinal numbers such as “1,” “2,” and “3,” which represent the respective poker hand orders. The CPU  66  retrieves a possible highest poker hand stored in the ROM  68  for the combination of the newly displayed cards by the exchange and the held cards. In the present embodiment, as the result of the card exchange, one pair of a “Jack of Spades” and a “Jack of Diamonds” is retrieved as an actual hand. 
         [0097]    In the succeeding step S 52 , the CPU  66  retrieves a highest hand obtainable if one of the exchanged cards were another card among the combination of the held cards and the exchanged cards. This hand is a hypothetical hand not actually achieved. Assuming that the “Jack of Diamonds” as one of the exchanged cards was another kind of card, the CPU  66  first retrieves a highest hand obtainable with the exchanged card and the held cards. More specifically, the CPU  66  retrieves the highest hand by exchanging the card of the “Jack of Diamonds” with other cards in sequence, and retrieving the corresponding hand for each of the changed cards. In the present embodiment, it is assumed that changing the “Jack of Diamonds” for the “Ace of Spades” results in a Royal Flush hand. 
         [0098]    Subsequently, the CPU  66  retrieves the highest hand by changing the exchanged card of the “King of Spades” for other cards in sequence. In the present embodiment, changing the “King of Spades” for the “Queen of Diamonds” results in a two pair hand of “Jacks” and “Queens.” Since the Royal Flush hand has a higher class than the Two Pair hand, the Royal Flush hand with the “Jack of Diamonds” as a target card can be retrieved as the highest hypothetical hand. 
         [0099]    Next, the CPU  66  makes a comparison in classes between the actual hand obtained in step S 51  and the hypothetical hand obtained in step S 52  (step S 53 ). If the class of the hypothetical hand is higher than the class of the actual hand, the CPU  66  advances the processing to step S 55 . If the class of the hypothetical hand is equal to or lower than the class of the actual hand, the CPU  66  advances the processing to step S 54 . 
         [0100]    In step S 54 , the CPU  66  changes the display order based on the actual hand. For example, if the actual hand is a one pair hand of the “Jack of Spades” and the “Jack of Diamonds,” the “Jack of Diamonds” of the exchanged card is displayed first. 
         [0101]    On the other hand, in step S 55 , the CPU  66  changes the display order based on the hypothetical hand. Specifically, the CPU  66  changes the display order such that the target card to complement the hypothetical hand is displayed last. In the present embodiment, since the target card for achieving the Royal Flush as the hypothetical hand is a “Jack of Diamonds” card, the display order is changed so that the last card to be displayed is the “Jack of Diamonds.” 
         [0102]    In the succeeding step S 56 , the CPU  66  controls a display of the exchanged cards in accordance with the display order. Specifically, the CPU  66  first supplies an instruction for displaying an image of the first exchanged card to the display and input controller  200  via the input/output bus  64  and the interface circuit group  72 . The display and input controller  200  reads out the desired image data, and stores the data in the video RAM within the display and input controller  200 . In this way, the first display  32  displays the exchanged cards. Subsequently, the CPU  66  performs delay processing for a predetermined time such as 0.2 seconds to 2 seconds, and transmits an instruction for displaying an image of the second exchanged card to the display and input controller  200 , thereby causing the first display  32  to display the second exchanged card. Then, the CPU  66  causes the first display  32  to display the exchanged cards in sequence, with the delay processing in between. 
         [0103]    By the successive display of the exchanged cards, for example, among the two exchanged cards facing down, the first one is turned face-up, displaying the “King of Spades.” This enables the player to expect that a Royal Flush may be achieved when the other exchanged card not yet displayed is the “Ace of Spades.” In fact, the exchanged card of the “Jack of Diamonds” is then displayed, so that merely a one pair hand is achieved as an actual hand. 
         [0104]    Thus, changing the order of displaying exchanged cards based on the hypothetical hand enables the player to keep expecting a certain hand to be achieved until the last exchanged card is displayed. After this processing, the CPU  66  terminates the present subroutine. 
       j. Processing for Judging a Result 
       [0105]    The processing for judging a result called in step S 15  ( FIG. 4 ) is described with reference to  FIG. 10 . 
