Gaming machine for playing baccarat with multiple bet modes displayed in the alternative and with different bet limits

A gaming machine has a mode information storage section in which first bet mode information corresponding to an normal bet mode and second bet mode information corresponding to a score bet mode are stored, and a terminal-side game control section for running a game on the basis of one, selected by a player, of the first bet mode information and the second bet mode information. Each of the first bet mode information and the second bet mode information is information including plural bet subjects, bet factors for the respective bet subjects, a lower limit bet amount, and an upper limit bet amount. The lower limit bet amount of the first bet mode information is larger than that of the second bet mode information. The maximum value of the bet factors of the first bet mode information is smaller than that of the bet factors of the second bet mode information.

CROSS-REFERENCE TO THE RELATED APPLICATION(S)

The present application is based upon and claims priority from prior Japanese Patent Application No. 2005-183012, filed on Jun. 23, 2005, the entire contents of which are incorporated herein by reference.

TECHNICAL FIELD

The present invention relates to a gaming machine. More specifically, the present invention relates to a gaming machine in which a player plays a game by betting a game medium.

BACKGROUND

Gaming machines that allow a player to play games that are used to play in casinos more easily as such by replacing a human dealer with a computer-generated graphics and by allowing the player to use game medium (medals, coins, or credits stored in a prepaid card) instead of real money, have spread in the market. And a gaming machine that enables playing of baccarat has been realized as one of those gaming machines (see JP-A-2003-220169). The gaming machine disclosed in the document JP-A-2003-220169 employs a function of showing a tendency of the previously played games to the player in an easy-to-understand manner using a graph or a table.

In the gaming machine as described above, a rule of the game including bet subjects such as “Tie,” “Player,” and “Banker” and the bet factors (coefficients by which a bet amount is multiplied to determine an award when the player wins the game) for the respective bet subjects, are the same as those of the conventional casino game. Therefore, the number of bet subjects is as small as three and the bet factors set for respective bet subjects do not become very large. Accordingly, the player of the gaming machine cannot expect a large amount of award.

One solution for solving the above problem is to employ a game rule in which the number of bet subjects and the bet factors set for the respective bet subjects are increased so that a larger amount of award is expected than in the conventional game rule.

In games such as a horse racing game in which the bet factors are variable, the probability of occurrence of an enormous payment is low even when a player bets a large bet amount (i.e., the bet factor of an easy-to-win bet subject is set small and that of a hard-to-win bet subject is set large). However, in games such as baccarat and roulette in which the bet factors are fixed, an enormous payment may occur when a player bets a large bet amount. Accordingly, management of the payout rate becomes more difficult and complicated.

SUMMARY

One of objects of the present invention is to provide a gaming machine capable of controlling a payout rate while allowing a player to expect a large amount of award in a case where a game based on a conventional game traditionally played such as baccarat or a conventional game that is played with a fixed bet factors.

According to one aspect of the invention, there is provided a gaming machine including: a controller that performs a game processing for providing a game to a player, the game being is performed by allowing the player to bet a game medium to a bet subject in one of first bet mode and a second bet mode being selected in accordance with a selection made by the player; and a storage unit that stores first bet mode information that is used by the controller in performing the game in the first bet mode, and second bet mode information that is used by the controller in performing the game in the second bet mode. Each of the first bet mode information and the second bet mode information includes information for specifying a plurality of bet subjects on which the player is allowed to bet, a plurality of bet factors for the respective bet subjects, the bet factors set to be multiplied with the game medium bet on the respective bet subjects when the player wins the game, and a lower limit bet amount and an upper limit bet amount that regulates an amount of game medium allowed to bet in the game. The lower limit bet amount of the first bet mode information is set to be larger than the lower limit bet amount of the second bet mode information. A maximum value of the bet factors of the first bet mode information is set to be smaller than a maximum value of the bet factors of the second bet mode information.

DETAILED DESCRIPTION

Referring now to the accompanying drawings, there is shown an embodiment of the present invention.

1. Appearance of Gaming Machine

FIG. 1shows an appearance of a gaming machine according to the embodiment. As shown inFIG. 1, the gaming machine100has a table section102in which player terminals101called satellites are arranged approximately in fan-like form and a panel section103that is installed behind the table section102. In the example ofFIG. 1, five player terminals101are arranged in fan-like form around the panel section103.

The panel section103has a front display104that includes: a display device such as a liquid crystal display device; speakers105; lamps106; and LEDs107. The front display104informs all players who operates the respective player terminals101about information on the whole of a game the players join in. The front display104informs the players of the start of a bet-possible period, the end of betting, winners and losers of a game using an animation of a dealer108.

FIG. 2is an enlarged view of each player terminal101. Each player terminal101will be described below with reference toFIG. 2. The player terminal101has, in the top surface, a liquid crystal display201for presenting information relating to a game to the player. The liquid crystal display201is covered with a transparent touch panel202and displays an input interface screen. A button group203consisting of plural buttons to be used by the player in playing a game, such as a PAYOUT button and a BET button, are disposed on the player side of the liquid crystal display201. A coin insertion portion204through which the player inputs game medium media such as coins, medals, or chips (hereinafter simply referred to as “coins”) is disposed on the right of the button group203. A bill insertion portion205through which the player inputs bills is disposed below the coin insertion portion204. The coin insertion portion204is equipped with a coin sensor (not shown). When a coin is input to the coin insertion portion204, a coin detection signal is output from the coin sensor to the player terminal101. The bill insertion portion205is equipped with a bill sensor (not shown). When a game medium such as a bill (paper money) or a game medium in a thin form such as a coupon and a prepaid card, is input to the bill insertion portion205, a bill detection signal is output from the bill sensor to the player terminal101.

The player terminal101is provided with a coin payout opening206on the front side at a low position. If the player presses the PAYOUT button which is one of the buttons of the button group203, coins corresponding to all or part of a player-owned credit value that is stored in the player terminal101are ejected through the coin payout opening206and the player can acquire the paid-out coins.

A bracket-shaped transparent acrylic panel207is disposed behind (i.e., on the panel-section-103-side of) the liquid crystal display201, and a solid model chips presenting section208is provided in an area that is surrounded by the transparent acrylic panel207. The solid model chips presenting section208is composed of solid model chip stacks209, a presenting section plate211that is formed with openings210through which the solid model chip stacks209project from inside to outside the player terminal101or retract so as to be placed inside the player terminal101, and an elevation mechanism (described later) for elevating and lowering the solid model chip stacks209.

Each solid model chip stack209is a model of a stack of chips and is a resin mold, for example. Each solid model chips presenting section208may have plural solid model chip stacks209of different units. For example, there may be prepared a solid model chip stack that simulates a stack of chips each being worth one credit unit, a solid model chip stack that simulates a stack of chips each being worth 10 credit units, a solid model chip stack that simulates a stack of chips each being worth 100 credit units, etc.

The solid model chip stacks209are elevated or lowered by an elevation mechanism in accordance with the number of chips credited to the gaming machine100by the player who manipulates the player terminal101that is provided with the solid model chip stacks209, that is, a player-owned credit value. Now assume that the player-owned credit value is “251,” for example. In this case, a solid model chip stack209that simulates a stack of chips each being worth one credit unit is elevated so as to project from the presenting section plate211by a length that is equal to the height of one chip, another solid model chip stack209that simulates a stack of chips each being worth 10 credit units is elevated so as to project from the presenting section plate211by a length that is equal to the height of five chips, and still another solid model chip stack209that simulates a stack of chips each being worth 100 credit units is elevated so as to project from the presenting section plate211by a length that is equal to the height of two chips.

Each player can recognize a player-owned credit value quickly and intuitively by visually checking the lengths of projection, from the presenting section plate211, of solid model chip stacks209. Furthermore, the player can feel as if actual chips were being added or removed right in front of him or her in an actual game.

FIG. 3is a schematic block diagram showing the internal configuration of the gaming machine100. The gaming machine100incorporates a main control section301, which is composed of an information processing apparatus which runs game programs and peripheral devices. The main control section301is connected to each player terminal101so as to be able to perform a bidirectional communication with it. The main control section301receives, from each player terminal101, information indicating the number of coins bet, a bet subject, etc. selected by each player, starts a game when prescribed conditions have been satisfied, determines winners and losers of the game, and informs the player terminals101of the results. According to the information received from the main control section301, each player terminal101increases or decreases the credit value owned by the player. For example, if the player wins the game, the player terminal101adds a credit value corresponding to the number of acquired coins to the owned credit value according to the information received from the main control section301and stores a resulting owned credit value. On the other hand, if the player loses the game, the player terminal101subtracts a credit value corresponding to the number of coins bet from the owned credit value according to the information received from the main control section301and stores a resulting owned credit value.