         [0000]    In step S 61 , the CPU  66  performs processing to judge whether the game is in a high-probability mode. If judged so (the value of the high-probability flag is 1) based on the value of the high-probability flag stored in the RAM  70 , the CPU  66  advances the processing to step S 65 . If not (the value of the high-probability flag is 0), the CPU advances the processing to step S 62 . 
         [0106]    In step S 62 , the CPU  66  performs processing to judge whether the combination is a specified combination. If so (for example, Flush of Hearts or Diamonds), the CPU  66  advances the processing to step S 63 . If not, the CPU advances the processing to step S 64 . 
         [0107]    In step S 63 , the CPU  66  performs processing for executing a special game. This processing is described later. When this processing is terminated, the CPU  66  advances the processing to step S 64 . 
         [0108]    In step S 64 , the CPU  66  performs processing to judge a win game result. In this processing, when the CPU  66  determines that the win game result is worth a payout number, the CPU  66  controls the payout number to be stored in the RAM  70 . When this processing is terminated, the CPU  66  terminates the present subroutine. 
         [0109]    In step S 65 , the CPU  66  performs processing to judge a result of a high-probability win game. In this processing, when the CPU  66  determines that the high-probability game result is worth a payout number, the CPU  66  controls the payout number to be stored in the RAM  70 . If multiple decks achieve winning outcomes, the sum of the awards which are provided to decks that winning outcomes are achieved in each deck is stored in RAM  70 . When this processing is terminated, the CPU  66  terminates the present subroutine. 
         [0110]    In addition, the abovementioned processing of step S 65  is only one example of the present invention, and not limited thereto. As another example, if multiple decks achieve winning outcomes, the highest class hand among each deck by which winning outcomes are achieved may be retrieved and the award corresponding to the highest class hand deck may be stored in RAM  70 . 
       k. Processing for Executing a Special Game 
       [0111]    Processing for executing a special game called in step S 63  ( FIG. 10 ) is described with reference to  FIG. 11 . 
         [0112]    In step S 81 , the CPU  66  performs processing for executing a special game lottery. More specifically, the CPU  66  performs processing to sample random numbers and refer to the lottery tables stored in the ROM  68  so as to determine a deck number, etc. to be supplied in the special game. When this processing is terminated, the CPU  66  advances the processing to step S 82 . 
         [0113]    In step S 82 , the CPU  66  performs processing for displaying initial cards. In this processing, the CPU  66  supplies an instruction for displaying images of the back faces of a plurality of cards to the display and input controller  200  via the input/output bus  64  and the interface circuit group  72 . The display and input controller  200  reads out the corresponding image data, and controls the data to be stored in the video RAM within the display and input controller  200 . In this way, the second display  33  displays the back faces of cards initially distributed to the player in the special game. When this processing is terminated, the CPU  66  advances the processing to step S 83 . 
         [0114]    In step S 83 , the CPU  66  performs processing to judge if any operation has been made. In this processing, the CPU  66  judges if the player has initiated a certain operation, receiving a detection signal from the second display  33  in response to the player&#39;s touch operation on the screen of the second display  33 . If so, the CPU  66  advances the processing to step  84 . If not, the CPU  66  advances the processing to step  83 . Even if the CPU  66  does not judge that an operation has been initiated, the CPU  66  advances the processing to step S 84  after an elapse of a predetermined amount of time (for example, 10 seconds). 
         [0115]    In step S 84 , the CPU  66  performs processing to judge if it is the third card. In this processing, if the CPU determines that it is the third card turned over (by the player&#39;s touch operation on the second display  33 ), the CPU  66  advances the processing to step S 85 . If not, the CPU  66  advances the processing to step S 87 . 