The main control section301also performs output of an image signal to be displayed on the front display104, drive controls on the lamps106and the LEDs107, and a drive control on the speakers105.

An elevation mechanism302and a light source section303are connected to each of the player terminals101.

The elevation mechanism302is a mechanism for elevating and lowering the solid model chip stacks209. Although in this embodiment the elevation mechanism302employs a stepping motor as a source of elevation/lowering power, an ordinary motor or actuators may be used in combination with a position control mechanism.

A specific structure of the elevation mechanism302will be described below with reference toFIG. 4.

The elevation mechanism302shown inFIG. 4has a rotary drive shaft402which is attached to a stepping motor401, contact members4031-4035which are fixed to the rotary drive shaft402and rotate as the rotary drive shaft402is rotated, arms4051-4055which are rotatably attached to a support shaft404in such a manner that their one ends can come into contact with contact surfaces4031P-4035P of the contact members4031-4035, and tables4061-4065which are attached to the other ends of the arms4051-4055. The solid model chip stacks209are fixedly mounted on the top surfaces of the tables4061-4065. Guided by the slide rails407, the tables4061-4065are restricted in motion so that the solid model chip stacks209pass through the openings210correctly.

In the example ofFIG. 4, five kinds of solid model chip stacks209are elevated and lowered. And the five contact members4031-4035, the five contact surfaces4031P-4035P, the five arms4051-4055, and the five tables4061-4065are provided. Although the suffixes are used to discriminate between the five members or surfaces, if no such discrimination is necessary the suffixes will be omitted and notations “contact members403,” “contact surfaces403P,” “arms405,” and “tables406” will be used.

Next, the operation of the elevation mechanism302shown inFIG. 4will be described.

The contact members403rotate as the stepping motor401being driven by the player terminal101rotates the rotary drive shaft402. As the rotation of the contact members403continues, the contact surfaces403come to contact the one ends of the arms405. In this example, the contact surface4035P contacts the one end of the arm4055earliest and then the contact surfaces4034P,4033P,4032P, and4031P contact the one ends of the arms4054-4051in this order.

When a contact surface403P is rotated further after contacting the one end of the associated arm405, the contact surface403P pushes down the one end of the arm405.

When the one end is pushed down, the arm405is rotated about the support shaft404and the other end is lifted up. As a result, the table406which is fixed to the other end of the arm405is also lifted up together with the solid model chip stack209mounted thereon. In this manner, all or part of the solid model chip stack209can pass through the opening210and project (appear) from the presenting section plate211in accordance with an angle of rotation, by the stepping motor401, of the rotary drive shaft402.

It is also possible to cause all or part of a projected (exposed) portion of a solid model chip stack209to retract so as to be placed under the presenting section plate211by rotating the stepping motor401in the reverse direction.

In the exemplary structure ofFIG. 4, the4031-4035are shaped so that the contact surfaces4031P-4035P contact the one ends of the respective arms4051-4055at different timings. Therefore, the rightmost solid model chip stacks209start to rise earliest and then the remaining solid model chip stacks209start to rise in order (i.e., from right to left). By utilizing this property, owned credit values in such a wide range as 1 to 100,000 credit units can be expressed by projection lengths of the solid model chip stacks209. For this purpose, for example, the colors or shapes of the solid model chip stacks209are varied in such a manner that the value of each chip of the rightmost solid model chip stacks209is set lowest and the value of each chip of the pairs of solid model chip stacks209increases as the position goes leftward (e.g., the value of each chip of the pairs of solid model chip stacks209is set at one credit unit, five credit units, 10 credit units, 100 credit units, and 1,000 credit units in order (i.e., from right to left)).

FIGS. 5 and 6show another exemplary structure of the elevation mechanism302.FIG. 5is a perspective view of a basic unit of another exemplary structure of the elevation mechanism302. One elevation mechanism302is formed by plural basic units ofFIG. 5.

In the basic unit of the elevation mechanism302, a table503is attached to a rotary drive shaft502which is rotationally driven by a stepping motor501.

As in the above example, a solid model chip stack209is mounted on the table503. In the example ofFIG. 5, one solid model chip stack209is formed by bonding two (right and left) hollow semicylinders to each other. One hollow semicylinder which has not been bonded to the other yet is shown inFIG. 5. As in the above example, the solid model chip stack209is elevated or lowered so as to project or retreat through the opening210of the presenting section plate211(not shown inFIG. 5).

A nut504is fixed to the bottom surface of the table503. The outer circumferential surface of the rotary drive shaft502is formed with a thread ridge and groove (not shown), whereby the nut504and the rotary drive shaft502are threadedly engaged with each other.

The table503is restricted in motion so as not to rotate as the rotary drive shaft502is rotated. For example, as in the above example, rotation of the table503may be prevented by a guide rail (a vertical movement is not prevented) Alternatively, rotation of the table503may be prevented by bringing the table503in sliding contact with an inner wall or the like of the gaming machine100(a vertical movement is not prevented).

Because of the threaded engagement, the table503is advanced or retreated by rotating the rotary drive shaft502. That is, the elevation/lowering of the table503and hence the solid model chip stack209mounted thereon can be controlled by controlling the rotational driving by the stepping motor501.

FIG. 6is a perspective view of an exemplary elevation mechanism302which is formed by plural basic units described above. This elevation mechanism302is formed by an array of five basic units each being mounted with one solid model chip stack209and another array of five basic units each being mounted with one solid model chip stack209. Since each basic unit has the stepping motor501, the solid model chip stacks209of the respective basic units can be elevation/lowering-controlled independently of each other.

Therefore, where the elevation mechanism302having this structure is used, the elevation/lowering of the solid model chip stacks209can be used not only for the indication of an owned credit value but also for other purposes. For example, when the player of the terminal apparatus101has had a big win, the elevation mechanism302can operate to stage an event that the solid model chip stacks209are elevated and lowered so as to be waved from right to left or left to right.

Returning toFIG. 3, the general configuration of the gaming machine100will be continued.

Connected to the light source section303, each player terminal101controls the light-emitting operation of the light source section303. The light source section303is a circuit having a light-emitting source such as plural LEDs and functions as a light source capable of switching among different colors (e.g., red, blue, green, and white) and varying the luminance. The light emitted from the light source section303is guided by the acrylic panel207and output to such a direction as to be seen by a person located outside the gaming machine100, in particular, the player.

2. Exemplary Configuration of Main Control Section

Next, an exemplary configuration of the main control section301will be described with reference toFIG. 7.FIG. 7is a block diagram, centered by the main control section101, of the gaming machine100.

The main control section301is provided with a microcomputer705that includes a CPU701, a RAM702, a ROM703, and a bus704for data transfer between them. The ROM703and the PAM702are connected to the CPU701via the bus704. Various programs and data tables that are necessary for performing various kinds of processing to control the gaming machine100a restored in the ROM703. The RAM703is a memory for temporarily storing various data produced through computation of the CPU701.

The microcomputer705, more specifically, the CPU701, is connected to an image processing circuit707via an I/O interface706. The image processing circuit707is connected to the front display104and controls the driving of the front display104.

The image processing circuit707includes a program ROM, an image ROM, an image control CPU, a work RAM, a VDP (video display processor), a video RM, etc. An image control program relating to the display of the front display104and various selection tables are stored in the program ROM. Dot data for formation of an image such as dot data to be used in forming an image on the front display104are stored in the image ROM. The image control CPU determines an image to be displayed on the front display104by selecting from the dot data stored in the image ROM in advance according to parameters set by the CPU701and the image control program stored in the program ROM in advance. The work RAM is a temporary storage which is used when the image control CPU runs the image control program. The VDP generates image data for a display content determined by the image control CPU and outputs the generated image data to the front display104. The video RAM is a temporary storage which is used when the VDP forms an image.

The microcomputer705, more specifically, the CPU701, is also connected to the speakers105via an audio circuit708. The speakers105generate various sound effects, BGM, etc. on the basis of output signals of the audio circuit708.

The microcomputer705, more specifically, the CPU701, is also connected to the lamps106and the LEDs107via a lamp drive circuit709. Large numbers of lamps106and LEDs107are disposed on the front side of the gaming machine100, and are lighting-controlled by the lamp drive circuit709on the basis of drive signals from the CPU701in staging various events.