         [0116]    In step S 85 , the CPU  66  performs processing for displaying a final result. In this processing, the CPU  66  supplies an instruction for displaying an image of the final result (the three face-up cards) to the display and input controller  200  via the input/output bus  64  and the interface circuit group  72 . The display and input controller  200  reads out the corresponding image data and controls the data to be stored in the video RAM within the display and input controller  200 . This enables the second display  33  to display the final result. When this processing is terminated, the CPU  66  advances the processing to step S 86 . 
         [0117]    In step S 86 , the CPU  66  performs processing for displaying rendered effects. In this processing, the CPU  66  transmits an instruction for displaying an image of the rendered effects (for example, an erupting volcano image, etc.) to the display and input controller  200  via the input/output bus  64  and the interface circuit group  72 . The display and input controller  200  reads out the corresponding image data, and controls the data to be stored in the video RAM within the display and input controller  200 . This enables the second display  33  to display the image of the rendered effects. When this processing is terminated, the CPU  66  terminates the present subroutine. 
         [0118]    In step S 87 , the CPU  66  performs processing for displaying a result. In this processing, the CPU  66  transmits an instruction for displaying an image of a result (for example, the face-up cards, etc.) to the display and input controller  200  via the input/output bus  64  and the interface circuit group  72 . The display and input controller  200  reads out the corresponding image data, and controls the data to be stored in the video RAM within the display and input controller  200 . This enables the second display  33  to display the image of the result. When this processing is terminated, the CPU  66  advances the processing to step S 83 . 
         [0119]    Thus, the CPU  66  is an example of a controller which executes the win game. In the win game, a card selected by a player from a plurality of cards distributed initially is exchanged with another card. The player wins a predetermined award if the cards distributed finally include a plurality of cards matching a specified combination. The CPU  66  is also an example of a controller performing a plurality of times the high-probability win game, which increases the probability of winning in the next succeeding game when a combination of finally distributed cards matches a specified combination. The CPU  66  is also an example of a controller which performs, prior to execution of the high-probability win game, a special game for determining a playing condition in the high-probability win game. The CPU  66  is also an example of a controller which initially distributes a plurality of sets of cards based on the playing condition determined by the special game and provides an award based on the cards distributed finally in each pair, in the high-probability win game. 
       l. Displays on Poker Machine 
       [0120]      FIGS. 12A and 12B  are schematic diagrams illustrating examples of display screens.  FIG. 12A  shows a display screen of a second display  33  and  FIG. 12B  shows a display screen of a first display  32 . As shown in  FIG. 12A , a graphic image  90  (for example, a volcano image, etc.) is displayed on the second display  33 . A graphic  90   a  (for example, a flying eagle image, etc.) is also displayed on the second display  33 . As shown in  FIG. 12B , a graphic image  91  (for example, a poker award table image, etc.) is displayed on the first display  32 . A graphic image  92  (for example, a plurality of card images, etc.) is also displayed on the first display  32 . A character image  93  (for example, “SELECT HELD CARD!!”, etc.) is also displayed on the first display  32 . A character image  94  indicating a point (for example, “00 00 00 1000”, etc.) is also displayed on the first display  32 . In addition, in the description below, a game is started by pressing a deal switch  24  on the condition that a bet one switch  28  (see  FIG. 2 ) is pressed twice so as to provide twice the award per one bet. 
         [0121]      FIGS. 13A and 13B  are schematic diagrams illustrating examples of display screens after the hold switch is pressed on the screen as shown in  FIGS. 12A and 12B .  FIG. 13A  shows a display screen of a second display  33  and  FIG. 13B  shows a display screen of a first display  32 . As shown in  FIG. 13B , a graphic image  92  (for example, a plurality of card images, including a card on which the graphic image of “HELD” is superimposed) is displayed on the first display  32 . 
         [0122]      FIGS. 14A and 14B  are schematic diagrams illustrating examples of display screens after the deal switch is pressed on the screen as shown in  FIGS. 13A and 13B .  FIG. 14A  shows a display screen of a second display  33  and  FIG. 14B  shows a display screen of a first display  32 . As shown in  FIG. 14B , a graphic image  91  (for example, a poker award table image having the highlighted “Flush” and “10”, etc.) is displayed on the first display  32 . A character image  93  (for example, “CONGRATULATIONS!!”, etc.) is also displayed on the first display  32 . A character image  94  indicating a point (for example, “00 00 00 1010”, etc.) is also displayed on the first display  32 . A character image  95  (for example, “FLUSH WIN 10 MEDALS”, etc.) is also displayed on the first display  32 . 
         [0123]      FIGS. 15A and 15B  are schematic diagrams illustrating examples of display screens when a special game starts with a specified combination (Flush (refer to  FIGS. 14A and 14B )).  FIG. 15A  shows a display screen of a second display  33  and  FIG. 15B  shows a display screen of a first display  32 . As shown in  FIG. 15A , a graphic image  96  (for example, a plurality of cards bearing volcano images on their back faces, respectively) is displayed on the second display  33 . 
         [0124]      FIGS. 16A and 16B  are schematic diagrams illustrating examples of display screens in the special game after the player has touched a card image on the second display  33 .  FIG. 16A  shows a display screen of a second display  33  and  FIG. 16B  shows a display screen of a first display  32 . As shown in  FIG. 16A , a graphic image  96   b  (for example, three cards bearing “25” on their respective rear faces) is displayed on the second display  33 . Thus, the number of decks based on the result of the special game (for example, a card game of gathering pairs of cards bearing the same number or face (e.g., 25)) can be provided in the high-probability win game. 
         [0125]      FIGS. 17A and 17B  are schematic diagrams illustrating examples of display screens after the special game is terminated.  FIG. 17A  shows a display screen of a second display  33  and  FIG. 17B  shows a display screen of a first display  32 . As shown in  FIG. 17A , a graphic image  90   b  (for example, a volcanic smoke image in the shape of “TEN”) is displayed on the second display  33 . On the graphic image  90   b , the number of times performing the high probability win game is presented to players. In  FIGS. 17A and 17B , it is 10 times, for example. 
         [0126]      FIGS. 18A and 18B  are schematic diagrams illustrating examples of display screens after the special game is terminated.  FIG. 18A  shows a display screen of a second display  33  and  FIG. 18B  shows a display screen of a first display  32 . As shown in  FIG. 18A , a graphic image  90   c  (for example, an image where the smoke spreads completely) is displayed on the second display  33 , after the completion of the number of eruptions corresponding to the number of the high-probability win games. 
         [0127]      FIGS. 19A and 19B  are schematic diagrams illustrating examples of display screens in the high-probability win game.  FIG. 19A  shows a display screen of a second display  33  and  FIG. 19B  shows a display screen of a first display  32 . As shown in  FIG. 19A , a graphic image  97  (for example, the images of 25 sets of cards, each of which has five cards) is displayed on the second display  33 . As shown in  FIG. 19B , a graphic image  92  (for example, a plurality of cards&#39; images) is displayed on the first display  32 . In addition, the combination of card images displayed on the first display  32  and the combination of card images displayed on the second display  32  are the same combination. 
         [0128]      FIGS. 20A and 20B  are schematic diagrams illustrating examples of display screens in the high-probability win game.  FIG. 20A  shows a display screen of a second display  33  and  FIG. 20B  shows a display screen of a first display  32 . As shown in  FIG. 20B , a graphic image  92  (for example, a plurality of card images including cards on which a character image “HELD” is superimposed) is displayed on the first display  32 . Then, cards corresponding to the cards selected by a player on the first display  32  (for example, three cards from the left side) are selected from each set of cards displayed on the second display  33 . 