The microcomputer705, more specifically, the CPU701, is further connected to the player terminals101, whereby a bidirectional communication can be performed between the CPU701and each player terminal101. The CPU701can exchange instructions, requests, etc. with each player terminal101, and the main control section301and each player terminal101cooperate to perform a game progress control.

3. Exemplary Configuration of Player Terminal

Next, an exemplary configuration of each player terminal101will be described with reference toFIG. 8.FIG. 8is a functional block diagram showing the control system of each player terminal101.

Each of the player terminals101is provided with a microcomputer805that includes a CPU801, a RAM802, a ROM803, and a bus804for data transfer between them. The ROM803and the RAM802are connected to the CPU801via the bus804. Various programs and data tables that are necessary for performing various kinds of processing to control the player terminal101, for example, an operation control on the elevation mechanism302and a turning-on/off control on the light source section303, are stored in the ROM803. The RAM803is a memory for temporarily storing various kinds of data produced through computation of the CPU801.

The microcomputer805, more specifically, the CPU801, is connected to a liquid crystal panel drive circuit807via an I/O interface806. The liquid crystal panel drive circuit807is connected to the liquid crystal display201and controls the driving of the liquid crystal display201.

The microcomputer805, more specifically, the CPU801, is also connected to a touch panel drive circuit808via the I/O interface806. The touch panel drive circuit808outputs coordinate data indicating a contact position on the touch panel202.

The microcomputer805, more specifically, the CPU801, is also connected to a hopper814via a hopper drive circuit809. When a drive signal is supplied from the CPU801to the hopper drive circuit809, the hopper814pays out a prescribed number of coins through the coin payout opening206. A coin detection section815is connected to the CPU801via a payout completion signal circuit810. The coin detection section815is disposed inside the coin payout opening206. When detecting that a prescribed number of coins have been paid out through the coin payout opening206, the coin detection section815outputs a coin payout detection signal to the payout completion signal circuit810. The payout completion signal circuit810outputs a payout completion signal to the CPU801on the basis of the received coin payout detection signal.

The microcomputer805, more specifically, the CPU801, is further connected to a motor drive circuit811for rotationally driving the stepping motor401(or stepping motors501) to drive the elevation mechanism302. A motor drive signal(s) is supplied from the CPU801to the motor drive circuit811, whereby the stepping motor401(or stepping motors501) is rotationally driven by the motor drive circuit811. As a result, the elevation mechanism302operates to elevate or lower the solid model chip stacks209.

The microcomputer805, more specifically, the CPU801, is further connected to an LED drive circuit812for driving the light source section303. In this embodiment, the light source section303is composed of plural LEDs and the LED drive circuit812supplies, according to drive instructions from the CPU801, drive power to LEDs as subjects of the drive instructions among all the LEDs. As a result, a turning-on/off control on the LEDs can be performed in desired form under the control of the CPU801.

In this embodiment, the light source section303is composed of five red LEDs, five blue LEDs, and five white LEDs. The LED drive circuit812is a circuit capable of supplying power selectively to the set of five red LEDs, the set of five blue LEDs, and the set of five white LEDs so as to turn on/off the sets of LEDs independently.

The microcomputer805, more specifically, the CPU801, is still further connected to the main control section301via a communication interface813, whereby a bidirectional communication can be performed between the CPU801and the main control section301. The CPU801can exchange instructions, requests, data, etc. with the main control section301, and the main control section301and the player terminal101cooperate to perform a game progress control.

FIG. 9is a block diagram for description of the functions of the microcomputer805of each player terminal101and is a functional block diagram mainly relating to display processing.

The microcomputer805has a terminal-side game control section901corresponding to a controller and a bet mode information storage section902corresponding to a storage.

The terminal-side game control section901receives a bet mode selection input or a bet mode switching input, a bet subject selection input, an input relating to specification of a bet amount, etc. from the player via the touch panel drive circuit808and the button group203. The terminal-side game control section901informs the main control section301of the received inputs of the player.

Pieces of bet mode information corresponding to plural bet modes employed in the gaming machine100, respectively, are stored in the bet mode information storage section902. The bet mode information is information including bet subjects that can be selected by the player in the associated bet mode, bet factors that are set for the respective bet subjects, lower limit and upper limit bet amounts that are prescribed for the associated bet mode. In this embodiment, it is assumed that the gaming machine100can provide a game in two bet modes, that is, a normal bet mode as a first bet mode and a score bet mode as a second bet mode.