         [0129]      FIGS. 21A and 21B  are schematic diagrams illustrating examples of display screens after the deal switch is operated by pressing the deal switch on the screen as shown in FIGS.  20 A and  20 B.  FIG. 21A  shows a display screen of a second display  33  and  FIG. 21B  shows a display screen of a first display  32 . As shown in  FIG. 21A , a graphic image  97   a  (for example, an image where the peripheries of cards achieving a predetermined combination are illuminated) is displayed on the second display  33 . In  FIGS. 19A to 21B , two pairs of Straight Flush, a pair of Flush, a pair of Straight, two pairs of Three of a Kind, and three pairs of Two Pair, as combinations of cards displayed on the first display  32  and the second display  33 , are displayed as hands to which awards are entitled. 
         [0130]      FIGS. 22A and 22B  are schematic diagrams illustrating examples of the display screens next to the display screens shown in  FIGS. 21A and 21B .  FIG. 22A  shows a display screen of a second display  33  and  FIG. 22B  shows a display screen of a first display  32 . As shown in  FIG. 22B , a character image  98  (for example, an image expressing the results) is displayed on the first display  32 . In  FIGS. 21A to 22B , 200 medals corresponding to two pairs of Straight Flush, 10 medals corresponding to a pair of Flush, 6 medals corresponding to a pair of Straight, 8 medals corresponding to two pairs of Three of a Kind, and 6 medals corresponding to three pairs of Two Pair are provided. Therefore, a total of 230 medals are provided to players. 
       m. Displays on Poker Machine in Another Embodiment 
       [0131]      FIGS. 23A and 23B  are schematic diagrams illustrating examples of display screens in the high-probability win game in another embodiment of the present invention.  FIG. 23A  shows a display screen of a second display  33  and  FIG. 23B  shows a display screen of a first display  32 . In this another embodiment, when a plurality of decks wins in the processing to judge a win game result of step S 65  shown in  FIG. 10 , the CPU  60  retrieves the highest class hand in each deck and performs processing for storing awards corresponding to the highest class decks to the RAM  70 . 
         [0132]      FIGS. 23A and 23B  are schematic diagrams illustrating examples of display screens after pressing the deal switch on the screen as shown in  FIG. 20 .  FIG. 23(   a ) shows a display screen of a second display  33  and  FIG. 23(   b ) shows a display screen of a first display  32 . As shown in  FIG. 23 , a graphic image  97  (for example, the images of 25 sets of cards, each of which has five cards) is displayed on the second display  33 . A graphic image  97   a  (for example, an image where the peripheries of card sets achieving a predetermined combination are illuminated) is also displayed on the second display  33 . A graphic image  91  (for example, a poker prize table image, etc.) is displayed on the first display  32 . A graphic image  92  (for example, a plurality of card images) is also displayed on the first display  32 . A character image  94 , indicating a point (for example, “0000 00 1010”, etc.), is also displayed on the first display  32 . In  FIG. 22 , a pair of Straight Flush, a pair of Flush, a pair of Straight, two pairs of Three of a Kind, and three pairs of Two Pair are displayed as hands entitled to the award on the first display  32  and the second display  33 . Therefore, in the result of game shown in  FIGS. 23A and 23B , Straight Flush, which is the highest class hand, is entitled to the award. 
         [0133]      FIGS. 24A and 24B  are schematic diagrams illustrating examples of display screens next to the display screens shown in  FIGS. 23A and 23B .  FIG. 24A  shows a display screen of a second display  33  and  FIG. 24B  shows a display screen of a first display  32 . As shown in  FIG. 24A , a graphic image  97  and a graphic image  97   a  are displayed on the second display  33 . As shown in  FIG. 24B , a character image  98  (for example, an image expressing the results) is displayed on the first display  32 . In  FIGS. 23A and 23B , Straight Flush is the one to which an award is entitled. Therefore, 100 medals are awarded to a player. 
         [0134]    Thus, the first display  32  and the second display  33  are one example of displays which display the images related to the high-possibility win game. 
         [0135]    While the embodiments of the present invention have been described and illustrated above, it is to be understood that they are exemplary of the invention and are not to be considered to be limiting. Additions, omissions, substitutions, and other modifications can be made thereto without departing from the spirit or scope of the present invention. Accordingly, the invention is not to be considered to be limited by the foregoing description and is only limited by the scope of the appended claims.