The normal bet mode is a mode in which a betting method of the traditional game is employed. In the normal bet mode, three bet subjects “tie,” “player,” and “banker” are available for which the bet factors are set at “9,” “1.95,” and “2,” respectively. The lower limit and upper limit bet amounts are set at “1” and “1,000,” respectively.

The score bet mode is a mode in which the player may be able to acquire a larger award than in the normal bet mode. In the score bet mode, nine bet subjects are available, that is, each of the three bet subjects “tie,” “player,” and “banker” is classified into three kinds by the score (the larger one of the sum of the numbers on cards dealt to the player and the sum of the numbers on cards dealt to the banker; either of those sums if they are identical). The bet factors of the respective bet subjects are determined in accordance with their probabilities of occurrence, and the maximum value of those bet factors is set larger than that of the bet factors of the normal bet mode. Lower limit and upper limit bet amounts are also set in the bet mode information of the score bet mode. However, the lower limit bet amount is set smaller than that of the normal bet mode. The gaming machine100may be configured so as to provide three or more bet modes.

FIGS. 10A and 10Bshow exemplary data structures of pieces of bet mode information stored in the bet mode information storage section902.FIGS. 10A and 10Bshow bet mode information of the normal bet mode and bet mode information of the score bet mode, respectively.

The terminal-side game control section901reads one of the pieces of bet mode information from the bet mode information storage section902according to a bet mode selection input or a bet mode switching input of the player, and drives the liquid crystal panel drive circuit807so as to display a bet screen on the liquid crystal display201according to the read-out bet mode information. The terminal-side game control section901judges whether a bet amount that is input through the bet screen falls within the range defined by the lower limit and upper limit bet amounts of the bet mode. If the input bet amount is out of the range, the terminal-side game control section901prompts the player to correct the bet amount. If the player has input a bet amount that falls within the range and has selected one of the bet subjects, the terminal-side game control section901informs the main control section301of the bet amount, the bet subject, and the bet factor that is set for the bet subject.

The main control section301advances a game, and determines game results (“tie,” “player,” or “banker”) and scores and determines whether the players of the respective player terminals101have won or lost the game. The main control section301informs the player terminals101(i.e., terminal-side game control sections901) of the win/loss results.

Informed of the win/loss result, each player terminal101(i.e., terminal-side game control section901) pays out an award or collects the bet amount depending on the informed win/loss result and finishes the game.

According to the gaming machine100having the above configuration, in the score bet mode in which the number of bet subjects is larger than in the normal bet mode, the bet factors can be get larger than in the normal bet mode. Therefore, each player may be able to acquire a larger award in one game, which would increase the motivation of each player to play games.

In the score bet mode in which the bet factors are set large, the payout rate can be suppressed by setting the lower limit bet amount smaller than in the normal bet mode, which prevents the store side (gaming machine operator side) from suffering a heavy loss.

4. Examples of Screens

Next, examples of screens used in the gaming machine100will be described.

4.1 Exemplary Bet Screen in Normal Bet Mode

FIG. 11shows an exemplary bet screen which is displayed on the liquid crystal display201of each player terminal101in the normal bet mode. The bet screen serves as an input interface which prompts the player to bet. The player performs various manipulations for advancing a game using the bet screen ofFIG. 11as an input interface, that is, by touching the touch panel202which is mounted on the front surface of the liquid crystal display201.

A game result table region1101, which occupies a top portion of the screen, is a region for displaying past game results (“tie,” “banker,” or “player”). Looking at the contents of the region1101, the player can predict a result of the next game.

Area buttons1102corresponding to the three respective bet subjects “tie,” “banker,” or “player” are displayed on the bottom-left of the game result region1101. The player can select and input a bet subject by touching one of the three area buttons1102.

Bet factors are displayed on the right of the respective area buttons1102. If a game result coincides with a bet subject selected by the player, that is, if the player wins a game, the player acquires a credit value that is a game medium (the number of coins) bet by the player multiplied by the bet factor.

A chip display region1103is provided on the right of the bet factors. An image of chips corresponding to a game medium (the number of coins) bet by the player is displayed in the chip display region1103to cause the player to feel as if the player were playing an actual game.

Plural bet buttons1104are displayed under the chip display region1103. The player can input a desired bet value by touching the bet buttons1104as appropriate. In this exemplary screen, values “1,” “5,” “10,” “25,” and “100” are set for the respective bet buttons1104. When the player touches one of the bet buttons1104, a game medium (the number of coins) corresponding to the value set for the touched bet button1104is added to the bet value.

An acquired credit value display region1105and an owned credit value display region1106are provided below the bet buttons1104.

A score bet button1107for switching the bet mode to the score bet mode is displayed on the left of the bet buttons1104. If the player touches the score bet button1107, the bet screen is switched to a screen corresponding to the score bet mode.

A lower limit bet amount display region1108and an upper limit bet amount display region1109of the current bet mode are provided on the bottom-left of the score bet button1107. A lower limit bet amount and an upper limit bet amount are displayed in the regions1108and1109to lead the player to determine a bet amount within the range defined by those amounts.

Next, an exemplary bet input method in the normal bet mode will be described with reference toFIGS. 12A-13B.

FIG. 12Ashows a state that the player is touching a bet button1104to determine a bet amount after the bet screen ofFIG. 11has been displayed.

FIG. 12Bshows an exemplary bet screen as a destination of a transition from the screen ofFIG. 12A. A chip image1201corresponding to the bet amount of the bet button1104touched by the player is displayed in the chip display region1103to allow the player to recognize the bet amount.

FIG. 13Ashows a state that the player is touching an area button1102to determine a bet subject after the bet screen ofFIG. 12Bhas been displayed.

FIG. 13Bshows an exemplary bet screen as a destination of a transition from the screen ofFIG. 13A. In this screen, a display is made so as to indicate a movement of the chip image1201from the chip display region1103to the area button1102touched by the player, to allow the player to recognize the bet subject.

The bet input in the normal bet mode is thus completed. Then, the main control section301determines a game result and informs each player terminal101of it, whereupon switching is made to a game result notification screen (not shown) and each player is informed that an award will be paid or the bet amount will be collected.

4.2 Switching from Normal Bet Mode to Score Bet Mode

Next, how switching is made from the normal bet mode to the score bet mode will be described with reference toFIGS. 14A and 148.

FIG. 14Ashows a state that the player is touching the score bet button1107in the bet screen of the normal bet mode to cause switching to the score bet mode. Detecting the touch of the score bet button1107via the touch panel202, the terminal-side game control section901causes a transition to the score bet mode.

Upon the transition to the score bet mode, a bet screen of the score bet mode is displayed on the liquid crystal display201.FIG. 14Bshows an exemplary bet screen of the score bet mode as a destination of a transition from the bet screen ofFIG. 14A.

4.3 Exemplary Bet Screen in Score Bet Mode

FIG. 15shows an exemplary bet screen of the score bet mode, which is the same as the exemplary bet screen of the normal bet mode shown inFIG. 11except that nine area buttons1501are substituted for the three area buttons1102and an ordinary bet button1502is substituted for the score bet button1107. Therefore, components inFIG. 15having the same components inFIG. 11will be given the same reference numerals as the latter and will not be described.

Bet factors are displayed in the respective area buttons1501. When the player touches the ordinary bet button1502, switching is made from the score bet mode to the normal bet mode and a transition is made to the bet screen ofFIG. 11.

Next, an exemplary bet input method in the score bet mode will be described with reference toFIGS. 16A and 16S.

FIG. 16Ashows a state that the player is touching an area button1501to determine a bet subject after making an input of determining a bet amount in the same manner as in the normal bet mode.

FIG. 16Bshows an exemplary bet screen as a destination of a transition from the screen ofFIG. 16A. In this screen, a display is made so as to indicate a movement of the chip image1201from the chip display region1103to the area button1501touched by the player, to allow the player to recognize the bet subject.

The bet input in the score bet mode is thus completed. Then, the main control section301determines a game result and informs each player terminal101of it, whereupon switching is made to a game result notification screen (not shown) and each player is informed that an award will be paid or the bet amount will be collected.

Since the lower limit bet amount and the upper limit bet amount of the normal bet mode are different from those of the score bet mode, the values displayed in the lower limit bet amount display region1108and the upper limit bet amount display region1109in the normal bet mode are different from those in the score bet mode.FIG. 17Ais an enlarged view of the lower limit bet amount display region1108and the upper limit bet amount display region1109in the normal bet mode, andFIG. 17Bis an enlarged view of the lower limit bet amount display region1108and the upper limit bet amount display region1109in the score bet mode.

4.4 Screen for Switching of Lower Limit Bet Amount and Upper Limit Bet Amount

The gaming machine100may be configured in such a manner that the lower limit bet amount and the upper limit bet amount can be changed by each player in the normal bet mode.FIG. 18shows an exemplary input interface screen to be used for changing the lower limit bet amount and the upper limit bet amount. In this example, three combinations of a lower limit bet amount and an upper limit bet amount are presented and the player can select one of those combinations. After the selection, a bet amount can be input in the range defined by the selected lower limit bet amount and the upper limit bet amount. As a larger upper limit bet amount is selected, the lower limit bet amount becomes larger, which enables maneuvering that fits the playing style of each player.

The gaming machine100may be configured so as to set an upper limit bet value in the score bet mode on the basis of the maximum number of payout coins, that is, the upper limit bet amount and the corresponding bet factor, of the normal bet mode. This configuration makes it possible to operate the gaming machine100while the payout rate is kept within a prescribed range even if the lower limit bet amount and the upper limit bet amount are switched.

4.5 Switching of Game Result Table

The gaming machine100may be configured in such a manner that the game result table displayed in the game result table region1101can be switched to one suitable for the score bet mode.FIGS. 19A-19Cshow exemplary game result tables.

FIG. 19Ashows an exemplary game result table called “simple,” which it indicates winner sides but does not include information relating to scores. This game result table is suitable for the normal bet mode but the information contained therein is insufficient for the score bet mode.

FIG. 19Bshows an exemplary game result table called “normal,” which allows each player to recognize how the two sides have won consecutively and hence is suitable to check win/loss fluctuations. Columns of “banker” and “player” are arranged alternately, and the number of marks shaped in circle shown under “B” or “ ” means the number of consecutive wins. When the winner side is changed, the column in which to arrange marks shaped in circle is switched to the adjacent one. Mark shaped in triangle is displayed when a tie occurs. This game result table is suitable for the normal bet mode but the information contained therein is insufficient for the score bet mode.

FIG. 19Cshows an exemplary game result table called “score,” which allows each player to recognize even scores and hence is useful in determining a bet subject in the score bet mode. This game result table is basically the same as the game result table “normal” except that numerical values indicating scores are displayed instead of marks shaped in circle.

Switching between the above game result tables can be made by touching one of game result table buttons1901.

As described with reference to the embodiment, there is provided a gaming machine including: a storage (e.g., a microcomputer or a bet mode information storage section) in which first bet mode information corresponding to a first bet mode (e.g., normal bet mode) and second bet mode information corresponding to a second bet mode (e.g., score bet mode) are stored; and controller (e.g., the microcomputer or a terminal-side game control section) for running a game on the basis of one, selected by a player, of the first bet mode information and the second bet mode information. The gaming machine is configured that each of the first bet mode information and the second bet mode information is information including a plurality of bet subjects, bet factors for the respective bet subjects, a lower limit bet amount, and an upper limit bet amount; that the lower limit bet amount of the first bet mode information is larger than that of the second bet mode information; and that a maximum value of the bet factors of the first bet mode information is smaller than a maximum value of the bet factors of the second bet mode information.

The gaming machine allows a player to play a game in the second bet mode in which the player may be able to acquire a large game medium in one game than in the first bet mode. On the other hand, since the lower limit bet amount and the maximum value of the bet factors of the first bet mode and those of the second bet mode are set so as to be correlated with each other, the probability of an unduly large payment can be lowered while the payout rate in the second bet mode is controlled and the probability that a player is given a large award is thereby kept at a certain level.

In the gaming machine, the upper limit bet amount of the second bet mode information may be determined on the basis of a maximum number of payout game medium media that is a product of the upper limit bet amount of the first bet mode information and the maximum value of the bet factors of the first bet mode information.

The gaming machine makes it possible to restrict the number of game medium media paid out by the gaming machine within a predictable range even if the bet factors of the second bet mode are set large.

According to the gaming machine, it becomes possible to control the payout rate while giving a player a possibility of acquiring a large award.